Too much Haven defenses and Pandoran base attacks

For me these are not too much, also not the whole rest. I almost only complain about too much haven defenses and panda base destroying.

I like Haven Defenses - makes good shooting practice for rookies.

Having said that, In my next playthrough, I’d play bad guy and be enemies to everyone! I wish the game even have feature to make NJ, Syn, AN to ally with Pandoran against me.

This report is from my first ending playing YOE, NJ ending

Victory report - Battles

It was a long one, researching everything and completing all missions

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Nice to see that on Legend you got significant more Lairs and Citadels but much lesser Nests compared to my result on Veteran (first post, roughly same time ingame).

Nests evolve very fast, at least since mid game

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I have no idea how this can be solved entirely, except reducing HDs and Panda base destroying with a slower and/or more controlled expansion of the pandorans, as we already discuss here:
https://forums.snapshotgames.com/t/pandoran-structures-as-a-network

But as a result, I would like to see that there are significantly fewer of these routine missions and more story missions.

In my opinion, compared to the number, the ratio is far too much for the routine missions and far too little for the story missions and I think that should at least approximate:


This one was a longer campaign over 4 months.

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Total = General Missions + F/D Missions

166 = 122 + 44 Leg(2m18d) picture from etermes above
205 = 161 + 44 Hero(2m25d) picture from Lobo
140 == 93 + 47 Vet(2m25d) picture from MadSkunky
201 = 147 + 54 Vet(4m2d) picture from MadSkunky post above


Copied from PM for @Valygar

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It is, also captured Pandorans

Victory Report - Enemies

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Surely, current feeling is that game is driven by “defend heaven destroy panda base” missions instead of story, leaving quite good story to entertainment and diplomacy boosting. More independent heaven missions, more fraction given side missions, more POI missions while reducing Panda attack rate would give game “more of a story” - or a soul, some would say.

Lowering either number of Panda bases, or their aggressive rate. Also, what was always a mistery to me is: you destroy Panda base, but it does not slow their agressivity rate in that region at all - almost like instantly another base gets active in same area. Only sometimes when destroying few bases in a role - deep in game when having few teams on disposal - have I a bit felt like their aggression to heavens rate has slowed - temporarily.

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Now they are 3:1, but should it be 1:1?

maybe Voland knows the details

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In my personal opinion yes and even more.

From the lore, our mission is pretty clear: To complete what Symes has started and to find a solution to destroy the Pandoravirus or at least to push it back. For me, protecting the factions is something that you can do, but you don’t have to.
In addition, it is also illogical that an 8-man PP squad can defend a haven that has several thousand inhabitants that should be fully alarmed about the threat out in the world. In addition, at least at the beginning, with technology that is quite a bit ahead of the player. Logical, right?

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the special forces must eliminate the most dangerous target in the most key area. Attempting a realistic/detailed representation of missions

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I agree, defending havens is an option, not a goal, of course if you don’t destroy Pandoran colonies they will attack more and more, including PX bases

I have finished my fifth ending in YOE, Terraformers

Terraformers ending - Battles

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Yes, these two are closely related, the player “has to” defend havens to discover pandoran bases and he “has to” destroy them to get time for other things. I think it doesn’t have to be that way, the simple solution would simply be basically fewer (Edit: and/or weaker) attacks by the pandorans, both on havens and on the player’s bases.

A more complicated solution would be the one above linked suggestion about how the pandorans grow up (pandoran structures as a network) which should lead to the same goal but in addition more logical.

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A new Pandoran colony is spawned every X hours (days) as long as a hidden cap (which depends on difficulty) is not reached, and then that Pandoran colony launches attacks every Y hours against faction havens and PX bases within its operating range.

Therefore, destroying Pandoran colonies does reduce the number of attacks, unless the colony is in a location where all the havens within its operating range have already been destroyed.

The operating range of Pandoran colonies can be huge and there can be several of them in the same area, so often destroying just one colony doesn’t have that much of an impact. If you want some breathing room from haven defenses, systematically destroy colonies as soon as they appear.

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Also known as Destroyer Tour :smile: A Team wiping out over the world

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Interesting series of posts, which align with my own experiences on Vet. As it is completely ground based, the game seems focussed on giving you stuff to do.
Just over the mid point, when knocking over pandoran installations becomes constant, rather than the game rewarding you with you a hiatus, it spawns more very rapidly.

Maybe festering skies will give us a reason to bolt rocket launchers to those aircraft, and strafe those landlocked Pandoran assault forces before they arrive :slight_smile:

Which is biggger: X or Y? :wink:

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X :slightly_smiling_face:

Also, I’m pretty sure that the attack haven counter is independent for each Pandoran colony, so you do want to clear Pandoran bases if you want less attacks on havens.

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