Posted August 23, 2018
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?
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?