Talk:Yet Another Scheme
right now, this article is just my ramblings. If someone else thinks it's actually useful, there maybe should be a link pointing here (in that case, I'd suggest it to be moved/renamed to "The way of the Privateer"). Otherwise, it ought to be deleted. You decide. --Schnobs 08:38, 9 April 2008 (PDT)
I was also wondering about this orphan page. I found it by search and wondered why it was not linked. There are other strategy articles linked off the main page. This one is well written and provides a different perspective than usual. I think either we should link it off the main page, or put a Strategy link on the main page and move this and the other strategy articles to that Strategy page. Spike 10:52, 9 April 2008 (PDT)
- I think a section on guides would be a great idea. Just a place where we could list the various guides like Warlord's Foolproof Plan and Starting Your Shadowy Paramilitary Organization, and others. It could later be a home to other fun guides (say, for something like a speed challenge guide, etc). It's always entertaining to see how other players like to approach the game. - NKF 00:19, 10 April 2008 (PDT)
An item is only needed to start researching. Once research is underway, you can sell the item without penalty. You can even allocate zero scientists to the project. If you consider that cheating, allocate 1 scientist.
So the question to ask really is: when will I finish this research and deploy this item in the field? Will I capture enough of them by that time? Generally hiring some more staff or building facilities for $300K is more effective than keeping a Mind Probe you can't use on a shelf in your base, even for a few weeks. Spike 11:45, 10 April 2008 (PDT)