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I'm pretty sure on the IBIS mission you are forced to use the supply sherpa to progress to the next section. It's not the only mission that uses it as a trigger -there is the one before the PCA crafts show up on the ledge/crater in a snow biome.
Checkpoints void you of S ranking, thus making them not efficient by default*
The easiest way to do this challenge is in the beginning of each mission, immediately use all of your nano repair kits (each time you get a slight bit of damage) and then proceed without them.
EDIT:
1. Oh wait, there's at least one mission that forces you to re-supply, being the Space Port mission, but that makes sense in-context, you are literally waiting for the enemy to come so it should be OK.
2. About the healing kits, I find another easy way, go into the controls, make Custom controls and literally delete the button config for Healing kits. Ta da, now you can't use the repair kits even if you have them.
Man, the game still has so many secrets and work-around.
This is how I played the game when it first came out, with the exception of a few particularly annoying missions/bosses. Not that it can't be done, I just don't think it's worth the frustration.
Some bosses, like CEL240, are designed under assumption the player will be fully stocked (most likely due to player having already died and reloaded the checkpoint). The development team did it this way with AC6 because they wanted to make the game new-player friendly. But I think this is also because it is a lot easier to design and balance missions when the player is almost guaranteed to be topped off. They can get away with making the boss as over-tuned as they want.
This is the primary problem I have with Miyazaki's game design philosophy. He believes losing/dying always needs to be a part of the learning process. This is why he makes bosses damage-sponge bosses with incredibly punishing attacks. But all it really does is drag out the fight to create more chances for the player to make a mistake. Somehow this is supposed to be both fair and skill based. It really isn't.
It's like with chess - there are only so many opening moves people can make. Chess masters memorize these openings and always make the most optimized moves. So the beginning of grandmaster games are less about skill, and more about regurgitating what you've memorized. Bosses in games are the same way. Once you've got the signals memorized, it's no longer a matter of skill, just timing and reflexes. So damage-sponge boss battles just become a long and senseless slog of repetition.
Real skill is more than a matter of knowledge and application. It also requires creativity and cleverness. And I do not believe timing iframes or learning attack patterns is either creative or clever.
And as said, resupply is optional.
I have no idea why you keep bringing up Miyazaki again and again, he isn't the director of this game, Masaru Yamamura from Sekiro is.
Dying is a part of the learning process in video games, this has always been true, you die repeat and you get better.
And timing and memorization are both skills, both super valuable skills in fact.
You are really sounding more incoherent as you try to dig up on AC6 and Miyazaki boogeyman.
AC6 really doesn't play differently from past AC, and if you actually do play old AC, you would know that.
If S ranking is a criteria, some mission can become irritating. Can't recall any per say .
With regards to repair kits, they should still definitely still be a thing. This game whole thing is burst damage and if you mess up, which you most likely will in missions you've never played before, repair kits will be your best friend.
Of course now that we all know this game basically inside and out, repair kits will be needed less and less. Same thing with something like terminal armor outside of PvP.