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For example, on normal settings, if something after one of those warning screens manages to damage my squad more than I am willing to accept, I can simply reload the autosave before that point and refit and re-engage. On NCHTS, I would have to reload to the previous rest area. Which, for some may seem tedious as they're dedicated to reloading for an optimal outcome, thus wasting their time, whereas for others it creates a new layer of cost/benefit analysis as they attempt to more strategically utilize their rests. Do you try to push your team a bit further before resting, thus creating a better load point if things go south further in the level, or do you rest frequently early in the level, and risk running out of tools in the later, more difficult parts?
It's good that they didn't make it mandatory, but I enjoy playing the game that way as it encourages the player to live with their choices. To me, it seems like the devs started with NCHTS and those warning screens, and then toned it down into the standard setting after getting some feedback from play testers. But that's just a hunch.
A more confusing design choice, imo, is for the devs, seemingly, to have reversed course and force a reload upon squad wipe. I find it odd that the game doesn't consider having your Marines wiped out (a very real possibility, both story-wise and gameplay-wise) as an acceptable outcome.