|
Survival Guide - Dust Settles: Special Operations Overview Special operations officers will be used
to attack another camp in secret. You will be able to sabotage buildings,
steal information, poison water
or crops, and even assassinate officers
when you run a mission. You will need plenty of militia,
manned guard posts, active lights,
wall, and barbed
wire to keep yourself well protected
from similar attacks. Though it is often difficult to get a true "success"
on any ops mission, a failed mission can still cause a great deal of damage
to a camp. After a camp has set up an ops attack
and ended the three turns necessary for
the ops to reach the defender's camp, those
ops will attack the camp. When the ops first get to the perimeter of the camp,
they will have to avoid any manned guard posts
surrounding the camp, find a way over the camp's walls,
possibly cut through barbed wire on top of
those walls, and move as carefully as needed based on the camp's light
coverage. Once they have passed these barriers, the ops will then have to do
a quick assessment of the surroundings. Any mission where even a single building
is blown up or person poisoned is a success to some extent, and due to this
fact, defining a victory or a success for a special ops mission
is very difficult. As such, each individual target set in a mission will have
a success of its own. The average of the successes at each target will give
you the overall mission success. If that overall success is greater than 50%
(even by a little) the raid will be declared a success for the attacking camp
(and will be added into the successes needed for level 2 ops missions if appropriate),
otherwise the mission will be considered an overall failure for the attacking
camp. No victory score is awarded for ops
battles. Before and during the ops mission, there are a number of modifiers that will
change how each attack goes. Obviously the rules of engagement, mission
type, and overall defenses will play a large
role in how a mission goes and how long it lasts, but there are a number of
other, very important factors that will come into play during a mission. Two of the biggest factors that will come into play during an ops raid are
the timing of the mission and both camp's
focus. Timing affects how well the ops are able to get in and get things done
as planned. Throwing off their timing will lower their efficiency and success.
Keeping high coverage of all of the basic ops constructible defenses
will help to throw off their timing, while low coverage can actually help it.
If the ops timing remains at 100%, then they will be guaranteed a greater than
50% success on the overall mission, but having max. defenses (excluding the
possible laser fences achieved through mastery)
will throw off the ops' timing enough to guarantee a less than 50% success rate. Part of the ops display will tell you about the attacking and defending camps'
training. This training has nothing to do with sending your ops back to class
to increase their training. This training is primarily increased through research.
Army competency (for attacking ops) and guard
posts (for the defending camp) are also important for keeping your ops fully
prepared. Keeping up your research is VERY important
for an ops mission. In some cases it can
mean the difference between being caught on the very first target or making
it to the last target without being spotted (in an extreme case). Weapon Design,
Military Tactics, and Ingenuity will be important for both the raiding ops and
the defending camp. Architecture will be
important for the defending camp, especially for missions involving destroying
or otherwise harming some building or
other part of the infrastructure (i.e. poisoning water, etc.), while Coercion
will be essential for the attacking ops. In many cases, the number of ops units
needed to have a successful mission will
not be very high. More ops means more chances of being spotted.
For recon missions, it is much more useful to make sure that all of your other
modifiers are as high as possible since sending more people will not produce
much more results wise than less. Assassination missions are inherently limited
due to the number of officers that your camp can target at a time, so you won't
be able to send more than the max., though sending more than one will help to
increase the number of kills you can make. Sending a larger number of ops on
missions of poisoning or sabotage only helps because more ops can attack more
structures than less, allowing for more buildings
or water sources to be targeted in each
set. While the ops missions is progressing
there are certain things that will change, affecting both the invading force's
chances of success at each target and the defender's chances of catching
them. First, when you send in a group of ops, they must decide what they
can attack total and what they should target each set. If ops are killed during
one of these sets, then the rest of the sets will at the very least suffer a
lower efficiency and success if not be completely reframed so that the remaining
ops only go after what they can hit. Any mission of this type has a decent amount of randomness to it. (The one
night that someone takes a little longer on their patrol, the night someone's
sick in bed, etc.) Because of this there are a few places where random numbers,
along with the other, controllable modifiers will be used in ops calculations.
As such, you may have really high research,
army comp, etc. and send an attack against
a fairly well protected camp and just have a bad run, then try it again, and
have a really good one. The random numbers will not make an extraordinary difference,
overall, but they can be enough to change whether the mission is a success or
failure, if the numbers were otherwise close. One of the primary limitations to ops battles is the fact that you can only
attack a camp 3 times with ops during
any 24 hour period as long as they are within your attack range and not in either
anonymity or cool down. Once the 3 attacks
have been launched, you will have to wait 24 hours to launch another set. Obviously
if the camp enters cool down during this time, you will have to wait until he/she
gets out. You may also find a camp listed as unable if they have been attacked
10 times by ops missions or 15 times by any attack type in the past 24 hours.
Focus level ops missions will not count towards the 15 attack limit, but WILL
count towards the 3 personal attacks and 10 attack total limits. |
|
|||||||||||||||||||||||||||