Adjust Shoddy Intel (and other timer related sitreps) based on second wave option #418
Labels
design
Need to decide how we want this to work gameplay-wise
enhancement
Improvement of something that already exists
gameplay
Milestone
For shoddy intel and the inverse sitrep that increases the timer by 1 turn, it might make sense to double them (or more generally reasonably scale them) in case the player is running with second wave option that increase mission timers (e.g. time turner, beta strike?). +/-1 doesn't really matter much when you have very long turn timers on missions
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