I know a lot of us use self-restrictions to keep this game interesting, and I thought it would be informative to find out how people restrict themselves and why.
Me, I play on Heroic because I find Legendary uninteresting, and I have a list of self-restrictions as long as my arm:
- No Terminators - explains itself really. I don’t use Terminator Builds, full stop. In addition, I limit Terminator skills…
- RC max = 3 - I only allow myself to chain 3 kills on any single use of Rapid Clearance.
- BB max = 2 - I only allow my Grenadiers to launch 2 explosives with any Boom Blast, not 3 (or 4 if throwing grenades).
- Direct Fire costs 1AP min - The cost of directly firing a weapon (ie. not OW) costs a minimum 1AP regardless of discounts. This prevents chaining pistol shots and GL/GL/RL.
- Onslaught max = 1 - I only allow each Squaddie to receive 1 Onslaught boost per turn.
- RC/AR cannot stack - Both Rapid Clearance and Adrenalin Rush cannot be cast by the same squaddie in the same turn as any other skill. This prevents the most egregious Terminator Chains from happening.
- War Cry = Suppression Fire - I treat War Cry as if it was suppressive fire by my Heavy: so at least 1 target of the War Cry has to be within LoS for me to use it.
- Quick Aim max = 2 - My Snipers are only allowed to use a max 2 QAs per turn.
- MfD cannot stack - I think this has been implemented in the recent patch, but Marked for Death cannot be stacked.
- RB HMG - Rage Burst is confined to Deceptor-style HMGs only, which is as the skill was originally designed until somebody found the exploit.
That’s the skills. Then I have a whole series of House Rules, which make the game more ‘realistic’ (for a given value of realistic ):
Leg Reinforcement - A Squaddie can only equip and use a Torso Mount or Jet Jump if (s)he is equipped with a Heavy &/or Techhie Torso & Legs, to take the weight and impact of the recoil. This also prevents the utterly stupid ‘ballet dancer’ look of a Heavy wearing Sniper legs.
Base Kit Only - Squaddies can only exchange kit between Transports if they are in a Base; though the Bases can be on opposite sides of the world (I rationalise this by saying they have 3D-printer Fax Machines that require an item to be broken down at one end and printed at the other).
Tooling Up - The only items that can be equipped directly from a Transport are spare Ammo, Medkits and Grenades.
Enhancement Recovery Time - A Squaddie can only be fitted with a Bionic Enhancement or a Mutation in the Base that contains the Lab. In addition, that Squaddie is out of action recuperating for 1 day per full 100 Resources spent on the surgery.
Surgery Time - Any Squaddie who loses a Location during a Mission must heal back in a Medbay, where their Location is surgically operated on.
And then there’s Diplomacy. I hate the way you can cosy up to all 3 Factions really easily, despite the fact that they are so ideologically opposed that they will even go to war against one another. So I restrict the number of Factions I can cozy up to like this:
- At 25 Dip - I can be Friendly with all 3 Factions.
- At 50 Dip - I can never Align with the Faction that hates the Faction I first Align with. From the lore, I infer that NJ hates Anu / Anu hates Synedrion / and Synedrion hates NJ.
- At 75 Dip - I can only Ally with 1 Faction.
I’m sure I’ve forgotten some, but those are the main restrictions I use to make the game as challenging as it ought to be and to fix some of the more egregiously stupid exploits that the game currently allows.
So now the ball’s in your court - what restrictions do you use, and why do you feel that you have to use them?