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So I played Chapter 2 with that particular mission where you are betrayed by Fender after finding the Cargo from the submarine.

2 out of 4 of my agents timely betrayed me at this point (not a problem). The Two agents were better equipped than my main character (disguised) and the other agent (disguised) (not a problem in theory). The whole map was alerted, I was cut off from my evac, it is supposed to be in real life checkmate (not a problem). Your agents die, the missions should adapt because the Force Majuro was a success.

The problem? I find that having the main character necessary for these missions rather than the freedom of the XCOM approach in particular limits particular outcomes and urges save and reload. This becomes more apparent if my main agent is in disguise and the traitors on my team are heavily armoured with body armour and AKs, also with stockpiles of grenades. Combine this with the fact that evac can be cut off, you will be outnumbered and outgunned, and you will always suspect an agent to betray you, revelaing your position to everyone, simply means most games I am now simply wanting to keep my main character fully armed, with the heaviest of armour and grenades and keep him near the evac point at all times.

Is this a flaw? Given that when the main character dies and no evac means gameover?
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lumengloriosum: So I played Chapter 2 with that particular mission where you are betrayed by Fender after finding the Cargo from the submarine.

2 out of 4 of my agents timely betrayed me at this point (not a problem). The Two agents were better equipped than my main character (disguised) and the other agent (disguised) (not a problem in theory). The whole map was alerted, I was cut off from my evac, it is supposed to be in real life checkmate (not a problem). Your agents die, the missions should adapt because the Force Majuro was a success.

The problem? I find that having the main character necessary for these missions rather than the freedom of the XCOM approach in particular limits particular outcomes and urges save and reload. This becomes more apparent if my main agent is in disguise and the traitors on my team are heavily armoured with body armour and AKs, also with stockpiles of grenades. Combine this with the fact that evac can be cut off, you will be outnumbered and outgunned, and you will always suspect an agent to betray you, revelaing your position to everyone, simply means most games I am now simply wanting to keep my main character fully armed, with the heaviest of armour and grenades and keep him near the evac point at all times.

Is this a flaw? Given that when the main character dies and no evac means gameover?
IMO it's kind of strange that your main character is required for some story missions - though interestingly (and for no discernible reason), not all story missions.

As for agents betraying you, I believe that can only happen if they have at least one "secret" perk, since it may turn out to be enemy brainwashing. Somehow, after playing for a while, none of my agents have secret perks any more, and not a single one of them was an enemy agent in my current game (not including Fender of course) - kind of disappointing, since by the time I got MKULTRA, none of my agents needed their brains cleaned.