Raritysretainer, on 15 January 2012 - 01:58 PM, said:
It feels odd to see the AMC as a well organized and funded organization, since one of the inspirations for the mod is X-com. I saw X-com as an underfunded company that could only get drunken hobos for soldiers, recovering drug addicts for engineers, with the scientists and pilots being the only people with a clue what they're doing.
Heh, if you look at the main agents though they may be good but they're far from professional and mostly crazy
There is more backstory that could be told as to why the AMC Squad is relatively well funded, but of course if you think about the world threat is vast and the AMC Squad can only really reply to at most 8 different incidents at the same time if they want to spread themselves thin. Most of the money did go to building the facility and equipping the soldiers - it's not done terribly well in the first episode but there is money and treasure to be found which implies that war funds are what keeps the squad afloat.
Episode 2 will partly focus on building up the squad - I should of made the base more ramshackle and have it steadily improve over the episodes but these would of been a nightmare. The extra researchable base modules are one of my comprimises.
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As too weapon balance, Highwire's rocket launcher could do with some tweaking. Its splash damage is either absurdly low for a rocket launcher or just bugged. Rusty nail's revolvers have too much spread and too little damage in exchange for a low fire rate and capacity. Another small nitpick would be miko's assault rifle lacking an indication on the model itself of what firing mod it's set on.
Yeah I shouldn't of released his missile launcher in the condition it was; it's designed for anti-armour but fires 2 missiles for some reason. I'll revamp it at some point, possibly even replace it with an RPG-7 (which would make infinitely more sense, although I also wanted one as a temp weapon as well) Rusty's revolvers are really overpowered if you have two and fully charge up the alt-fire - headshots deal enough damage to kill most enemies and it's perfectly accurate when 'charged'
Good point about Mikko's AR - the numbers change colour on the little screen but that's a poor indication. I'll see what I can do.