Oof, something really needs to change about the amount of Lookouts and Assassins can be on a level, and how they behave regarding alerting a Leader.
Just took out one Lookout in Whittleton. Great! But the notification was still there. So, I go to the empty upstairs to find two suspicious Enforcers. I take out one, the other one gets caught with a punch-glitch turn-around, alerting all the potential targets!
(I also had a “Assassin Alerted” notif., I don’t know if they alert Targets to flee too…)
The whole alert system (and how to contain it) is pretty broken IMO, and is needlessly difficult.
- All Targets getting alerted immediately, running for an exit needs to change. It’s too chaotic especially when they’re all running for different ones!
- The only way to contain this is by killing any and all fleeing targets – there’s no going back from this Alert mode, no way to identify them with the list I was given earlier!
However!! Most of the time, the only way to kill them is by entering open combat in a public area! And what happens then? Guards appear and shoot you very quickly! It should only alert the Real Target itself, so that you have much less chance of entering combat at different areas of the map! - I’ve just discovered that Fake Targets – when they manage to Escape after a certain amount of time – don’t immediately fail the mission. However! The time it would take to get to them would limit the time it takes to get to the real target! So just make the Real Target escape, giving us somewhat of a chaotic chance at succeeding! (And you’ll most likely get shot to death before you can see more than one leave)
The “Level” of the Syndicate Mission feels way, way too stacked against the player in Alert mode. I get there’s supposed to be a massive Roguelike penalty, but at the very very least 47’s weapons should be buffed and Guards decreased, if you’re going to be pushed into open combat so forcefully.