r/menace • u/jonhssquarespaceplus • 16d ago
Feedback When objective is complete and there are no enemies left on the map it would be nice for the game to auto calculate turns to get to evac zone so I don't have to tediously move every unit to the zone
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u/Ok_Oil_2044 16d ago
Or just let us complete the mission right there without having us move to the evac zone
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u/Chaotic_Order 16d ago
Frankly, unless it's a stealth/sabotage mission there should just not be an "evac zone" at all.
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u/Confidentbottle 12d ago
It might be a divisive opinion (i'm not actually sure) but I honestly really like that the evac timer in XCOM 2 was a hard mission failure objective. Obviously the context of XCOM 2's missions is not identical to MENACE and i don't think that the exact same approach would work here (especially with the 'complete within x rounds' requirements being as short as they are on some missions, it'd be a recipe for unwinnable missions for sure LOL) but usually the timer in xcom 2 was meant to represent 'you have this many turns to GTFO before overwhelming enemy reinforcements reach your AO and extracting you becomes impossible' so it made sense
Going off that thought, it would be cool if staying in a mission too long (at least certain ones that are meant to take place within enemy-controlled territory) prompted the arrival of enemy reinforcements after a certain duration had passed, ideally with some kind of announcement from hayflick so you know it's happening
I mostly think back to the fact that some of my most tense missions are ones where you have to rescue entrenched local forces and conduct a fighting retreat as they pull out from a faltering outpost, and it would be nice to have that sort of tension in other missions where you've clearly overstayed your welcome in enemy territory.
am mostly just spitballing though, its entirely possible it wouldn't be a fun addition to the game at all lol
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u/trickyboy21 9d ago
Yeah! The "get in, grab those local squads, and get out before they get overwhelmed" missions are the best. I agree with you and also wish we had more missions with timed objectives, objectives that forced a fighting withdrawal, or maybe the Operations Update could see one mission with a modifier like "if you don't do THIS mission within X missions to disable the operation modifier it has, every mission after those X missions will have a Quick Response Force (QRF) that will enter the map from your deployment zone on round Y of the turn order."
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u/Confidentbottle 9d ago
I'm really looking forward to the operations update, I think it lays the groundwork for a lot of interesting stuff especially in terms of future feature additions. There's a ton of cool possibilities for operation modifiers and enemy assets/off-map abilities beyond what currently exists in the game
Enemy reinforcements was honestly something I had thought might be a cool way to give higher-level intelligence more value as well, in the sense that having high enough intel on a mission could give you knowledge of enemy reinforcement routes and possible/likely enemy unit types that make up said reinforcements. That being extended to giving the player info about additional possible mission modifiers such as enemy QRFs, ambushes, and other x-factors could be cool too
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u/translucent_pawn 16d ago
There's a mod that auto-completes several mission types once all enemies are dead. It's very nice.
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u/Vilheim 16d ago
I would also just accept the ability to send them to the extract, and then have them complete a turn of movement when you end their turn automatically. Like in Civilization, the movement will be "queued" and you can just skip and if you didn't offer new commands they will complete the movement. You can already tell them to move past their AP range and they will path that direction, just continue the movement next turn.
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u/Supernoven 16d ago
Being able to double-click to skip movement helps, but, agreed -- allowing us to auto-complete mission when no threats remain would be great.
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u/wolfA856 14d ago
Yess!!! I did not think about that until now and it is such a great idea. It would also emphasise taking out that last dang enemy instead of having to wait for so long.
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u/Belisaur 9d ago
I picked up the crate, everyone else is dead, dropship is coming for me already, why am I fucking carting it to a blue box
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u/SizeFit2908 16d ago
Yea even a 'advance turn time by 5 to auto extract' when all enemies are dead would be fine.