TreseBrothers
Trese Brothers
- Joined
- Jul 5, 2023
- Messages
- 2
The rules about reinforcements vary from mission to mission. In missions where you are sent to wipe out an enemy force, there will be no reinforcements at all usually. On missions where you are sent to break into a lab and steal a prototype, then the megacorporate powers-that-be who own the lab are going to keep sending enemies - of increasing power levels - after you until you exit the lab. We do believe that it makes a lot of sense in the world.
You are a heist team of 3 or 4 mercs striking an isolate target - hard, fast, and as quiet or as loud as you please. In the demo level discussed on Steam, at most, the game may have summoned 10 or 12 reinforcements. Enough to overwhelm you (you stole the target case, you are trying to leave now?) but not enough to stretch world credibility that a major Syndicate or megacorporation has some manpower near priority targets that it can activate once the alarm bells start ringing. One solution is to sneak and never set off the alarm bells in the first place.
XP and team Power Level are gained by completing missions and secondary objectives only, there are no XP bonuses for kills so it is not an XP farm, unless a secondary objective specifically calls it out.
As a heist RPG, the scenarios focus on your small, deadly team of highly skilled and cybered mercs who can pull off what others cannot through a mix of stealth, hacking and combat. In order to put gameplay pressure on your operation, the overarching Security AI that coordinates the enemy response can (again, in some scenarios) call in reinforcements endlessly. In the demo level mentioned, the Security AI can also wake up sections of the hidden mine field that is setup around the Syndicate Hideout. On the hospital rooftop it can call in more reinforcements, turn on long-range cameras or power up the existing security measures to lethal setting.
In the full game outside of demo levels, the Security AI has a wide range of options, scaled by how high you've pushed the Security Level -- and one of those options is calling more reinforcements. In the right levels, yes, it can do that repeatedly.
On Steam, I believe the OP played an earlier version of the demo. After we received some feedback from players even before Next Fest started, we adjusted the decision tables for the Security AI in the second level and it called significantly less reinforcements as it was more interested in turning on the mine field. So - in that regard, we heard the OP and improved the game.
Thanks for the post and feedback!
You are a heist team of 3 or 4 mercs striking an isolate target - hard, fast, and as quiet or as loud as you please. In the demo level discussed on Steam, at most, the game may have summoned 10 or 12 reinforcements. Enough to overwhelm you (you stole the target case, you are trying to leave now?) but not enough to stretch world credibility that a major Syndicate or megacorporation has some manpower near priority targets that it can activate once the alarm bells start ringing. One solution is to sneak and never set off the alarm bells in the first place.
XP and team Power Level are gained by completing missions and secondary objectives only, there are no XP bonuses for kills so it is not an XP farm, unless a secondary objective specifically calls it out.
As a heist RPG, the scenarios focus on your small, deadly team of highly skilled and cybered mercs who can pull off what others cannot through a mix of stealth, hacking and combat. In order to put gameplay pressure on your operation, the overarching Security AI that coordinates the enemy response can (again, in some scenarios) call in reinforcements endlessly. In the demo level mentioned, the Security AI can also wake up sections of the hidden mine field that is setup around the Syndicate Hideout. On the hospital rooftop it can call in more reinforcements, turn on long-range cameras or power up the existing security measures to lethal setting.
In the full game outside of demo levels, the Security AI has a wide range of options, scaled by how high you've pushed the Security Level -- and one of those options is calling more reinforcements. In the right levels, yes, it can do that repeatedly.
On Steam, I believe the OP played an earlier version of the demo. After we received some feedback from players even before Next Fest started, we adjusted the decision tables for the Security AI in the second level and it called significantly less reinforcements as it was more interested in turning on the mine field. So - in that regard, we heard the OP and improved the game.
Thanks for the post and feedback!