![]() ![]() Make the game work the way you want it to. #Xcom 2 andromedon modIf you really just don't like the game working that way, it's a pretty safe bet you're not the only one so there's likely a mod (or three) for that. Results may be less predictable than we would like. Randomly scavenged resources nicked from equally random sources from whatever place or enemy we could find them on.Īs a result what we can do with them often comes down to as much "what we can make them do a the time" as much as "what we were hoping we could make them do".īetween any number of complications ranging from possible damage to the item (we did get that one from a Sectopod, after it exploded), possible malfunctions or manufacturing errors (which would explain why it was easier to get a hold of), or any other complications (this is literally technology that we don't 100% understand how it works). If every element of the game was exactly the same from campaign to campaign things would get very stale very quickly.įraxis may have their flaws the same as any other company, but making games that people don't still find fun years, or even decades, after release isn't one of them.Ī personal head cannon reason of mine to explain why it works this way is that because we're building these things (or at least something else that can make them for us, hence why we always have more after their use) is because of what they are made from and how we got them. ![]() Much the same logic as above, but from a different angle. These things are powerful so having limited control over what you can get and when in a game forces you to strategise on the fly mid campaign to make the most of what you can get as you get it.Ģ) Replayability. There's two official reasons:ġ) Game balance. Originally posted by Ohio9:Aren't I the commander? There's no reason why their grenades, heavy weapons, or ammo should be based on a dice roll. īut it's an interesting idea for what I may build fourth next time. ![]() ![]() Though that said it still likely gets ignored by most of us until we get the Resistance Ring, GTS and Training Center built (often in more or less that order). Which not only makes it more important then before to keep training up more troops, but also means that your A-Team are even more likely to be unable to go on more missions the more use they see, so anything that can help get people that aren't fatigued back into the fight becomes more important. In WotC the Infirmary becomes more important as getting shot is no longer the only, or even main, way your troops will no longer be able to go on missions, thanks to Fatigue. I can agree with that logic, though back in my vanilla days I still tended to build the AWC before the Proving Ground simply because doing the research for it was lower on my list of priorities compared to upgrading my peoples weapons (at least the pistol and rifle), for much the same reason that you went with the other option.īetter over all damage, because the sooner they die the sooner I stop getting shot at. ![]()
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