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Exemple => https://cdn.discordapp.com/attachments/278635597135085581/828942515637452830/unknown.png
While you aren't wrong -- you can save all that space for more base and just have a small untagged corridor with traps you let them freely walk into that has no entry door (which makes many give up, and weakens the rest), which leads to guard posts/armories which auto tag for capture or kill behind a level 1 normal door. Or distract if you wanted to, coupled with a tiny casino floor plot outside the first trap hallway so they have to walk through it all again (can be totally empty, just a red square outside the first no-door corridor). However, if you just capture or kill, you don't have to worry about minions ever getting caught in traps again which agents trigger, you save a ton of space, valets don't get shot in the face for no reason, and it just works so much better. Give it a shot!
P.S. -- That image link doesn't work =)
The only benefit of the casino maze + trap maze I can see is you can reach a "set it and forget it" state - for investigators, at least. But with guard stations and cameras you can accomplish the same.
I just ended up building this and it works great... oh well.
https://steamcommunity.com/sharedfiles/filedetails/?id=2448479053
But if you want to max out mechanics then it is unnecessary, unless you maze it lol.
PS: While I am here, I have not played EG2 a lot yet and am wondering does the casino provide a steady cash flow?
Another reason to just have guards, this could however be due to something I am doing wrong.
From what I've noticed, best case scenario it just gives you back some of the money you spend on casino minions' salaries. So even if you decided to ditch casino as distraction and just use as.. you know, casino... you'd still find it not rewarding enough. That said, you do get slot machines eventually, which do bring money but don't require minions to man them.
Fight will never break out in casino tile (covert op) but once agents step over into any other tile, your minion will rush to them and trying to escort them away if they got tag with distraction which could fail and result in fighting.
Actually, this is the main problem I have with the casino. If they fix it, it will be fine.
You do not have to build a maze. If you have enough slot machines and social worker, you can distract basically all low level agents. Fights only happen when soldiers arrive, which makes sense I guess. The only hard time I had in the campaign was when these undercover agents arrived; they could not been distracted, and directly moved to my base.
Sounds like a lot of micromanagment. I think the nice thing on the casino is that it just runs itself and keep away all agents without you having to do anything.