Heart of the Machine

Heart of the Machine

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Casual Lab Work and the Reactor Exploration?
Am I missing something with these two? Cause I can't send in my androids without the security clearance but my techs and combatunits can't get level 3.
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You can send in units without them having the clearance -- they will simply get shot at. You can throw microbuilder clouds on them, or do other things to draw the aggro away. Their work is also cumulative. So if it will take 10 turns, and tech 1 does 3 turns of work, future techs only have 7 turns of work remaining.

As an aside, you can do a thing with rebels and the Atca Retail path of the game that can get those two units to level 4 security, which makes all that moot. However, that was added AFTER these explorations were, and are in no way required. Just optional!
the way i do it is to just park a foundry/troop ship nearby, spawn the respective unit every turn and just brute force through the completation

or... you know... blow up all the guards and do it that way

:y
Jobe Feb 21 @ 12:13pm 
Originally posted by x-4000 (Chris McElligott-Park):
You can send in units without them having the clearance -- they will simply get shot at. You can throw microbuilder clouds on them, or do other things to draw the aggro away. Their work is also cumulative. So if it will take 10 turns, and tech 1 does 3 turns of work, future techs only have 7 turns of work remaining.

As an aside, you can do a thing with rebels and the Atca Retail path of the game that can get those two units to level 4 security, which makes all that moot. However, that was added AFTER these explorations were, and are in no way required. Just optional!

Ah, I was hoping to do this the easy way, but I don't mind sacrificing units and the like. Thank you DEV, I am very much loving the experience.
x-4000 (Chris McElligott-Park)  [developer] Feb 21 @ 12:32pm 
My pleasure! And thank you for the support. :)
Originally posted by x-4000 (Chris McElligott-Park):
Their work is also cumulative. So if it will take 10 turns, and tech 1 does 3 turns of work, future techs only have 7 turns of work remaining.
That is news to me. So for 10 turns, I create a new unit and park it on the objective. I thought I needed to keep it alive from one turn to the next to get any progress and might as well just keep clearing the area in order to make things work.

I don't feel that either of these make sense starting as gun-battle quests. Having some ways to fake belonging, similar to the PMC badges, would make sense.
I think that the cumulative nature of them is not really mentioned in the game in a proactive sense, but when you are looking at it after having a partial failure, you can see that your progress is retained.

In general, bear in mind that these are not a gun battle, thematically. Your unit shows up to do whatever it says it is going to do -- work, study, watch, help, explore, whatever. And it does that. Enemy guards react super negatively to that in the cases where your unit is doing this without clearance.

It varies heavily how likely you are to have the clearance, and if that's going to be an issue at all. You can also aggro the poi and drag the workers away, and then let your unit work in peace. There's a lot of options.

I probably should make it more clear that progress is retained on those.
I certainly expected it wouldn't be, since it specifically isn't when doing the investigations back in chapter 1.
Yep, I totally get that. They're two different vibes for two different kinds of work your units are doing, and I need to make that more explicit for sure. It's on my list now.

Thanks!
Jobe Feb 21 @ 4:17pm 
Been handling them very well since I changed my tactics, easy now.
Originally posted by x-4000 (Chris McElligott-Park):
I think that the cumulative nature of them is not really mentioned in the game in a proactive sense, but when you are looking at it after having a partial failure, you can see that your progress is retained.

In general, bear in mind that these are not a gun battle, thematically. Your unit shows up to do whatever it says it is going to do -- work, study, watch, help, explore, whatever. And it does that. Enemy guards react super negatively to that in the cases where your unit is doing this without clearance.

It varies heavily how likely you are to have the clearance, and if that's going to be an issue at all. You can also aggro the poi and drag the workers away, and then let your unit work in peace. There's a lot of options.

I probably should make it more clear that progress is retained on those.


it IS mentioned in the machine guide tho
I really must be blind. I could have sworn that I had that somewhere, too, but I can't find it by searching the code.
For update 9, early next week, this is now in place:

* Added a new "Exploration Site Progress Is Retained" handbook entry.
** This automatically appears once you are to chapter two, but not if it's in the first 30 turns of chapter 2 (aka if you started in chapter 2, or are fresh on a new timeline).

Thanks!
kirb Feb 27 @ 2:05pm 
I love the idea of a random technician just walking into a highly fortified military lab solely to do normal technician stuff and help with research while the guards are like "WHAT THE F@CK WHY WON'T IT DIE" and it doesn't kill anybody or steal anything, it just does some busywork and leaves or drops dead on the spot
GC13 Feb 27 @ 2:10pm 
"YOU ARE UNAUTHORIZED AND WILL BE DESTROYED! Thank you for calibrating that centrifuge though, I don't know when we would have been able to find the time."
way i pulled it off was to have a team of a sledge drawing aggro away from my technician. with another technician constantly repairing the sledge in question
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