I posted the following comments in a small series of posts about the subject of agents not being available for tactical missions when I placed them there. And assuming that three main agents are always the first three chosen, no matter where in the world they are. I initially wondered if it was a bug or not. But as it turned out to be actual design, I feel the comments are best put here.
I am playing KGB story. I found that when I went to a tactical mission it chose two of my staring agents. I actually scum saved and reloaded and the agents who were actually at the location sometimes swapped as support agents. On the second occasion I found Kodiak who had been compromised and was currently forging was put as first choice for tactical mission. Surely, he ought not to have been available for three reasons.
This so far is by biggest bug bear as I am deliberately training and choosing agents for certain missions, and neither being able to level them up or make use of them. Can't see how this is a deliberate design.
Well, it is not just that the agent not on location warps there. It is that the agent I choose to be there is ignored. I don't mind so much about equipping gear. So long as it is not being used by an agent in a different location. If it is unused I am fine with that.
Also, worth pointing out that the agents who actually ARE there, are not accessible to me, as it says they are away!?! As said, these are the agents I put there in order to do these tactical missions. They are however able to do map missions and get XP for them. But come tactical missions they are pushed out and treated as not being at the site in place of agents who are not.
As for Indigo being Russian naturalised. Yes, makes sense. What doesn't make sense is her working for the East German Secret police and not speaking a word of German. I feel it must be an oversight or mistake.
To be plain I am not half as fussed about a teleport of my agents once finished a tactical mission. Or at least an automatic travel by plane like XCom does. It is the picking and choosing of tactical agents and the teleportation of agents nowhere near the mission area.
While I understand the reasons given to a point. But, in a day an age where games are getting too mundane and full of instant gratification and even too easy, I see little reason why a game inspired by the turned based strategies of old, goes this route. Not a smart choice. But if possible to make this an option I would jump at switching it off.
Also any word yet on if a Stasi Agent will have German included as a language? I understand why they make speak Russian and English, but not have the native tongue for a country they are a member of secret police for.
I will add here, I was having a tidy up and removed GOG Galaxy temporarily. I then reinstalled and thought about installing Phantom Doctrine again, which I have not played since first week of release. Then, I remembered this issue, and developed an aversion to play. It puts me off THAT much.
The_Pastmaster: I was playing the game and enjoying the Actor perk nerf as I have to sneak around more and thinking about the rage when I though: Hey, maybe to improve the Actor perk to make it "better" while keeping the nerf could be to allow the Disguised agent to carry one piece of Equipment. You know... A grenade, a set of lockpicks, a flashbang. One thing something.
Just a random though I had running across a locked door.
squid830: IMO disguised agents should definitely be able to carry lockpicks. To balance this some more, there should be more locked doors, though it would be better if they didn't disappear on use. If lockpicks didn't disappear on use, then lockpicks should also be required for getting into cabinets and safes.
I have to second this. Of course it ought to have consequences being seen using one.