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Thread: Base Research

  1. #1
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    Base Research

    In XCOM UD there is the option to fast forward time so base research seems to take less time, is that option going to still be part of EU?

  2. #2
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    Quote Originally Posted by nenous2 View Post
    In XCOM UD there is the option to fast forward time so base research seems to take less time, is that option going to still be part of EU?
    They said in one interview that there is a scan for activity button, which will work like the times in the old Geo-scape, but it will jump directly to the next event, instead of watching the days turn and waiting. That being said it will also create, time jumps to the next human event just as the old one did as well. The difference is that they set the game up to have a lot more alien events per jump so unlike the old game you will not go a month some times and not see but 1 or 2 alien attacks and finish a lot of research. So it will feel like it takes longer to research because you will be "paused" in battles a lot more, even if it takes the same number of days to research and the Geo-scape skips faster.

  3. #3
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    Quote Originally Posted by Clayton Cross View Post
    They said in one interview that there is a scan for activity button, which will work like the times in the old Geo-scape, but it will jump directly to the next event, instead of watching the days turn and waiting. That being said it will also create, time jumps to the next human event just as the old one did as well. The difference is that they set the game up to have a lot more alien events per jump so unlike the old game you will not go a month some times and not see but 1 or 2 alien attacks and finish a lot of research. So it will feel like it takes longer to research because you will be "paused" in battles a lot more, even if it takes the same number of days to research and the Geo-scape skips faster.
    Wonder what would happen if you were to complete researching an item between jumps. Doesn't sound like the game will pause for you to start research on another one.

  4. #4
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    I think it will stop for aliens or human notifications just like the old one, but it will be more instant then watching a clock run.

  5. #5
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    That seems to be an improvement over UD, i hope 2K shows an actual working build of that feature at E3 this year.

  6. #6
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    I think that part will work just like the old one. Fast forwarding and the game just pauses when there is a notifcation. Then if you want time to setup or read up you just hit the stop scanning button which pauses the game.

  7. #7
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    Quote Originally Posted by DazzD View Post
    I think that part will work just like the old one. Fast forwarding and the game just pauses when there is a notifcation. Then if you want time to setup or read up you just hit the stop scanning button which pauses the game.
    The only reason I found the different time breakdowns to be useful in UFO Defense was when you were managing craft in the air. So I like a notification to notification basis. That's probably what most people did anyway. I know it's how I played.

  8. #8
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    Well hold on.. that doesn't always work. Take craft notification. I want to deploy an interceptor 6 hrs after my last one returns to base. What if after all my interceptors return to base, I want to wait half a day and then deploy them again? If I just used a 'skip until event', it may go 2 days before the next event triggers and I have a chance to deploy them.

  9. #9
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    In the original games i often think about my next steps and what i need to do for which base etc. while watching the time slowly advance. I usually never use anything faster than 5 mins/tick.

  10. #10
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    Quote Originally Posted by katscan View Post
    Well hold on.. that doesn't always work. Take craft notification. I want to deploy an interceptor 6 hrs after my last one returns to base. What if after all my interceptors return to base, I want to wait half a day and then deploy them again? If I just used a 'skip until event', it may go 2 days before the next event triggers and I have a chance to deploy them.
    I guess it'll depend on how they handle interceptions and such with the new incarnation. It may no longer be advantageous or necessary to have patrols up. It could be assumed (to free up 'head space'.. not exactly sure about that term, I'll admit it worries me that it could be interpretted as 'dumbed down a lot').

    Maybe it'll include the option to 'run until XX:XX'.

  11. #11
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    Quote Originally Posted by katscan View Post
    Well hold on.. that doesn't always work. Take craft notification. I want to deploy an interceptor 6 hrs after my last one returns to base. What if after all my interceptors return to base, I want to wait half a day and then deploy them again? If I just used a 'skip until event', it may go 2 days before the next event triggers and I have a chance to deploy them.
    Well I know I never put patrols in the air unless I knew where the general location of an alien base was. It tends to leave you unable to chase down the faster UFOs and in the later game becomes a tragic waste of fuel (when things start using elerium).

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