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Farming Reinforcements for Intel and MECs

Posted: Mon Jun 05, 2017 10:40 pm
by deducter
Although farming reinforcements for exp is nice, the real power of farming reinforcements seem to be late game. With an officer with collector and a specialist with a skulljack, it is possible to farm reinforcements for intel. Given that collector can give up to 10 intel per mission and skullmining can potentially yield more, this can quickly result in enough intel late game such that this ceases to be a meaningful resource.

Also, it is possible to full override MECs from reinforcements. The saavy commander can even save stuff like a bluescreen bomb EMP to maximize the chance. I don't think this matters as much as the intel issue though.

Re: Farming Reinforcements for Intel and MECs

Posted: Tue Jun 06, 2017 12:36 am
by chrisb
deducter wrote:Although farming reinforcements for exp is nice, the real power of farming reinforcements seem to be late game. With an officer with collector and a specialist with a skulljack, it is possible to farm reinforcements for intel. Given that collector can give up to 10 intel per mission and skullmining can potentially yield more, this can quickly result in enough intel late game such that this ceases to be a meaningful resource.

Also, it is possible to full override MECs from reinforcements. The saavy commander can even save stuff like a bluescreen bomb EMP to maximize the chance. I don't think this matters as much as the intel issue though.
We're starting to address this now. There is a change committed to cap the kill xp to match the mission xp. Currently you get ~5.7 xp per enemy that is in the original mission schedule that gets distributed equally among your troops, that number of enemies is also being used to cap the kill xp.

We're also evaluating the impact of RNFs on Collector and Scavenger. The FO on Mec RNFs is interesting, not just with bluescreen bombs, but also with redscreen rounds now stacking.

I'm unsure at this point how easily exploitable it is. I think with the setup we currently have for managing kill xp caps it would be possible to extend that into capping other sources of RNF farming as well, especially if the reward:effort/risk ratio is high enough to make it feel mandatory to the player.