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1 - they do the missions - these help early game to get you needed resources but really are only a proof of concept IMO as the mats and volumes are pretty minimal.
2 - level their skills and give them better gear and their score translates directly to where you assign them. So, for eg, you might have a lvl 30 who gives a large boost to research assigned to your lab, and that gives you 5k. Give it all red gear and it's more like 50k.
As far as I know you cant take them with you, but you can play as them, but don't. Only your main char has plot armour (so he can't die). Think of them as passive boosts to your base and early game, facilitators of more resources. I'm looking at you fiber / binbags.
I got a Mamoth Squad with homing electro rockets, extended salvo, and skill cooldown reduction on kill.
That pretty much soloed any recovery day.
Just constant missile spam.
For Infinity siege, I have a Tiger Squad who is way better than Fae.
Double damage amp and electro effect on the infinite ammo and multiple charges on the cooldown reset.
Combined with Stamina perks, he can fly around the map (rocket gloves + levitation boots) forever and rain free chains on the enemeies.
And If I want to have fun, I pplay my Hare squad with 90k damage on the blade dash and CD reset on kill.
Sure, Fae has plot armor, but who dies in the first place?
Um...well, that sounds kinda cool and is no doubt fun, but I just AFK as Fae. I guess I could AFK as a Mamoth equally well; haven't tried it - but it would explain why people run about in toons other than Fae.
Maybe it helps with manually clearing maps.
Overall though, once your base is big enough, anything your operative does is going to be superfluous.
This is 100% correct.
But as is, there's never a reason to pick them over anything else.
Also covers some details that are never mentioned at all through the game play loop.