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Outcast mission 2

Discussion in 'General' started by JAB, Mar 9, 2023.

  1. JAB

    JAB Well-Known Member

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    Hi all,
    I have recently started playing the expansion with my friends and I was reading ahead to check what we need for mission 2. Upon reading, I found it very difficult to understand how the different events in mission 2 are supposed to occur and I have very low hopes of getting it FAQ'd. So maybe you guys can help me out and tell me how you played it, details below (warning: includes pretty big spoilers).
    So, one of the main objectives of mission 2 is to bring civilians/victims/allies to Marker B and evacuate them. It took me some time to find the tiny wording 'This mission uses the 'victims' and 'no ammunition rules'', which explains that there are 2 extra civilian allies to be obtained beyond the two we bring from mission 1. Each of these is worth one intel pack when evacuated. Another major event in Mission 2 is the conversion of two of the allies into old Defiance crew members, one being a secret Shasvastii agent. This occurs only when the allies enter the 'infirmary' tile.
    That is where I have trouble understanding the idea of the mission: Marker B is right there in the entryway tile of the base, so why would I go out of my way to bring my allies to the infirmary? The only thing this does is trigger the conversion of one of my allies into an enemy, and the other one in an additional crewmember (which could perhaps be useful, but not really required or game-changing at all). The infirmary has nothing else in it that would prompt me to bring a civilian there, nor is there any indication in the mission that the infirmary is an objective.
    I find it very hard to believe that this is how the mission was envisioned, to make the betrayal of one and the recovery of another character optional. So I wonder if Marker B should have been placed in the infirmary? Or perhaps the change of the civilians into crewmembers should occur upon entry of the base? How did you play this?
     
  2. Wizzy

    Wizzy Well-Known Member

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    In errors for this mission, i noted that for my french community:
    - There is still a fastrad translation error without using the same word in the glossary, the term: "First Aid" which is used several times, refers to the medical service framework.
    - At the same time I rewrote the rules around Injuried Companion trying to make it clearer.
    - The Outcast campaign control sheets are missing some checkboxes, so you will have to redo them...

    Indeed, on my side for the french fantranslation version we had to rewrite everything... story included (their material does not fit their own story, O12 pilot is represented by a JSA pilot and the Tiklabang TAG is a nomad TAG). It became worse as the missions went on, mission 3 is maybe the worst.

    Yes it is dead, our community should rewrite the game itself, for Aristeia this is what they do.

    This is a recurring problem, you have this problem in every mission and the next campaign as well.

    Mission 5, Extra 02 also lacks some indications and anyway when there are indications they are often vague. So, it is not to be taken literally.

    Would you say no to a TAG Escort to Kate towards the end of the campaign? :open_mouth:

    kate tag escort.jpg

    I play according to the story. So we recuperate the TAG pilot and do the trap with the civilians.
    If you read French or want to try to go through deepl to answer some questions (maybe), I have our pdf here

    OBJECTIVES
    - Contact the Stalker (Distress Call) to perform the extraction.
    - To move the TAG Pilot with you to the Stalker contact room.
    - Secure the civilians in the Infirmary and evacuate them.
     
  3. JAB

    JAB Well-Known Member

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    Thanks, it's good to know I'm not the only one struggling with it. And I think I will play it like you did and just alter the objective slightly.

    The TAG pilot is the primary objective of course, that goes without saying
     
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