XCOM: Chimera Squad

XCOM: Chimera Squad

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Non-Lethal Campaign Mod
   
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0.142 MB
May 7, 2020 @ 11:32am
May 9, 2020 @ 12:30pm
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Non-Lethal Campaign Mod

Description
This mod is designed to increase the penalties for the deaths of both civilians and enemy combatants in order to encourage non-lethal takedowns. I made this mod because I don't think that a game where you play as police should have making arrests as just an optional mechanic; I wanted to disincentivize lethal force as much as possible and encourage less violent tactics in the gameplay.


Features:
Intel rewards for capturing enemies are reduced from 20 to 10
Unrest penalty chances for civilian deaths are increased as follows:
- 1 civilian death increased from 20% to 100%
- 2 civilian deaths increased from 40% to 100%
- 3 civilian deaths increased from 60% to 100%
- 4 civilian deaths increased from 80% to 100%
Unrest penalty for civilian deaths is increased from 1 to 2
Unrest penalty chances are now applied for enemy deaths as follows:
- 1 enemy death is 20%
- 2 enemy deaths is 40%
- 3 enemy deaths is 60%
- 4 enemy deaths is 80%
- 5 or more enemy deaths is 100%
Unrest penalty for enemy deaths is now 1


Important Note:
Currently, the game counts takedowns of robotic enemies by any means toward the Enemies Killed stat.
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14 Comments
Maximus0451 May 28, 2020 @ 9:29am 
CS is more like Rainbow Six, where they're sent into situations to eliminate threats and arrests aren't the main goal for them.
Delinquent May 27, 2020 @ 11:22pm 
"a game where you play as the police"

Whisper: "We are not the police"

Chimera Squad is more like a highly-specialized, paramilitary counter-terrorism unit similiar to the French Foreign Legion.
Kwic May 25, 2020 @ 3:40pm 
@Rylenor +1000
rylenor May 20, 2020 @ 7:05pm 
I like the idea but the execution isn't great:
1. To encourage people to capture enemies you....cut the reward for doing so, already a pittance, in half.
2. There are missions where preventing civilian casualties is absolutely impossible. Plus, if even one dies...well, you are 100% likely to get the penalty...but the penalty is exactly the same for one dying and for ten dying so once one dies, who cares anymore?
3. It counts robot takedowns as fully equal to killing people...and you HAVE to take them down to complete the mission so just by having robots in the mission, the player is essentially screwed. Hint: one faction is FULL of robots.

The idea definitely has merit though so keep iterating.. My personal feeling is that you need more carrot and (much) less stick.
P00P_TR41N_C0NDUCT0R May 18, 2020 @ 9:24pm 
Well I for one love the idea. Sometimes deaths are unavoidable, sometimes you have to choose whether to sacrifice an innocent or resort to brutality. That's roleplay, baby.
1var_N13tsn3bur May 18, 2020 @ 11:23am 
I really like the idea of this mod, I'm excited to see where else you go with it! please keep updating and working on it! :)
TMarkisson May 12, 2020 @ 5:05pm 
Are you buffing the subdue element?
BB Shockwave May 11, 2020 @ 3:42pm 
Codexes cannot be captured, either...
Roaming Shadow May 10, 2020 @ 2:06pm 
If you're trying create a disincentive to lethal measures, then why are you reducing the rewards gained for using non-lethal measures? The potential 20 Intel per mission really isn't that much as it is, unless folks are using the intel total per capture mod. Also, there are missions were it's effectively impossible to prevent civilian deaths (mostly by Chrysalid in Sacred Coil missions), so punishing players for something that was effectively out of their control seems needlessly harsh.

The mod currently comes off more as a difficulty adjuster than a gameplay modifier.
flightpaper  [author] May 10, 2020 @ 12:26pm 
Thanks for the feedback everyone. This is definitely a first draft. I'm currently working on an update to exclude robotic enemies from the enemies killed stat, but I will definitely take this feedback into account to create a more comprehensive mod.