Talk:Making the Game Harder

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A challenge for experienced players could be to be win as quickly as possible, no reloads, no exploits. I've managed June 1st with one reload (lost the skyranger) and June 9th with no reloads, in the basic game version. The economics come into play when you're racing the clock and you certainly can't afford to lose good soldiers. - Egor

Is it my impression or there's no current link to this page from any other page?

Hobbes 12:38, 5 March 2007 (PST)

Its on the front page isnt it?

--Sfnhltb 12:40, 5 March 2007 (PST)

Yeah, just checked it, nvm and thanks :)

Realism of selling advanced manufactures and alien items

I removed (edited down) this statement:

:This not only adds some realism to the game (seriously, who would pay 334,000$ for some metal ball that lets you know the stats of your wife? And which government on earth would allow the possession of plasma weapons to other nations, or even civilians?), it also makes it significantly harder.

As I have no doubt that governments scientific and intelligence agencies would pay huge amounts for mind probes. They would be incredibly useful to reconnaisance units, covert surveillance, and (just as with X-COM) their greatest use would probably be to positively identify important / high ranking targets. Alien weapons sales would most likely be to the Council of Funding Nations governments themselves. Do you think they would be able to resist the temptation? No way. The only 'unrealistic' element is that the advanced technologies (especially aircraft) and alien items don't sell for more. This is purely a game balance thing: realistically, X-COM should be able to sell Firestorms and Avengers for hundreds of millions of dollars each. Spike 20:14, 15 November 2008 (CST)