So in the last couple of patches the devs have been promoting a smash & grab playstyle what with the changes to reinforcements and extraction points. The thing is, after doing it once just to try it, I’ve never used it again, because why would I want to miss out on the salvage?
Let’s talk about guerrilla warfare for a bit.
You are a plucky band of heros, facing off against an evil occupying regime. Your operational goals are, in no particular order:
- Obtain weapons and supplies to allow you to continue fighting (and get higher level/rarity gear because that’s a thing in this universe I guess)
- Disrupt the enemy’s C&C and logistics
- Attrit the enemy forces in carefully chosen surprise engagements
- Score flashy victories to boost the locals’ morale and decrease the invaders’
- Defend the local population from the invading forces
What you do NOT want to be doing is engaging in prolonged head-to-head engagements against a numerically superior foe.
This is where the issue of salvage from defeated enemies comes in - it creates a perverse incentive to fight more and more bad guys when narratively what you should be doing is trying to engage as few as possible while carrying out your strategic goals.
So what do? Well, I can think of a couple of ways to address this:
- De-emphasise loot from enemies, and put much more emphasis on getting loot from raids. That would give you a solid incentive to go after convoys, for example, which are currently terrible. (although if you do do this, please improve convoy battles to be more like ambushing a convoy and not being YOLO’d by sixteen tanks.)
- Infinite waves of reinforcements; possibly escalating in size. Eventually you are forced to retreat
- Reactive attacks on the campaign map. After you attack something, nearby bases should spawn counter-attacks to head to your last known location. You should NOT want to be caught by them.