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one for the entrance and it's surroundings
and one for the holding cells
perhaps another for the hotel and yet another for an entrance the other side of your base could be valid, but i find 1 entrance for my base easier.
The idea is that, if one of the tagged agents is detected in region 1, and the region 1 monitors are manned at the time, the alert will go out and minions will rush over to region 1 to "handle things".
The only thing that would need "doubling up" would be the alarm speakers, so that minions will be alerted to whichever region is throwing the alarm. But for cameras, you'd only have region 1 cameras in region 1. Etc.
Although to be honest, it does appear that you can get away with just making the entire base one single region. That's usually the way I do it. Somehow the alert that goes out informs the minions of the rough approximation of where they should go. E.g., I usually have 2 entrances. Cameras everywhere INside the base (OUTside the base tend to get destroyed pretty quickly). When a tagged agent is spotted by a camera near entrance 1, the alert goes out, and the minions rush over to entrance 1. When a tagged agent is spotted near entrance 2, they rush to entrance 2.
So yah, from that perspective, having more than one zone is kind of a waste.
Other than that, put the entrance deep enough into the lair that one or more minion will take care of every tagged agent well before he gets that far in.
I try to handle 98% of the agents with social minions. They take away any heat and make the agent forget he saw anything, until he eventually goes back to HQ empty handed. But if I do need to kill one, capturing him then killing him in the holding cell does avoid creating body bags out in the open which only creates heat. So yah, that's a good technique too.
i mean to get to the second half of my base you have to pass through my command center, which has my EG in it to boost morale, and the AI chose sabotage over potenially killing my EG? wat?
"Red Alert" is next to useless. The minions run around like chickens with their heads cut off, and attack anything that moves. Not "kill" mind you, because the agents fight back, and there's a chance the attacking minion will die.
I like to use "Yellow Alert", except for that godawful annoying alarm, so I use it sparingly. The minions will all (slowly) head over to the Armory and grab a weapon. But like I said, *sparingly*. As soon as you turn the bloody thing off, they all (slowly) head back to the Armory and put their weapons away.
If you need them armed NOW, it's probably too late. And yah, they still only go after the tagged agents.
I can't swear to it, but I think the ONLY agent who will outright attack your EG is a Super-Agent, or when you clone him/her, the game sends out a special agent specifically to assassinate the EG. Of course it's a simple matter to have the clone in an area that the assassin is bound to visit well before seeing the actual EG.
I base this opinion on the Phoney Lab Machine mission. I had set it up to be easy to find, and dozens of agents went in and out of that room and it was like walking in the park. "Nothing to see here, folks!" ONLY the "burglar" agent would actually steal the bloody thing so I could accomplish the mission.
You can imagine my frustration, yelling at the screen, "THERE'S THE LAB MACHINE, YOU IDIOT! TAKE IT! TAKE IT! TAKE IT!" Not a Burglar? Nothing.
travels times will be horrendous, and chances are the offending agents will be long gone.
And then you have the minor issue of having next to no minions near area 1, in case of emergency... XD
Also, don't bother with alarms.
It makes alot of agents alot more trigger happy, especially soldiers...