Phaseless wrote:I agree with that as well. On the other hand I wonder, if it's asking too much. I haven't read the changelogs but I'd bet if you are willing to spend time reading, you will be able to read about most internal mechanics xwynns knows about himself. Plenty other games have bare minimum tutorials and want the players to find out themselves how things work.
This raises the intellectual burden in playing and mastering the game. As well there's a disconnect between what's presented on the UI and the greater detail of knowing what's underneath generating the missions, how and when that happens, and those missions becoming discovered through Haven intelligence allowing squads to be sent on them.
Phaseless wrote:The biggest point of critique in that regard would IMO be that there is not enough feedback to the player in LW2. You are told in no way for example that a retal cannot happen to a liberated region for 20 something days and if you never by chance heard about it, you might spend all your personell on intel in fear of losing it instead of getting maximum supplies while you can. You are not told what enemies are likely to do when they got disoriented. And so on. Might seem like little things, and they are, but they mass up as you can see because wynns has a giant advantage knowing all of this.
Definitely a lack of tactical knowledge, especially the difference between stock XCOM2 and LW2. There's a number of pages of information in the Commander's Quarters that definitely needs to be reviewed and should be skimmed every new campaign.
But there's also an issue that goes back to stock XCOM2: a lack of intelligence in a game about an insurgency. No where is the player presented with any sort of intelligence update on what ADVENT is doing, even when many zones are contacted. Why shouldn't there be a report saying where ADVENT shifted troops (even if it's only troops left or arrived), where there is a threat of retaliation or other ADVENT actions, where things appear safe for now. There's just the odd 3-week (or so) cycles, mission opportunities to launch against ADVENT, and forced missions that must be done to avoid certain consequences.
I know there's limits in what Pavonis can mod, especially with the translation requirements. I just wish the UI was better, with more reports and even a log of game actions and events.