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From what I understand in addition to Ward troops there are also other non-Ward military troops in the Chemical Plant, which are hostile. If you get too close to the helicopter to the East, or the warehouse to the West, then the non-Ward troops will spot you and start shooting at you.
If you choose the Spark route you will never be allowed into the Chemical Plant. But if you pick the Ward route then you are only allowed into the plant when Ward's leader orders you to visit the Plant later in the game.
then why not just leave the compass on and disable everything else, its custmizable in the settings
There is no binoculars in the game and it's constantly night time, so it's very hard to tell who is a potential enemy. In the previous games, you knew who is hostile to you and you could spot them with your binoculars way ahead of time. Neutral factions would pull their gun out of precaution but not shoot. Here it often happens you're wondering around and suddenly you're getting shot at by a group of NPCs that you can't make out who they are and why they're shooting at you.
It's not true that it is "constantly night time". The devs have actually shortened night time and expanded day time. If you are going to justify your argument, at least be truthful. They are shooting at you because they are hostile. Binoculars in the previous game were a crutch that broke the immersion. They would identify friend or foe. Pure science fiction.
Constantly night time is clearly a dramatic way of saying, it's night too often and too long.
As for the binoculars, you don't even need the identifiers. I could tell who was Duty, who was Freedom, who were Bandits etc. Not so much here, unless you're in their face or they're already shooting at you.
As for pure science fiction. What does that make the magical compass that automatically identifies enemies, friendlies, and neutrals then?