Thats cool. Go ahead and insult people that you disagree with, even though they're working with you to design creative ways to fix things you don't like. I'm trying to help you fix your problem, and you want to mouth off. Classy.
Look, seriously, that's not a matter of disagreement, it's a matter of me literally having the impression that couldn't be possibly more removed from what you describe. Calling XCOM, no matter vanilla or LW, linear is like calling
Minecraft linear.
Either we have a serious difference in terminology we have to work out before we can communicate on the same wavelength, or you literally played a different game than me - I'unno, pre-patch, you remember what vanilla was like differently, whatever.
Plus, I would be a dumb fucking asshole if I used something as ambiguous as an insult as that stupid piece of shit of a sentence I used in that post.
Thats cool and all, but it is like the opposite of a dynamic campaign where victories matter. Thats like... the level scaled enemies from Morrowind or something.
It's not a fix, its just a different way of playing. The mod is designed to give you a strategic game where if you destroy enemy resources then they have less resources. You are advocating something like The Elder Scrolls where shit gets harder as you level up.
No, I don't. TES level scaling is based on, for lack of a better word, experience, not performance, and in a painfully stupid way in some cases - i.e. Daedric-clad Bandits in Oblivion. That is actually in a way what happens in LW if you didn't stop the ships because you didn't know you should - enemies get more HP, more Aim and whatnot, to match your own rising capabilities. It's a gameplay element to both vanilla and LW, in some shape or form (what else the Elite Mutons are if not stat-boosted basic Mutons? Floaters/EXALTS at least get some different gameplay elements to account for, with grenades and genemods, respectively) and that's not a bad thing in itself.
What I've been thinking of is the game responding to your efforts to halt their progress with increasing efforts to force it - if you were really good, you could take out those all-Uber Ethereal/Sectopod (unbuffed) ships to prevent the aliums getting their first Research Point, but realistically, even the best player would have to let go a research ship, even if it's a day before the Temple Ship assault.
That keeps things fair - you're good, you have a chance to make regular missions easy, but your neither your successes nor failures immediately snowball - respectively, because capturing ships makes capturing ships easier (as you prevent enemy level-ups, and regular missions are less likely to kill your best men) and because not capturing ships makes *everything* harder - had an issue with that Sectoid pod? NOW THEY HAVE MORE AIM, HP, AND DAMAGE!
As-is, it's a runaway positive feedback loop in either direction - quite literally, as the change in difficulty from a transport ship affects itself recursively, that's an imbalance in any possible system.
And preventing just that makes sense as a war simulation! Would you put a single scientist to work on Beam Weapons if all enemies had 1 HP? Duh, no - there would be no point, as your weapons already do the job. Why, then, would the aliens maintain the same pace on research if XCOM was getting turned into a fine red paste? And on the other hand, when your craft gets shot down and stormed by troops, you tighten up the security, and try to slip past the interceptors.