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its only infinite if you choose to not leave the map and accomplish the mission.
Of course the amount of reinforcements, especially in the later waves (they shouldn't all be front-loaded...), should be enough to overwhelm the player if you aren't ridiculously well-armed.
Yeah, we'll be adding options to allow you to effectively disable the timers on these missions if you really want to.
Good to hear this game will become playable at some point :D
It would be even better if there was also another option to replace the infinite enemy spawns with a finite but increasingly mean series of reinforcement waves, so you have the option (and the realism) of just killing everything, but you still have some time pressure to either do the job quickly, or else take positions (and neutralize as much of the starting opposition as possible) and prepare for the onslaught.
Of course, the enemy reinforcements shouldn't all spawn at once. They should arrive in maybe 3-4 waves of increasing nastiness. Or there could be an RNG roll after each wave (starting with the 3rd or 4th wave) to determine if there are more reinforcements coming, so eventually you can kill them all, but you never know exactly how many reinforcements are coming until they finally stop coming. (And even then, the game might not actually tell you "congratulations, you wiped out all the enemy reinforcements, and you just have to figure that out when turns pass and no more enemies show up; and there could be an RNG chance for the next wave to be delayed 10-20 turns so you think you are in the clear then suddenly you aren't. But sooner or later they will eventually run out.)
EDIT: To be clear, I don't mean new RNG rolls every few turns. That would be effectively the same as infinite spawns. What I mean is that after each wave there is one RNG roll for either a new wave, a new wave with a delay (to make you think it's over...) or no more waves, and once the result is "no more waves" then there are no more RNG rolls for the rest of that mission (though the game won't tell you that). In fact all of these rolls could be made at the start of the mission, so that saving and reloading will not change the number or timing of reinforcement waves, but that information is still kept hidden from the player, you only know "you have X turns from the mission start before reinforcements start arriving".
Absolute legend. I love you.