![]() And if it is: is it balanced to occasion “cheating” or full utilization of the system… I would assume that this guarantees a win if the game is not specifically balanced for it. This is a fundemental mechanic: a player would spend around half of the resources to equipment if this “option” is ignored, which can instantly be reduced to a third (or even more depending on how many teams you field) when utilized all the time. Imagine this: have you never included any additional peace of equipment to a team member after the plane has left even after conducting multiple missions and depleting ammo? If we say that should not have been done, is it kinda like cheating the game or does the game rely on you doing that (aka balanced for it) ? Ok so if this is not suppose to happen why can we do this? Is it a bug then? If playing on Hero or higher, recruit, equip, and only then put them on a plane. The reason it feels funny “to use a single set of equipment for all strike teams…instantly across multiple teams around the world” is you’re not supposed to.Įquip your people before putting them in the field, period. If ambush triggered, reload last save and repeat Step #1.Equip the team that is going to go into a tactical battle next.The rest is still a huge amount for the player to consider reloading a save after an ambush is triggered to streamline the process: Loadout presets have been tested by Xenonauts but not sure if would work here due to ammo being produced so even with the above maximum 50% of the macro can be eliminated (some is derived from the lack of lifter options in the personal MGMT screen). If the game is working as intended, the best course of action would be to implement some buttons to quickly unequip all soldiers or soldiers of a particular plane or base. The mechanic is working as intended and thus both the approach and micro is intended - This I also cannot believe considering the crazy amount of micro we are looking at here Unequip team right after the mission withouth an “Unequip all” button and withouth filters on the personal MGMT screenĭue to time and resource constraits the above approach is so beneficial that it must be done but the amount of micro is so intensive the likes of which I have never seen in a gameĪm I missing the obvious here or is one of the below 2 the case:ġ.There is a bug in the game and one of the above points should not be the case (maybe equipping from store on the plane?) - seems very unlikely as it would break the streamlined nature of the gameĢ.Equip the team that is going to finish a scan first or initiate a mission next (to be determined manually and withouth concrete time values).So the game seems to be designed around the mechanic of: ![]() There are ambush missions that seem to be designed around the idea to punish players if they leave their soldiers unequipped (as opposed to other mission types loadout cannot be edited before these) further increasing the crazy amount of micro.This, in combination of the above results in crazy amount of micro There is no “Unequip all” or “Make all available option” on the loadout MGMT screen to address the loadout micro like in the latest remake.This would also be fine by itself as it does away with the plane storage MGMT of the original BUT consistency issues occur at this level as we are now able to use a single set of equipment for all strike teams (and feels funny to do this instantly across multiple teams around the world) Soldiers on planes can be reequipped instantly.I loved this from the original so great to see it return (even of ammo :)) BUT it does mean that equipping soldiers is very expensive Player needs to produce all pieces of equipment. ![]() So far so good, this is to streamline the storage management in bases
0 Comments
Leave a Reply. |