In these missions, you need to kill all enemies, and recover an objective from a central point on the map.
At first I though that just because there was this additional objective, you would be able to approach the mission in different ways, e.g. stealthing in, then stealthing out again. I also thought that as long as one soldier escapes with the objective, that would be a success.
Of course, I didn’t read the second objective, which is ‘Secure the area’, meaning ‘kill everything’.
Logically, this means that there is absolutely no point in having the objective to recover the macguffin. You just walk a guy up to it under absolutely no pressure, when all enemies are down.
There are other missions where similarly, you have to walk everyone to the evac point, or walk one guy to a spot. I haven’t tried doing an evac on other missions where there is an objective to recover (while enemies still stand), but presumably it would have worked, as I don’t recall seeing two objectives like this together.
This one just struck me as daft. The only scenario it would make challenging would be if you had only one guy left who was bleeding/poisoned, with no medkits, and it was a race to the spot. Narratively though, this would jar - how does he go on to live on the strategic map if he’s about to die on the tactical map? After all, we aren’t allowed supplies in our aircraft, are we?
Which reminds me of how your soldiers are supposed to escape lairs when the spawnery is killed. What, narratively, is supposed to happen here? Shouldn’t part of the mission be getting them out again? As it is, the whole thing just turns into a game of British Bulldog.
Narrative and lore is such a huge part of Phoenix Point, but it seems like they have been automagically suspended at points, in the name of hasty attempts at balancing.
I understand that PP isn’t X-Com, I get that. This sort of board game/card game/arcade game type magic stuff just seems at odds with what I expected.