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What would be a fair cost be for a craftable Illuminator Gunsight in Long War?


SmedleyDButler

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Being an big accuracy buff lover, I adore the Illuminator Gunsight. When you get it from the Exalt HQ, it of course says "we can't reverse engineer this". I feel like that makes sense with the psionic items, but the illuminator gunsight simply appears to be a really really well-made regular gunsight. We can imagine some scenario where Exalt, with all their zebra-skin rug money have paid a ludicrous sum to the best gunsmith in the world to make them a nice gunsight. If XCOM can reverse engineer alien objects it seems odd they can't do anything about a plain old human-made gunsight, even if it required meld to manufacture or something.

 

The Mexico bonus where you start with one already shows that having an extra one doesn't break the game or anything. Was thinking of maybe putting together a minor mod to allow you to build or obtain more in a limited way.

 

Option a) Occasional random reward for the "generic" asset securing council missions. Perhaps you've asked the council if they can help you out with their connections to get more of these gunsights.

 

Option b) Unlimited, but very expensive crafting.

 

Option c) Very limited crafting with a moderate cost. Say, 1 at a time with a 30-day build period

 

Option d) A one-time purchase where you can buy 2 more.

 

Which option do you guys think works best? What would fair resource costs be in the case of B, C, or D?

Edited by SmedleyDButler
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