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I can recover items from downed fighters as a Strategic Op. I mean, is there any artwork for engineers/scientists that could be used so you can send engineers and/or scientists off to recover a UFO? That wold give people the option for complexity without having it forced upon them, similar to being able to airstrike a downed UFO instead of having to GC every ufo you come upon the budget for art assets, I'd say. Narratively, it could be described as either letting the funding bloc the ufo crashed in do most of the grunt work in removing the ufo, and paying a tithe in the form of alien artifacts tto the funding bloc, or assigning your own teams supervised by an agent - each agent assigned represents a Xenonauts team. To minimise UI management, could the same be done for ordinary UFOs? You still get the option for getting a fixed amount immediately, or you can assign agents to oversee the cutting up of the UFO, and get a bonus to the artifacts rcovered, or possibly unique artifacts as a reward.
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Yeah it equals lots of engineering projects, each type of alien and rank produces differing amounts of materials, each gun similar, alien ballistic weapons would give ballistic cores with pistol giving 1 say and a mini-gun 3 or 4, will agree it would likely be annoying for many if it went very high level but could be interesting as just the basics kind of thing with just getting Alloys and fuels from ships by taking them to bits, modding could then add the rest for crazy folks like upon the budget for art assets, I'd say.
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That's cool for players who like to have that level of detail and customisation, but not everyone wants quite that level of complexity. and they kinda drown out the important stuff. Presumably stuff like butchering corpses for materials for armour is done through a Workshop project? Is there a separate workshop project for each corpse type that produces a specific material, or is there a more elegant solution? The problem I discovered is that a complex system ends up with having dozens and dozens of workshop projects that are required to handle each possible action where the player transforms one item into another one.
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I guess my concern about that sorta thing (and I have been experimenting with similar ideas over the past few months) is just the large amount of extra UI management it requires.
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