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Unlimited deployment mod?
I'm playing TFTV and I'd like to remove the deployment number restriction. Couldn't find a mod for that. Does it exist? If not, is there any other way to remove it?
Originally posted by Voland:
This is one of the options that we are very reluctant to put in (other examples: allow 3 mutations/bionics, vehicles/mutogs take only 1 deployment slot and enemies drop all loot) because they have a massive impact on gameplay and balance, even when it might not seem that way (for example, a lot of players want 3 mutations/augmentations purely for aesthetic reasons).

The number of operatives the player can deploy is probably the biggest balance factor in the game; of course it's not always so in each particular case (e.g. maybe someone deploying en masse low level soldiers in late game won't experience a power spike), but it is so in general. The other problem with increased deployment is that as the number of troops you have to manage goes up, typically (though not for all players) the UX worsens; the high level player characters can each do so many things, and then you have to add more enemies to prevent the mission from being too easy, and that further degrades the player experience. (As we were reworking the final mission we were testing it with squads of 12+ and it was awful, we had to scale back).

Having said that, I do like players having choices to adjust the game, and I keep thinking about stuff like this from time to time and how options like that could be added. But I worry that players will choose them without fully understanding the consequences because it seems more "realistic", or just aesthetically pleasing (as in the case of the mutations/augmentations), and then get a worse experience.
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Spotter Apr 9 @ 5:09pm 
Nope, doesn't exist. At least not one that does not crash the game when active.
Sadly, TFTV is incompatible with the nexus mods.

It's a great mod in its own right; but years of playing with a couplevof those has given me bad habits.
Strange that TFTV lets me customize other stuff like setting the number of scavenge missions and making most of them contain vehicles, but not the deployment cap. Very limiting IMO.

Maybe I should bring this up on the mod's Steam page.
Last edited by KWA MOMMY ISSUES; Apr 10 @ 6:46am
They can help if they want. I would love to have a super paralysis pistol with an accuracy of 191; but they aren't motivated to allow me to make the game that easy.
If you want to make the game easy, play on Rookie. I'm playing on the second hardest difficulty (which is Hero if I remember correctly) with stronger pandorans on. Having a few more soldiers on the battlefield (most of them won't have good equipment because resources are scarce) doesn't compare to the cheese weapon you came up with. Deployment limit is an issue of immersion and gameplay fun for me.

As for immersion: I find it absurd that I can't deploy all 7 soldiers from a patroling Thunderbird that's responsible for one region, and the vehicle + 2 soldiers from roaming Helios which is supporting several adjacent regions. A haven with 5-10k population is on the line, and all I can have is a vehicle and 5 soldiers? That feels like a petty skirmish.

As for the gameplay fun: more units = more fun. Yeah, I can sit out the whole mission close to the spawn location, but this gets repetitive very fast. Having the manpower to rush the closest building and take it, while still having someone to maintain defence so as to not get swarmed, is much more dynamic.
The author of this thread has indicated that this post answers the original topic.
Voland Apr 10 @ 2:40pm 
This is one of the options that we are very reluctant to put in (other examples: allow 3 mutations/bionics, vehicles/mutogs take only 1 deployment slot and enemies drop all loot) because they have a massive impact on gameplay and balance, even when it might not seem that way (for example, a lot of players want 3 mutations/augmentations purely for aesthetic reasons).

The number of operatives the player can deploy is probably the biggest balance factor in the game; of course it's not always so in each particular case (e.g. maybe someone deploying en masse low level soldiers in late game won't experience a power spike), but it is so in general. The other problem with increased deployment is that as the number of troops you have to manage goes up, typically (though not for all players) the UX worsens; the high level player characters can each do so many things, and then you have to add more enemies to prevent the mission from being too easy, and that further degrades the player experience. (As we were reworking the final mission we were testing it with squads of 12+ and it was awful, we had to scale back).

