Difference between revisions of "Talk:Known Bugs (TFTD)"

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(→‎Displacer/PWT ammo cost bug: We are paying mainframe prices for a desktop with laptop processing power, and buying a mainframe for desktop prices.)
(→‎Displacer/PWT ammo cost bug: - generic bug (or feature), moving to Known Bugs talk page)
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==Displacer/PWT ammo cost bug==
 
  
At a cost of $15000, 400 Tech hours, 5 Zrbite, and 8 Aqua Plastics, this is the exact same cost as the HWP Fusion Bomb from X-COM EU, converted over to the equivalent TFTD resources.  As such, it shouldn't be counted as a bug, since it is clearly what Mythos intended.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:55, 15 November 2008 (CST)
 
 
:Hmm, in that case maybe it should be treated as a generic game engine issue and not a TFTD specific issue - but I still think it's a design error. Can you think of any logical reason why the SWS/HWP version of the ammo should be more expensive (in cost and in materials) than both the craft ammo and the (more powerful) personal ammo? It makes no logical sense. Hence I think it's a design error. Nothing can be inferred from the fact it's unchanged from XCOM-EU, that doesn't imply any deliberate decision. It could just be the replication of an original error in XCOM-EU. [[User:Spike|Spike]] 11:17, 15 November 2008 (CST)
 
 
:Whilst we discuss it, I'll park my original text in here:
 
 
* ''Displacer/PWT ammo cost bug - at over $100,000 total cost per round, the ammunition for this SWS weapon is far more expensive to manufacture (both in money and rare materials) than the equivalent ammo for the Aquanaut-carried Disruptor Pulse Launcher, or the craft-based Pulse Wave Torpedo, despite being less powerful than either. This would seem to be a design mistake.''
 
 
See Also [[Talk:Displacer/PWT]]
 
 
:: I don't like the higher cost either, but I think it's a tradeoff of expense and quality for the convenience of portability. Sort of like an MP3 player to the gramophone... or maybe that's not a good comparison. -[[User:NKF|NKF]] 13:43, 15 November 2008 (CST)
 
 
A better comparison might be a desktop computer to a laptop.  As a general rule, laptops are more expensive, but a similarly priced desktop gives you more power.  Desktops are cheaper and offer power, laptops are more expensive and offer portability(though the gap is rapidly narrowing).  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:49, 15 November 2008 (CST)
 
 
:I think those are good analogies. But they don't apply in this case. To continue your analogies: We are paying mainframe prices for a clunky desktop that has only laptop processing power, and we're buying a mainframe for desktop prices. The vehicle version ("desktop") - is ''less'' portable and ''less'' powerful than the personal version (DPL = "laptop"), ''less'' capable than the craft version ("mainframe") - and costs ''more'' than either of the others in total cash and in materials. In particular, it makes no sense that the small missiles on the SWS use up ''more'' of both Zrbite and Aqua Plastics than the Craft version. Do we really think it's logical that a tactical battlefield round, less powerful than its man-carried equivalent, takes more explosive and structural material to produce than both the more powerful man-carried version and also more than the air-to-air round that has 60km range and can take down a major alien combat craft? There is a clearly perverse bang-per-buck here, on every measure. My sincere belief is that this was an original mistake in the XCOM-EU engine that got copied into TFTD as well. The craft round should have the higher base price, but the material requirements that are currently assigned to the SWS/HWP round. It's debatable whether the SWS/HWP rounds should be more expensive than the man-carried rounds. But what I don't think is debatable is that is not logical for the SWS/HWP rounds to be more expensive than the craft rounds. It's clearly a mistake. Even in game balance terms, the only the HWP/SWS rounds have going for them is conserving "80-Item Limit" space, which I severely doubt was ever a game design consideration since it's just an awkward programming compromise. Any advantage inherent in the HWP/SWS is already reflected in the very high platform cost - there is no need to inflate the ammo costs as well. The bottom line is that a round for a (mini-)tank does not cost more, does not use more materials, than the same type of round for a long range anti-aircraft weapon that has much greater damage capacity and penetrating capacity. [[User:Spike|Spike]] 14:35, 15 November 2008 (CST)
 

Revision as of 22:01, 25 February 2009