![Image](https://preview.ibb.co/dMWKRQ/wtf.jpg)
It was the result of alien reinforcements arriving EVERY TURN for the ENTIRE MISSION. What the heck is going on?
Looks like you found the "snare" mission.
So in other words, it was a bad joke. I'm really starting to run out of patience for all the bullshit in this mod. I like the new classes, mission types, resistance management, etc., but in-mission it's just a joke. Games are not fun when the devs are trying to annoy you intentionally.Tuhalu wrote:Was it a hacking mission in a region with ADVENT Strength 7 or higher? If so, it was a trap. It's the games way of telling you that trying to fight your way past ADVENT in high strength regions is a bad idea.
Code: Select all
[Snare X2LWAlienActivityTemplate]
iPriority=26
RequiredRebelMissionIncome=0
DiscoveryPctChancePerDayPerHundredMissionIncome=85
MinAlert=7
MinVigilance=5
AlertLevelModifier=-1
ForceLevelModifier=1
MissionTree[0] = ( MissionFamilies[0]="Hack_LW", \\
Duration_Hours=216, \\
DurationRand_Hours=72 \\
)
You want a mission that's suppose to simulate a trap to be explicitly labeled as a trap? I don't think that's how a trap is supposed to work.Zyxpsilon wrote:Honestly.. this "SNARE" mission trap should be clearly revealed, exposed & named from the very first popup where we opt to infiltrate or **NOT**.
Maybe some people are happy when they get fooled around by such random conditions, but in my case -- i absolutely need to be given a rational choice to just fully IGNORE (or TAKE that risk) them if i so wish.
Right now i can't.
Also there was a line that went something like: "At this point it is advisable that we abort the mission. The objective is not worth it".LordYanaek wrote:Adding a line for Bradford might help understand the situation but creating one is impossible due to the costand unfortunately i don't remember him ever using the word "trap" so even with audio edition the best they could do is give some hint like "multiple transports inbound" (it might be possible to recover that line from the Avenger Defense audio)
https://www.youtube.com/watch?v=-9-Te-DPbSEKevlinTallfellow wrote:When the reinforcements keep coming, turn after turn after turn, you should absolutely be thinking, "Get out of there, guys! Get to the evac! GO GO GO!".
... and ...Saph7 wrote:The lesson you're supposed to draw from this is that doing missions in regions with Strength 7 or higher is not particularly safe.
Yeah, that's not actually what happened, at least for me.KevlinTallfellow wrote:When the reinforcements keep coming, turn after turn after turn, you should absolutely be thinking, "Get out of there, guys! Get to the evac! GO GO GO!".
Nope.. i want to have the choice to **Detect** if any of the SNARE missions have just been triggered & ready for the usual Infiltration decisions we always must take -- beforehand. I know (and understand) exactly what the purpose of a tactical TRAP is.. got nothing against or for it either way.hewhoispale wrote:You want a mission that's suppose to simulate a trap to be explicitly labeled as a trap? I don't think that's how a trap is supposed to work.
It doesn't.. and that's why it really should. For --Snares-- only.JulianSkies wrote:Doesn't the one part of the UI that everyone ignores, the objectives, actually changes when it's a Snare?
Obviously it doesn't really work. The design was good (as long as you want a trap mission) but the fact that some players think it's a bug shows that in practice it doesn't work for everyone (and frankly, a bug is as good an explanation as anything else when you don't know you might run into a trap) so having something to clearly inform the player that something isn't working as expected, but it's working as intended would help clarify the situation.justdont wrote:The question is - do you REALLY need to be explicitly told that it would be better to retreat? How about using your own judgment? Is it too unreasonable to expect players to be able to figure it out themselves if they should retreat or push through (Snare is doable in certain situations, you know)?