XCOM 2
[WOTC] Covert Infiltration
Thoughts
No hate, I've downloaded the mod, tried it and I do enjoy it.
I can't help but wonder though, what about this mod is superior to the long war infiltration system?

Having squad select for the vanilla covert actions feels like pointless fluff and feels janky when compared to the vanilla approach. However, if you removed this you'd just be left with a long war style system, except they can be launched from the covert actions screen rather than just the map.

I do think the will loss from missions is a good idea and helps promote having a wider roster, but I wish that the interface made this clearer. It's not immediately obvious whether a soldier will be tired after a covert action or not - perhaps this is intentional design and fair enough if that's the case but I don't like it.

Another strange thing is that some missions have a small window to act upon, for example only a couple of days, and yet you still receive upwards of 8 days to infiltrate the mission site. This just doesn't make sense to me, why do I suddenly have a lot more time to execute on the mission just because I shipped off the skyranger in the first 2 days? Why isn't it an option to show up all guns blazing on the last day, completely under infiltrate but go for it anyway?

The squad select interface is great, the way it shows rewards, optional slots etc works really well, you've done excellent work on this side of the mod and it shows a huge amount of potential just from the interface work done here. One oddity I do feel though is that the tutorials mention the possibility that loadouts from covert actions might be used, ie a tactical mission MIGHT be generated, yet when I change the loadout of a soldier it is immediately labelled as containing redundant items? Why mention the risk of combat existing if preparing for it is considered redundant? I might want to send one of my soldiers in with a med-kit in case it's needed when they get ambushed - this whole section just feels intuitive and it's part of why I think that keeping the covert actions much more vanilla style would work better.

I love the principle of generating your own missions by pursuing activity chains and having to balance how many soldiers you commit to covert actions vs have ready for more immediate concerns, that's some really great, core strategic game play that compliments the game hugely, but I think this whole thing needs a lot of tweaking to get it to feel right.