Gremlion: Yes, world resets on sl.
Is this a reason not to play?
Fakum12: For me it is a reason not to play. I enjoy silent and stealthy infiltration and don't intend to catch a bullet.
And a lengthy preperation, taking out camera and generator and then walzing in unseen - that's my kind of fun.
So if I can't save that, for me it's a game-breaking bug.
Gremlion: Don't think so. It gives you deeper immersion from 'ohshi~' situations, because it breaks boring cycle 'meh, error- load'.
Fakum12: If I understand your descripton of the game meachnics correctly, there is no error-load cycle because if you screw up, you let your crew die and respawen.
So you rush in, grab what you are going for and run for the exit. You die on the way? Well, just wait till the guards go back to their default jobs and then walk in with the respawned clone?
That's even more boring in my opinion....
Thanks, I think I will skip this game.
Well, if you want
perfect unseen walkthrough - game isn't for you.
Silent and stealth infiltration
is possible, Infiltrator has a cloak skill, other characters can buy cloak as item.
At second sector you can buy sound grenades to detract attention, and sound dampener, which lets you even blow up grenades without anyone noticing.
Considering that there are assassination missions, you can't complete the game killfree. Although my first assassination went well, sniper rifle with silencer from cloak in the middle of 5 enemies.
Personally, I'm more into bruteforcing, latest mission I completed through exit path - hijacked civilians and ordered them to attack blast door, which could've been opened only from the inside. Then rushed through poison gases, which leaved me at half hp. Then into vent system, and its exit was near target.
Was there more silent way? Bribe 2 guards for 1k each, hack terminals, cameras... twice as long and without explosions. Boooring :)
You understood my description slightly wrong - if you screw up, game makes you feel adrenaline rush 'can I still win despite the error' instead of hundreds of reloads.
If you let everyone die while carrying prototype - you lose that item until you purchase it at black market. VERY high cost of error.
Another cost - degradation of clones. The better unit you hijack, the more stats it has. Commanders give bonus to energy regen (longer cloak). But, after death from 0.6 it degrades to, say, 0.3, after another death it becomes 0. Enemies are on par with your units in stats, and outnumber them. Winning a firefight is nearly impossible, but exiting through shortcuts under fire isn't.
Another costs of the death - xp and money losses.
All in all, zerg rush doesn't work well with deep infiltration.
I used reload... twice, I think - despite 'the grid' being third sector you open, it's easier than second. Was shredded to death in second sector.