XCOM: Chimera Squad

XCOM: Chimera Squad

Non-Lethal Campaign Mod
19 Comments
Avocamentum 19 Feb, 2023 @ 1:18pm 
I hope Firaxis notices this mod, it is great because it allows the player to make the game lighter and adds strategic dimension. This is a lighter, potentially kid-safe comic book game.

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.
⛧ Hellhound ⛧ 27 Jan, 2023 @ 8:03pm 
Interesting scenario, but as others have said, Chimera Squad are NOT police. They actively say it multiple times throughout the game in voice lines.

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.
diehard955 12 Feb, 2022 @ 7:16am 
i think this is great for roleplaying as police if your into that
✨ ジェニイ姫 ✨ 29 Dec, 2021 @ 10:57pm 
great mod idea, I just dont think you should alter the intel rewards
CVraden 19 Jul, 2021 @ 1:03am 
I see a lot of complaints about this mod being only penalties and no rewards, but I think that's exactly how it should be. Police shouldn't be rewarded for not killing people.

My only suggestion would be to make tranq rounds cheaper, easier to get, or something that everybody starts with.
Maximus0451 28 May, 2020 @ 9:29am 
CS is more like Rainbow Six, where they're sent into situations to eliminate threats and arrests aren't the main goal for them.
Stinker 27 May, 2020 @ 11:22pm 
"a game where you play as the police"

Whisper: "We are not the police"

Chimera Squad is more like a highly-specialized, paramilitary counter-terrorism unit similiar to the French Foreign Legion.
Kwic 25 May, 2020 @ 3:40pm 
@Rylenor +1000
rylenor 20 May, 2020 @ 7:05pm 
I like the idea but the execution isn't great:
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.
Vahn Smash 18 May, 2020 @ 9:24pm 
Well I for one love the idea. Sometimes deaths are unavoidable, sometimes you have to choose whether to sacrifice an innocent or resort to brutality. That's roleplay, baby.
1var_N13tsn3bur 18 May, 2020 @ 11:23am 
I really like the idea of this mod, I'm excited to see where else you go with it! please keep updating and working on it! :)
TMarkisson 12 May, 2020 @ 5:05pm 
Are you buffing the subdue element?
BB Shockwave 11 May, 2020 @ 3:42pm 
Codexes cannot be captured, either...
Roaming Shadow 10 May, 2020 @ 2:06pm 
If you're trying create a disincentive to lethal measures, then why are you reducing the rewards gained for using non-lethal measures? The potential 20 Intel per mission really isn't that much as it is, unless folks are using the intel total per capture mod. Also, there are missions were it's effectively impossible to prevent civilian deaths (mostly by Chrysalid in Sacred Coil missions), so punishing players for something that was effectively out of their control seems needlessly harsh.

The mod currently comes off more as a difficulty adjuster than a gameplay modifier.
flightpaper  [author] 10 May, 2020 @ 12:26pm 
Thanks for the feedback everyone. This is definitely a first draft. I'm currently working on an update to exclude robotic enemies from the enemies killed stat, but I will definitely take this feedback into account to create a more comprehensive mod.
Pokemastuh 10 May, 2020 @ 11:40am 
Like others I like the idea of this, I even found myself leaning more towards takedowns even before I picked up a mod that changes intel from a fixed percentage to get twenty into a roll in a range up to a cap. That being said, I tend to agree that it's just all penalties by the look of things. Aside from just making the game harder this really adds little tactical and strategic pressure. I'm not taking the enemy in alive because it's better to do so, morally/ethically and strategically, I'm taking them in alive because otherwise I'm screwed. It's all stick and no carrot.
Softis 9 May, 2020 @ 9:41pm 
I think this mod could be on the right track, but so far it's just penalties. I'd suggest adding a counterbalance: Capturing enemies offsets enemy deaths, so if have a mission with like 15 enemies, you don't get penalized for having to kill just a few of them. It'd also help to balance out robotic enemies not being able to be knocked out.
pepoluan 9 May, 2020 @ 8:02pm 
@Dragon32 well, Chimera Squad is the SWAT Team, actually. And the factions are gangs (in-game description by Whisper).

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).
Dragon32 9 May, 2020 @ 5:17pm 
I really like the idea of this.

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.