Don't limit squad size
Paul Heap
i tend to agree, i will have a mix of vehicles and often guys are injured so whilst i dont want to spam the maps with my guys, if i turn up with 9 or 10 guys ready to fight, they should be allowed to, or just to be able to get a vehicle and a squad of 6 out. Can it be an option related to the difficulty at the start.
Vit Barta
Merged in a post:
Allow Larger Squad Size for Extreme Haven Defense
Michael Carver
If the attack starts with 28+ Pandorans, one should be able to send a larger squad than 8 units to help defend the haven. Even it one waits until almost all of the haven forces are gone, the enemy left are the big bad heavy duty ones and could have a strength of around 20.
Yokes
I will agree, but only when there will be algorithm to control how much soldiers player takes to the mission. If player will abuse it and will constantly deploy > 8, then AI should launch multiple simultaneous attacks. So the player will not be able to handle all of them flying with multiple aircrafts to one destination.
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Torinus
These missions are one of the hardest in the game along Lairs but feel more fair due to no reinforcements. Not sure if we need to make them easier. Maybe increase squad size for Normal and Easy difficulty only?
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PrivateSensibleDataNotForYou
Bigger team, easier combat, so you want a tactical game with a low control on difficulty and it's in player hands, or do you want an auto scaling adapted to team size?
John Gonon
PrivateSensibleDataNotForYou: bigger team also means less XP per soldier at the end of a mission.
Of course, now that they announced how skill points will be changed (and training centers less OP), bringing more soldiers means more skill points. So this proposal could become a door to having lots of über soldiers.
But lots of soldiers also means that it is difficult to find cover for all of them. I use the mod on Nexus but in the end very rarely deploy more than 8.
With bigger maps ? maybe...
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PrivateSensibleDataNotForYou
John Gonon: Well there's at least one exploit +1 or 2 Tech to ensure armor increase all along and without any penalty but a bigger team. More snipers staying at start position or safer position ensuring many more kills per turn. More vehicles will certainly help. If you didn't used much teams of more than 8 soldiers, it's more because you didn't tried than the difficulty is auto tuned with team size.
Kyle Latt
Honestly this just makes too much sense. Phoenix point is a game about choices. Give and take. If you decide to deploy all of your resources into one massive attack I think you should be able to. As in fly all your ships to one location to do whatever it is you want to do. But here's the balance of it, the Tiamat which holds the most is idiotically slow compared to the rest. So it would take time to martial your forces. You'd also only be covering part of the globe. So in exchange for bringing two ships worth of troops on a mission you probably will miss other missions or leave a base undefended or whatever the case may be. Ultimately I don't see this as a big balance issue. It's a game of choices. Let us make ours.
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SpiteAndMalice
Yeah, I'd love to see missions where you take more troops into the map too.
John Gonon
There is a mod that allows that, but I think the game should allow it.
Mike Ibeji
John Gonon: Yea, for some reason, I can't get Mod Injector to work on my machine, so I can't load it, otherwise I would.
Lunazathoth
Mike Ibeji: I agree, I've been using that mod myself (sucks the injector don't work for you Mike, what happens when you try and run it?).
If I've got twelve grunts with me why do four of them need to mind the planes lol?
(Second time posting this cos I replied from the wrong box, not that it particularly matters I guess >_<)
Mike Ibeji
Lunazathoth: Gets blocked by Windows Defender. So I disable WD, and that gives me a 'blink & you miss it' text box that appears onscreen for less than a nanosecond. Don't know how to fix that.