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My wish list: "EM rounds" to tranq robots, late game rounds that combo tranq + EM (for example upgrade or very high cost), melee as an option for mind-controlled or panicked enemies, non-lethal options for andromedon (vanilla tranq rounds kill them), Zephyr glove upgrade to tranq robots, non-lethal zap for Patchwork, "last turn" non-lethal bind option for Torque.
Chryssalid infection of civilians kind of sucks, so maybe a stasis grenade should be available from mission 1. Also I’d like to see a "stop/disable infection prior to chryssalid birth" mechanic as well.
A "public regard" mechanic for each district to scale public reaction to deaths could also be cool, something changed with field team missions.
Example from Whisper during an Anarchy event: "We are not police. If you see a theft, call it in to 31PD and move on."
Chimera Squad is a specialized task force paramilitary unit. Units like this when called in are not concerned with arresting people at that point.
My only suggestion would be to make tranq rounds cheaper, easier to get, or something that everybody starts with.
Whisper: "We are not the police"
Chimera Squad is more like a highly-specialized, paramilitary counter-terrorism unit similiar to the French Foreign Legion.
1. To encourage people to capture enemies you....cut the reward for doing so, already a pittance, in half.
2. There are missions where preventing civilian casualties is absolutely impossible. Plus, if even one dies...well, you are 100% likely to get the penalty...but the penalty is exactly the same for one dying and for ten dying so once one dies, who cares anymore?
3. It counts robot takedowns as fully equal to killing people...and you HAVE to take them down to complete the mission so just by having robots in the mission, the player is essentially screwed. Hint: one faction is FULL of robots.
The idea definitely has merit though so keep iterating.. My personal feeling is that you need more carrot and (much) less stick.
The mod currently comes off more as a difficulty adjuster than a gameplay modifier.
When things get really hairy with gangs to the point of SWAT needs to be called, I think some serious damages are somewhat expected.
TBH, about 1/3 of the things we do through the city map are assumedly non-violent (the Blue "Situations"). And where we need to resort to violent actions, we're facing (1) armed gangmembers, who (2) try to kill us (and in some Missions, try to kill civilians).
One thing I've been increasingly wanting to do when I've finished the campaign is go through the localisation files and tone down the whole "the peasants are revolting" "yes I can smell them from here" vibe of the campaign map.
I'm running a police force, policing by consent is a thing. Not everywhere's bloody LA or whatever. It's all framed too much as anarchy and jackboots for me.