Normally, in a stealth game/section, the objectives and the patrolling guards are set up to give a difficult yet achievable goal. I know these are a tad more difficult to achieve with randomly generated settlement layouts, objectives and guards, but sometimes (cough most of the times) these are ridiculous in Odyssey.
First of all, the objective (sample unit or locker holding the required item) sometimes spawns in hard - if not impossible - to reach places. Having them in restricted areas is a nice touch of difficulty, but when that area is small and permanently inhabited by an NPC it gets silly.
Secondly, I've seen in another thread that the settlement alarm panel should be in the POW building. I've personally never seen it there. I do, however, see it in tiny rooms with a guard that never leaves, a similar issue with my first point.
"But what about making the NPCs leave, or kill them?"
I've tried luring them out by cutting the building atmoshere. It sometimes works, making the guards panic and walk around looking for the culprit. Best case scenario they go outside the building, leaving you free to explore. Worst case scenario they patrol the same areas - but even worse, are semi-aggressive now. Sit a few more seconds in their vicinity and they're happy to kill you.
And killing them? For starters, it gives you a bounty, which doesn't help one bit. You can dump your illegal items/authorization so a scanning guard doesn't agro you, but a bounty cuts that off permanently. If a guard happens to see you and asks for a scan, the only thing you can hope for is to run and that they get lazy and leave you alone without triggering the alarm, otherwise mission's done. And, by Murphy's law, there's always a guard behind the next door, so a scan's always coming.
Also, I heard the Energylink's overload stealth-kills people. Pity they all really love watching you, sometimes moonwalking just to keep an eye on you, and just toggling to overload instantly tags you as enemy. So that's a bust, at least in my book, but I'm sure there's a way to use this properly, so it's a lesser critique from me.
The cherry on top that made me write this thread in the first place: tiny room permanently inhabited by a dude, and a guard that notices a zapped door and doesn't need any extra reason to shoot me (video)
If you have some insight about how to make this process simpler, please consider sharing. I've attempted a dozen or more covert missions yet finished 5. Sure, most of those failures were completely my fault, like running away from a scan or getting caught stealing, but some were IMO beyond my control.
First of all, the objective (sample unit or locker holding the required item) sometimes spawns in hard - if not impossible - to reach places. Having them in restricted areas is a nice touch of difficulty, but when that area is small and permanently inhabited by an NPC it gets silly.
Secondly, I've seen in another thread that the settlement alarm panel should be in the POW building. I've personally never seen it there. I do, however, see it in tiny rooms with a guard that never leaves, a similar issue with my first point.
"But what about making the NPCs leave, or kill them?"
I've tried luring them out by cutting the building atmoshere. It sometimes works, making the guards panic and walk around looking for the culprit. Best case scenario they go outside the building, leaving you free to explore. Worst case scenario they patrol the same areas - but even worse, are semi-aggressive now. Sit a few more seconds in their vicinity and they're happy to kill you.
And killing them? For starters, it gives you a bounty, which doesn't help one bit. You can dump your illegal items/authorization so a scanning guard doesn't agro you, but a bounty cuts that off permanently. If a guard happens to see you and asks for a scan, the only thing you can hope for is to run and that they get lazy and leave you alone without triggering the alarm, otherwise mission's done. And, by Murphy's law, there's always a guard behind the next door, so a scan's always coming.
Also, I heard the Energylink's overload stealth-kills people. Pity they all really love watching you, sometimes moonwalking just to keep an eye on you, and just toggling to overload instantly tags you as enemy. So that's a bust, at least in my book, but I'm sure there's a way to use this properly, so it's a lesser critique from me.
The cherry on top that made me write this thread in the first place: tiny room permanently inhabited by a dude, and a guard that notices a zapped door and doesn't need any extra reason to shoot me (video)
If you have some insight about how to make this process simpler, please consider sharing. I've attempted a dozen or more covert missions yet finished 5. Sure, most of those failures were completely my fault, like running away from a scan or getting caught stealing, but some were IMO beyond my control.