Newcomer / Intro Procurement missions seem to not work as intended

Missions where I have to extract a sample from an analysis machine but without killing people OR setting off alarms doesn't seem to be functioning as intended.

Example: You go into an industrial building to steal a synthesizer. You e-hack 1 or 2 doors to get to the synthesizer only to get tagged by a guard standing behind the blind corner for inspection and caught with an E-hack that you need to break into the analyzer. Ok, my fault, right? Try again. New mission, same type of place. Sneak in, break through door, break through security on the analyzer, no probs. Now the alarm goes off as 4 people in that room begin to look for the source of the break in. No probs. I can leave and sneak up to the roof and watch the synthesizer build up to the point where I can take it down. But wait? 9 guards are now standing all around the synthesizer and it started the count all over. Also: I have to kite the guards away from the synthesizer, failing the mission.

Is this really the way this is supposed to work?

What about the "steal the power source" missions where you can't kill someone or alert the security, but once again it's impossible to do because either will happen either way, no matter what.

The "stealth" mechanics that are pretty non-existent are also non-functional.

My suggestion?

Actually, give us the ability to distract the researchers and guards for a finite amount of time before they come back to their original position.

Like throwing a bottle or even a grenade that makes "clicky" noises will suffice. Anything to draw them away from the area, please.
 
Missions where I have to extract a sample from an analysis machine but without killing people OR setting off alarms doesn't seem to be functioning as intended.

Example: You go into an industrial building to steal a synthesizer. You e-hack 1 or 2 doors to get to the synthesizer only to get tagged by a guard standing behind the blind corner for inspection and caught with an E-hack that you need to break into the analyzer. Ok, my fault, right? Try again. New mission, same type of place. Sneak in, break through door, break through security on the analyzer, no probs. Now the alarm goes off as 4 people in that room begin to look for the source of the break in. No probs. I can leave and sneak up to the roof and watch the synthesizer build up to the point where I can take it down. But wait? 9 guards are now standing all around the synthesizer and it started the count all over. Also: I have to kite the guards away from the synthesizer, failing the mission.

Is this really the way this is supposed to work?

What about the "steal the power source" missions where you can't kill someone or alert the security, but once again it's impossible to do because either will happen either way, no matter what.

The "stealth" mechanics that are pretty non-existent are also non-functional.

My suggestion?

Actually, give us the ability to distract the researchers and guards for a finite amount of time before they come back to their original position.

Like throwing a bottle or even a grenade that makes "clicky" noises will suffice. Anything to draw them away from the area, please.
Or even a simple "line of sight" and "hearing radius" would suffice.
The fact that right now guards can "see" you through walls must clearly be a bug.
 
Or even a simple "line of sight" and "hearing radius" would suffice.
The fact that right now guards can "see" you through walls must clearly be a bug.

Nah, I feel like until they actually SEE you, you should be able to throw some sort of device that draws away their attention. how else are you supposed to achieve a non-violent heist?
 
Also: I know I can choose to ignore this content (and at this point, I'm frustrated enough with the rep loss and mounting fines to do so) BUT it's early game for me---This is my first 30 days still. It really feels like you WANTED us new people to explore the planet surface and build up to actually OWNING a ship rather than just starting in a rust bucket.

As such, only about half the missions are usable as such.

In time, I hope you find a way to make these work because I really enjoy doing them.
 
Have you tried deactivating the Settlement Alarms panel before going after the sample? You can usually deactivate the Authorisation System panel too, which helps.

Alternatively, try to set off an alarm in a less populated area of the base (which you can quickly move away from before people start to arrive) to draw the guards to that location instead.
 
Have you tried deactivating the Settlement Alarms panel before going after the sample? You can usually deactivate the Authorisation System panel too, which helps.

Alternatively, try to set off an alarm in a less populated area of the base (which you can quickly move away from before people start to arrive) to draw the guards to that location instead.
Which, unfortunately is the solution for almost any mission. Get L3 security, deactivate alarms, do stuff.
 
I haven't had guards seeing through walls with one of these missions, but pretty certain i've experienced it with an assassination mission recently. However, i don't recall experiencing anything like this a month or so ago, so maybe something Update 9 introduced?

Anyway, ideally, get it on video and raise an issue with FD.
 
