Looking back at the pre release fiction, there is a common theme… FEAR.
Yet despite that, I have never retreated from a mission because it was unwinnable or too costly. Most times you can just cheese or reload, until you brute force the win.
What if every battle wasn’t winnable? You had to hold the evac point whilst a scout went off to the objective, then escape? What if after clearing the area, a random timer started before the next wave, so that you had to loot and retreat? Dragging enemy bodies to the evac zone for dissection?
What if there was the opportunity for unique loot?
And what if enemies that escape are linked to the progression of the their offence/defence?
From a gameplay perspective, it needs to feel as if we are developing from new recruits to grizzled veterans, in the same way our technology should also develop.
Not once did I feel the need to “upgrade” my armour to survive - getting hit pretty much wipes you out so the only tactic is to not get hit. This also makes building a medic pretty useless.
By the end of the game I’d like to feel as if I’ve turned the tide, rather than just managed to survive long enough to access the end game scenario. By the end game, I don’t want to go into a mission being afraid of the enemies, but rather that I have the skills/tech to deal with the threat. - I want to feel badass.
I also feel research should become a tradable commodity - but trading with factions impacts diplomacy. Research points need to mean something!
There needs to be a way to reverse the inter-faction hatred. I know the Pandora Virus is having a mental impact on people, but I’m pretty sure if a bunch of NJ recruits saved a Syn haven, relationships would change. What if, using PP as a catalyst you could unite the factions to a point where they share research with each other?