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Thank you. It's a bit difficult at this early stage of the new mission style to tell if I'm doing it wrong or if the game is accidentally balanced in such a way that succeeding in mid stage ~Rep 80 missions is just off the table. The new structure is much more opaque from this side. 

With the removal of tools, the streamlining of almost everything into always-on boosts, Intel/mercenary/network access no longer presented, and the ability to tab out of the mission screen mid-op removed, it seemed clear that I was not supposed to be 'doing anything' once I've pulled the trigger on a mission, and I was losing with lvl 7/8 stats on lvl 5 missions. 

(+1)

Thank you for the feedback. You're absolutely correct in  that the difficulty curve has shifted too far and that there isn't enough decision making with missions currently. I'm testing a patch now that will give more decision making power to the player pre-mission and should demystify the systems at play a bit. Part of my goal is to make missions more strategic and less tactical, to better fit the genre, but as this effort towards 1.0 continues I'll be bringing mercenaries back and giving you more tools on how to approach missions in general.