While I agree with that wholeheartedly, I do think that linking super-soldiers to Difficulty Levels is a way forward. Based on conversations I’ve had with @mcarver2000, @MadSkunky and others, I get the impression that some players feel they need super-soldiers (or at least massive alpha-strike capabilities) to survive in the endgame.
Now, most of those players are perfectly happy playing on Easy and Veteran, and have little time for the harder Difficulty Levels - partly because the game is hard enough in the early stages anyway. So if Easy & Veteran kept Squad Skill use as it currently is, but Heroic and Legendary reduced the number of Skill uses per turn in stages, (almost) everyone would be happy.
Then add a set of Second Wave Options that allows players to tailour aspects of the game like how Recruits are equipped, how RF should work, or even how many Chirons (and types of Chiron) should be allowed in any mission, and the vast majority of players would then get (almost) exactly the type of game that they want and no-one would be alienated.
Couldn’t agree more, and I think the devs are coming to realise this. It’s a slow chip, chip, chip of feedback that is gradually building a picture of the difficult nature of this game. I think we’ll find that the response will be equally slow, because the devs got burned by Acid (no pun intended) and don’t intend to make that mistake again. I get the impression that they plan to run several tests and get feedback from the CC before they roll out a mega-fix, but that’s just my impression.
A very valid point. I think part of the problem, set up by the modern genre of these games, is that many players somehow feel that a strategic withdrawal = ‘losing’ and that losing is intrinsically bad. It isn’t - it’s an inevitable part of strategic warfare, and in a ‘small team against the odds’ type scenario such as PP, it is a perfectly valid and sensible thing to do.
To take an obvious historical analogy, the Allies won WW2 in part because Britain staged a strategic withdrawal from Dunkirk, and Stalin fell beck beyond the Urals in the face of overwhelming odds. Both lived to fight another day, and when both eventually struck back, the Nazis crumbled as much because Hitler consistently refused to retreat as they did due to lack of men and resources. Remember Stalingrad.
I personally am starting to believe that there should be a pop-up Objective on the Tactical Layer, triggered when the odds against the Squad hit a certain level, saying something like: “Consider a Tactical Withdrawal”, “Evacuate the Squad” or even “Marines, we are lea-ving!” If the player withdraws while that Objective is active, they get an XP reward for doing so. That would encourage players to think strategically and consider falling back, when they otherwise would not have done.