Thuraash wrote:Holy hell, Johnny, that squad and officer system... that's genius! You lot are putting new notches on my hype dial today!
I've got about a million questions, but I'll try to pare it down:
1) Does a squad accrue squad loyalty bonuses as to each member, each officer on the mission, or only as to the officer leading the squad? (can you have more than one officer on a mission?)
2) Have you reintroduced the "Wear and Tear" mechanic so weapons and equipment can fail or be destroyed through fatigue or by the carrying soldier having taken damage on the mission?
3) Does infiltration give any insight as to the enemy force composition? Is there any other way to get some idea as to what you're sending your squad into before you commence the infiltration?
4) Did you consider a feature like the awesome-but-kindof-abandoned Grimy's Morale Mod, where willpower functions as a proxy for fatigue, and soldiers lose willpower by going on a mission, being shot at, seeing each other shot, getting hurt/ciritted, failing a mission, etc., and need time between missions to recover their full stats? It could be really compelling to have more fleshed out debuffs, like defense and aim penalties in addition to willpower to capture the feel of a squad running itself ragged, making mistakes, and just grinding through a mission because it's got to be done.
This one's more of a feature request, but did you consider allowing the player to station groups of more than one soldier in havens? The player would lose access to those troops and their equipment except when the Avenger visits that haven, or maybe as off-map reinforcements in a mission in that district. The perk of stationing troops would be that those XCOM troops (and ONLY those XCOM troops) will participate in defenses against surprise retaliation attacks that the player doesn't detect in advance, with the remainder of the defensive ranks filled out with undertrained resistance fighters. Essentially, the player may want to "park" a squad in a really hot zone to hold down the fort and pitch in on missions with a slightly reduced infiltration rate penalty. They'll be on the ground and at the ready to help deal with the shit as it hits the fan.
Thanks for all your hard work! You folks literally made XCOM:EU/EW for me, and by all appearances you're going to bring me sprinting back to XCOM2 as well!
1) The relationship is officer to soldier, so the bonuses are applied to the soldier (it's infiltration, will and dodge) if the soldier goes on additional missions when that officer is leading the mission. You can take additional officers on mission, but they don't get officer abilities and don't apply bonuses to squadmates.
2) No. The purpose of that mechanic was to get you to build more than enough gear to equip a single squad. The infiltration mechanic now requires it, so it's no longer needed.
3) You get numbers, but not composition. The Shadow Chamber no longer provides information on composition either.
4) No, but it sounds like an excellent addon
5) We talked about stationing multiple soldiers per Haven but it seemed fiddly for not too much extra gameplay gain. The rest of your post I'll have to wait to address.