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Reducing mission abort


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Actually expanding on a video Triburos uploaded a year ago: “The ‘No Man Army’ problem”. Worth a watch btw. 😉 


Problem: Being “forced” to abort any mission type 

Reason examples:

1. Forgetting boosters or equipment for various reasons (E.g. just coming from Simi and haven’t equipped your pet again, because vacuum or buffs?)

2. Squad composition (E.g. redundant frame, missing synergy etc.)

And many more.

Fix: So easy and not game breaking at all. Simply just allow a 90 sec window to change loadout in the beginning of a mission)
The above will work even if you guys ever implement a loadout screen for the full squad before the mission loads. But I understand your reasoning for not having implemented this loadout screen. Pros and cons.


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