You can usually deactivate the Authorisation System panel too, which helps.

As I recall, and i might be wrong, you can't do that with certain types of heist because if you disable the authorization you can't open the secure containment as the panel goes blank. I might be misremembering things..

But yes, disabling alarms is a must if you don't want to get detected.
 
Is this really the way this is supposed to work?
Yes, it is.

Deactivation of settlement alarm console should be always first step. Use of hacks always triggers guards (if they see it or see hacked console), much better is copy access of some npc first. Almost all settlements have a spot where you can scan lvl3 access through window. There are some exceptions and also some of really tricky bases layouts, … but it’s very likely the most difficult sort of operation in edo (non violent heist) and imo it works exactly like intended. Doing these missions needs knowledge, skills and patience (and little luck helps too ;) ). The best part however is that you can do it with just basic equipment, if you know how things work.
 
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Missions where I have to extract a sample from an analysis machine but without killing people OR setting off alarms doesn't seem to be functioning as intended.

Example: You go into an industrial building to steal a synthesizer. You e-hack 1 or 2 doors to get to the synthesizer only to get tagged by a guard standing behind the blind corner for inspection and caught with an E-hack that you need to break into the analyzer. Ok, my fault, right? Try again. New mission, same type of place. Sneak in, break through door, break through security on the analyzer, no probs. Now the alarm goes off as 4 people in that room begin to look for the source of the break in. No probs. I can leave and sneak up to the roof and watch the synthesizer build up to the point where I can take it down. But wait? 9 guards are now standing all around the synthesizer and it started the count all over. Also: I have to kite the guards away from the synthesizer, failing the mission.

Is this really the way this is supposed to work?



They dont SEE through walls.
But they do HEAR

So, use silenced weapons (Noise Suppressor for indoors and audio masking outdoors - or both on the same weapon if one wants to be sure) and use Quieter footsteps on suit
And dont let any NPC trying to radio for backup

Also, try to go easy on e-breaches and cutting/overcharging panels.
If a Guard gets nearby one of those breached/overcharged panels - they automatically get into alert mode and if you are nearby you're in trouble

My general approach for settlements i'm not really familiar with the layout is:
  • find a single terminal panel that is really out of the guard's path, breach it and select the Settlement Alarm - so i have the location marked on my hud.
  • then make my way towards the Settlement Alarms, trying to clone an ID (preferably a level 3, but that's not always directly possible, so it may need some intermediary steps) while observing the NPC path.
  • then turn off the settlement alarms
  • then do whatever i'm required to do.

I usually avoid mission that require me to power off a settlement, but technically they could be done without killing any settlement member.
However, you'd still need to turn off the alarms and either try to lead the techs out of the building by making some noise using an Audio Masked rocket launcher or playing a bit of Benny Hill running around inside the PWR Building (having a G5 Mav suit would certainly help)
 
They dont SEE through walls.
But they do HEAR

So, use silenced weapons (Noise Suppressor for indoors and audio masking outdoors - or both on the same weapon if one wants to be sure) and use Quieter footsteps on suit
And dont let any NPC trying to radio for backup

Also, try to go easy on e-breaches and cutting/overcharging panels.
If a Guard gets nearby one of those breached/overcharged panels - they automatically get into alert mode and if you are nearby you're in trouble

My general approach for settlements i'm not really familiar with the layout is:
  • find a single terminal panel that is really out of the guard's path, breach it and select the Settlement Alarm - so i have the location marked on my hud.
  • then make my way towards the Settlement Alarms, trying to clone an ID (preferably a level 3, but that's not always directly possible, so it may need some intermediary steps) while observing the NPC path.
  • then turn off the settlement alarms
  • then do whatever i'm required to do.

I usually avoid mission that require me to power off a settlement, but technically they could be done without killing any settlement member.
However, you'd still need to turn off the alarms and either try to lead the techs out of the building by making some noise using an Audio Masked rocket launcher or playing a bit of Benny Hill running around inside the PWR Building (having a G5 Mav suit would certainly help)
That Benny Hill thing was chortle-worthy picturing techs chasiing you in speed-up mode
 
You might find the info in this thread very enlightening. Stealth in EDO is actually quite fun.

 
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