NephilimNexus Posted February 20, 2016 Share Posted February 20, 2016 (edited) Someone has already skillfully made a mod for fixing the absurd roulette wheel of the Proving Grounds, allowing you to mass produce any of it's results simply by expending supplies and e-cores. This makes sense, it's logical, and it's the way XCOM has always operated in the past. It is a good thing, and you can look at it over here: http://www.nexusmods.com/xcom2/mods/223/? My request is to take this idea and expand it to include weapon mods. It strikes me as absurd that we can build a combat exoskeleton with flamethrowers for hands but the technology of this mysterious thing called a "rifle scope" is somehow beyond us, forcing us to rely entirely on "loot drops" to get them. IMHO, this kind of cheap MMO bullcrap has no place in XCOM. It would make far more sense if all weapon mods were removed from the loot drops entirely (leaving nothing but elerium cores) and were instead logically added to the tech tree as something that you could unlock via research and then simply mass produce to your heart's content - or supply limit, which ever comes first. Example: Modular Weapons (3 days) -> Basic Weapon Modules (5 days) -> Specific items researched separately, 2 days each, or skip right to -> Improved Weapon Modules (7 days) -> Specific items again, and requires previous version so you can't just skip to the end, now take 3 days each -> Advanced Weapon Modules (14 days) -> Same drill again, now 5 days each -> Superior Weapon Modules (28 days - petty have some scientists by now) -> Top tier specifics, 7 days each. Then once you unlock any particular item you just go over to Engineering and buy the dang thing with Supplies (starts cheap, gets expensive as tech improves). There: A simple, logical way to handle weapon attachments that actually has some foundation in sanity. Edited February 20, 2016 by NephilimNexus Link to comment Share on other sites More sharing options...
Recommended Posts