Is it so? I didn't look at the code, only the ini files but i was under the impression both squadsize and liberation were multiplicative modifiers and thus would counter each other on GP missions.[/quote]LordYanaek wrote:
From the code, the final number comes from (BaseHours + SquadSizeHours + CovertnessHours + LiberationHours) / DefaultBoostInfiltrationFactor[x].
SquadSizeHours is calculated as a BaseHours * (SquadSizeFactor - 1.0) where SquadSizeFactor is taken from the ini files.
CovertnessHours is calculated as (BaseHours + FMax(0.0, SquadSizeHours)) * (CovertnessFactor - 1.0) where CovertnessFactor is a fairly complex calculation that uses the average "covertness" of all your soldiers and their gear.
LiberationHours is calculated as BaseHours * (LiberationFactor - 1.0) where Liberation Factor is taken from the ini files.
DefaultBoostInfiltrationFactor[x] is taken from the ini files, where x is the difficulty (0-3 for rookie through legend).
From this, you can see that the hours from squadsize only cares about the original BaseHours value. Liberation adds a negative value to the final calculation of between 0% and 90% of BaseHours, but doesn't actually modify BaseHours and thus has no effect on the scale of SquadSizeHours.
Furthermore, BaseHours is much higher for Golden Path missions than any other mission. Either 6, 8, 9 or 10 more days depending on difficulty.
Lets take the veteran BaseHours and assume CovertnessHours wind up at 0. We'll infiltrate 10 men.
On a normal mission, you have BaseHours = 120 hrs (5 days) and 4.0 as your SquadSizeFactor. The calculation is 5 days + 5 days * (4.0 - 1.0) = 5 + 15 = 20d.
On a Golden Path mission, with no liberation quests done, you have BaseHours = 312 hrs (13 days). The calculation is 13 days + 13 days * (4.0 - 1.0) = 13 + 39 = 52d.
With the region fully liberated, the Liberation Factor is 0.1. The calculation is 13 days + 13 days * (4.0 - 1.0) + 13 days * (0.1 - 1.0) = 13 + 39 - 11d17hr = 40d9hr.
Normally, you won't see this huge a number due to the covertness modifier, which combines Officer leadership, class Perks (Covert, Ghostwalker, Tradecraft, etc), Suppressors, light armor (spider suit, wraith suit) and Chameleon Suits. There are also some classes/gear that cause a penalty to covertness, but their effect is relatively minor.
Mostly, you wind up with a number in the range of 20-30 days if you stack up enough covertness effects.
Note: If Liberation Factor applied to the total of BaseHours and SquadSizeHours, you'd be able to infiltrate the Psi Gate in 5.2 days without any covertness benefits at all.