Can anyone explain heist missions.

So spend an hour sneaking in working through IDs to get to the sample container. Tossed un-needed IDs along the way. Stay out of sight to the containment system. There is an NPC that constantly walks back and forth in next to but wait for her to move by.

I touch the controls and boom. There are guards running in and scientists shooting me.

So how the hell is it supposed to go? They make sure the thing takes all day to open and the second you touch it you’re made?

So here we go again. Things are fun then boom. You’re dead. Feel free to spend another 2hrs to try it slightly differently. Oh sorry. Boom. You’re dead.
 
Turn off the alarms. Usually in CMD building, but if they're isn't in one you will need to search for it. Get level 2 clearance and go to a terminal if you don't want to search room by room, building by building
 
Definitely legality/criminality in this game needs some major clarification. Guesswork/figuring things out is fine...... up to a point.

If there's one thing that I've discovered, it's that stealth has minimal replay value and maximum replay frustration. If you go in all guns blasting and die, fair enough you try again. If you spend a long time trying to observe things and sneak your way in but die because you can't figure out what triggers what, then it's very frustrating having to repeat that long process.
 
Also, as I found out today, alarms also repopulate empty settlements that you powered back up, so always turn them off, just in case...

I had powered up the settlement and was happily looting it before leaving, when I decided to also collect the sample. Was browsing cat memes to pass time as the container was slowly opening, when 4 very angry commandos with level 3 clearance broke into the room. All I could do was panic on hearing "FRAG OUT", then I was dead, fined 100k for my crime, with a failed mission and lost all the loot. Oooops! :ROFLMAO:
 
Definitely legality/criminality in this game needs some major clarification. Guesswork/figuring things out is fine...... up to a point.

If there's one thing that I've discovered, it's that stealth has minimal replay value and maximum replay frustration. If you go in all guns blasting and die, fair enough you try again. If you spend a long time trying to observe things and sneak your way in but die because you can't figure out what triggers what, then it's very frustrating having to repeat that long process.
That's my problem with this game and the fanboys that will most definitely attack you.. There's no reason the mission can't direct you a little to figure out what you're supposed to do. These guys who claim its so easy have simply figured it out..The Bigger issue is that once you figure it out its the easiest thing to do and there is no challenge or danger.
 
Dang it. Yes. The alarms. Do they stay off or do they turn em back on? I guess Im just not clear what is alarmed. I saw other run throughs where people messed with equipment without alarms. Does no alarms mean the scientists wont get roudy too?
 
Dang it. Yes. The alarms. Do they stay off or do they turn em back on? I guess Im just not clear what is alarmed. I saw other run throughs where people messed with equipment without alarms. Does no alarms mean the scientists wont get roudy too?
It just means no npc can raise the settlement alarms. It's very useful.
 
Facts I gathered (and tested):
  • not every settlement has an alarm,
  • sample opening time is 3 minutes,
  • alarm is usually in CMD (SEC) or PWR. I also met it in IND and often I met no alarm settlements (see below)
  • PWR needs 2/3 access level outside and 3 inside,
  • you can brake to desired room by cloning ID or cutting plate and overcharge entrace lock. Purging atmosphere is futile. Everybody have o2 stock.
  • if you will shut down the power, you will not open sample container,
  • you can shut down authorization system in whole settlement, but to open sample container you always need 2 access level,
  • you can get rid of ID using wheel+down (even if you will be called by guard to scan),
  • if there is no alarm switch in settlement there is no possibility to make Covert Heist,
  • if there is no alarm switch it is possible to do standard Heist: shields up, open container, run out of building and use roofs to avoid guards and pull them form IND. Don't waist your time to eliminate guards, but eliminate ASAP sentinel if it chase you. After 3 minutes with full shields run like a crazy one and try to grab the sample (don't bother with shooting). I estimate your chances to 60-70% if guards are in different area of settlement, otherwise 40-50%. Then try to call shutlle and sneak to it. If you have ship on landing pad it will be attacked if you will rise alarm. This method can't be used if planet has G that unable to fly. In this case heist may be very hard to complete.
  • guard will no discover stealed assets contrary to goods or sample itself,
  • sentinel drone seems to not react on breakings,
  • you can kill person who has no rised shield with overchare.
 
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Also, as I found out today, alarms also repopulate empty settlements that you powered back up, so always turn them off, just in case...

Not exactly true, they aren't repopulating the place, they are supposed to be the ones who attacked it coming back to see who switched the lights back on...

The description provides some hints that a battle took place and you can get a critical message too. Not to mention, at least in my case, the population of the settlement appeared to be "sleeping" on the job.
 
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Definitely legality/criminality in this game needs some major clarification. Guesswork/figuring things out is fine...... up to a point.

100%. It also doesn't always respond in intuitive ways.

For example, the other day I was at a powered-down settlement and had to reach an item that was deep inside a command building. I thought, "I have access level 3, I have a spare power regulator in my pocket, why run around cutting panels like a sucker, I can just temporarily power on the whole settlement to get it done quicker". I thought I was being clever, coming up with emergent, alternative ways of doing things...

So I drop the power regulator in, boot everything up, all works great. I get the item, I go back to retrieve MY spare power regulator that I left in the power room... and as soon as I do that, dropships full of security show up and I get swarmed and blown up.

So it doesn't differentiate between retrieving your own regulator from a settlement that was already dead when you got there, and maliciously stealing THEIRS to sabotage their settlement.

Fair enough. I'll know in future. But in no way is that expected or explained or suggested.
 
Not exactly true, they aren't repopulating the place, they are supposed to be the ones who attacked it coming back to see who switched the lights back on...

The description provides some hints that a battle took place and you can get a critical message too. Not to mention, at least in my case, the population of the settlement appeared to be "sleeping" on the job.

Hmmm, I'm not fully convinced. Those were level 3 clearance guards. Hostiles in settlements generally don't have any clearance, hence why I felt pretty secure in the level 3 building. Also, according to the post mortem report, my death was warranted for "Crime", which I presume is the sample containment opening. Same goes for the fine from the faction that hired me for the job.

And that was the only time I ever saw new people in a freshly repowered settlement. Of course, this is anecdotal evidence, I'm sure we'll get a better idea over time!
 
So I drop the power regulator in, boot everything up, all works great. I get the item, I go back to retrieve MY spare power regulator that I left in the power room... and as soon as I do that, dropships full of security show up and I get swarmed and blown up.
Maybe this was coincidence? Dropship comes randomly no matter you are inside or outside or alarm is risen or not. I've done 10+ heists and many other settlements missions and I saw this QRF hardly ever but I saw them.
 
Yeah I've learned the hard way, you need to turn off settlement alarms, and I'd do the defensive turrets for good measure, before you start looting an empty base
 
So it doesn't differentiate between retrieving your own regulator from a settlement that was already dead when you got there, and maliciously stealing THEIRS to sabotage their settlement.

Fair enough. I'll know in future. But in no way is that expected or explained or suggested.

It's an alarm. It doesn't know who you are or whose power regulator you just removed. It just goes off when the power's shut down.

Always turn off the alarms, and probably all the defenses, when you do this.
 
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