Having said that, I do like players having choices to adjust the game, and I keep thinking about stuff like this from time to time and how options like that could be added. But I worry that players will choose them without fully understanding the consequences because it seems more "realistic", or just aesthetically pleasing (as in the case of the mutations/augmentations), and then get a worse experience.
Now I see why it's such a headache to implement this option.

I'm one of those players who choses the custom difficulty option when it's present (such as in Dishonored 2), tweaking it so that the game is challenging with a wide window for failure, but doesn't frustrate me with the things I deem unfair. I understand that the majority of people just choose a set difficulty level, so I appreciate variety when it's present, such as in TFTV.

Maybe setting a deployment cap for certain missions would help with the balance issue? As for choosing the option without fully understanding the consequences, maybe a pop-up window (on selecting a certain questionable option) explaining that this may greatly affect the balance and such, would help?

Your mod makes the game much more interesting and I like it very much, especially considering that you still update it. Enemy pistol fire in quick succession instead of several separate shots was a great improvement, for example. And as I already mentioned, the variety in difficulty options is appreciated as well. So I really hope you can find a way to add some way to tweak the deployment number. That would make TFTV an even better experience.
Last edited by KWA MOMMY ISSUES; Apr 10 @ 5:14pm
Frankly, calling my preferred weapons cheese ignores the fact tbe Pandos were all people. And I like to imagine that, after defeating Yuggo, the mutation tech might be possibly used to return some or all of them to hunan again.

So just killing indiscriminantly, like NJ does, is no more my bag than giving in like Anu or waffling like Synedrian.

"To each his own" and I applaud the original devs, the original modders, and the whole TFTV team. The game in all its dimensions has been a great source of fun!

I can only assume those who dislike "cheese" also hate pizza. /jk
Originally posted by Just me n my pc...:
I would love to have a super paralysis pistol with an accuracy of 191
I meant this, not the pistol itself lol. The way it is in the game isn't cheesy at all.

I like the way that factions are handled too, it's all nuanced and very interesting. Well except for Anu being a Pandoran psyop:NJsoldier: I wish NJ could find common ground with the Terraformers, but alas West isn't fond of commies XD

I'm not sure if the abducted humans (during the Third Mist) are genetically modified and turned into pandorans, or are just processed into biomass which gets mixed with other species. By the looks of pandoran breeding structures, I always assumed the latter. Is it not the case? If so, they would at least have severe PTSD after being "cured", I doubt they would even be sane after living through ♥♥♥♥ like that.

P.S. I love both cheese and pizza.
Originally posted by UA KWA Schizoslav:
Originally posted by Just me n my pc...:
I would love to have a super paralysis pistol with an accuracy of 191
I meant this, not the pistol itself lol. The way it is in the game isn't cheesy at all.

P.S. I love both cheese and pizza.

Well, we have a lot of common ground. :happy_seagull:
Gibbler Apr 13 @ 12:21am 
Dtony's "Super Cheat Mod - 80 mods in one" here on the steam workshop has a deployment amount changer in it that is close enough to unlimited deployment. It's an old mod with some of the changes not really working and can conflict with some mods on here, in which you have to juggle how you load the mods in to make them be able to work with each other. Kind of a shame, because I like a lot of the little QoL changes it can add like the increased backback size and ability to raise the cap on soldier stats. It's always my go-to mod whenever I play this game, instabilities and all.
Last edited by Gibbler; Apr 13 @ 12:26am
When modding, it's always a bit of a tussle between TFTV and any others, as a lot of the best don't work and play well with each other. C'est la vie.
Originally posted by Gibbler:
can conflict with some mods on here
Does it conflict with TFTV?
Voland Apr 13 @ 8:24am 
Originally posted by UA KWA Schizoslav:
Originally posted by Gibbler:
can conflict with some mods on here
Does it conflict with TFTV?

Yes, quite a lot.
Witch ~ Apr 21 @ 3:53pm 
Originally posted by Just me n my pc...:
Sadly, TFTV is incompatible with the nexus mods.

It's a great mod in its own right; but years of playing with a couplevof those has given me bad habits.
whats TFTV
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