Pop Vigilance when civilians are killed by XCOM

Forum to support developing of community project to update Long War 2 to work with the War of the Chosen expansion.
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DabHand
Posts: 3
Joined: Wed Feb 08, 2017 11:23 am

Pop Vigilance when civilians are killed by XCOM

Post by DabHand »

Suggestion for LWOTC assuming vigilance remains a thing:

Region vigilance increases by 1 per civilian killed by XCOM so collateral damage has a consequence.

Whilst on subject of vigilance, there's a mod for LW2 that shows vigilance level for each region on the globe map. I don't see why this shouldn't be integral to LWOTC from the get go. May help to clarify some of the "mystery" for players when trying to work out whats going on outside missions.
The13Inquisitor
Posts: 32
Joined: Fri Dec 01, 2017 12:10 pm

Re: Pop Vigilance when civilians are killed by XCOM

Post by The13Inquisitor »

Vigilance slows down the Avatar project though.

Even if it makes missions harder to detect, so that's not really a drawback.

And an increase in strength for killing civilians is excessive.
DabHand
Posts: 3
Joined: Wed Feb 08, 2017 11:23 am

Re: Pop Vigilance when civilians are killed by XCOM

Post by DabHand »

Ha, yes l forgot it slowed the avatar clock.

V does degrade over time and the strength has to come from somewhere so it's not a 1 for 1 trade (1 civ death means +1 strength) at all. It changes the nature of the missions too. E.g. you don't get jailbreaks or VIPs on high vigilance iirc so it would be a drawback.

However the avatar clock relationship could make it exploitable so meh.
Ethereal Commander
Posts: 16
Joined: Thu Jan 26, 2017 10:44 pm

Re: Pop Vigilance when civilians are killed by XCOM

Post by Ethereal Commander »

One alternative I'v been thinking about for awhile is that having the civilian population on your side is core to a underground resistance movement. And gathering intel on missions for the infiltration could be affected by killing civi's. In essence kill alot of civi's and they are less reproachable to helping your squad infiltrate for the next mission. Why would they, helping you in the past lead to you killing their neighbors. And besides they have some pretty good health care and a social safety net. Hell for a large amount of the population the Aliens treat them way better than their own species did before the Aliens showed up. So fuck Xcom.

I'd suggest for every dead civi in that region infiltration slows down by 5%, with the effect degrading over time by a value of 1 every 2 weeks a civi is not killed. And when a civi is killed it ups the value by 1 and restarts the 2 week degrading timer.
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