I wasn't around much before the start of the Thargoid war so I can't claim to know a lot about Thargoid mechanics - but I feel that the enrage mechanic is completely out of place in the current context. It might have made sense when Thargoid combat was more akin to "lone submarine hunts in the vastness of space" but not when interceptors are deployed as regular troops in a classical fixed CZ conflict. I assume the main purpose behind the mechanic was to prevent the player from cheesing the encounter; well in the context of CZ combat getting an interceptor enraged simply becomes a U-LOSE moment.
Here are some arguments:
Here are some arguments:
- AXCZ scenarios are hardly balanced. For the same intensity level: sometimes you get only Cyclopes and its a breeze, sometimes you get Medusas up the wazoo and they wipe the floor with all human NPCs - sensor screen full red. At this point the question is, who is going to get enraged first, the Medusa or the player?
- Interceptors enrage without player input. No difference between PCs and NPCs and all that.... I don't actually know if this is intended, but I've seen NPCs enrage an interceptor just by exerting but not actually taking out the first heart. How can the player even control the CZ in this case?
- AXCZ will often stretch out over long distances. Not unusual for one or two Anacondas to pull an interceptor away from the fight a few kms out of sensor range, and just have their dance before the player can react. All while the enrage timer is ticking.
- You can't de-enrage (can you?). In all the guides I read, an enraged interceptor is equivalent to a lost encounter. In the context of a whole CZ scenario, for a player to lose all progress on a timer of a few minutes is just too punishing and bad design.
- AXCZ scenarios are hectic. Now I know what you are going to say... git gud. But think about how this compares at the lowest skill level. Take a 1v1 encounter with a Cyclops - it's reasonable to expect the player to keep an eye on the clock. Now take the lowest skill level CZ (low intensity): the player still has to juggle with endless waves of scouts (I don't know, I think the number of waves fixed, but they do come one after the other without delay), scout snowballing, multiple interceptors, staggered shutdown fields, or just fields fired due to different phases, multiple leftover caustic clouds, making sure you don't get aggroed by the whole CZ.. etc.