Difference between revisions of "Panic (Long War)"

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(Hm, rewards of coverage (divided by capacity to do anything about bigger UFOs and cost of Interceptors early on) vs cost of Panic if/when satts get shot down?)
 
 
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The two main sources of panic in the Long War are Terror Missions, where an excellent mission only ''minimizes'' the Panic raise that ''will'' occur, and public UFO sightings in uncovered countries.
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{{Toc (Long War)|22}}
  
For Satellite Coverage, since Uplink and Nexus capacity has been halved, you'll need more to fully cover all Council nations. The ideal Satellite facility configuration is now a 2x3 block, with 3 Uplinks and 3 Nexi-- which you might not need in full, sicne you're near-guaranteed to have one country withdrawl in the first month (at least not until late-game, when you liberate it). Still, coverage as soon as possible is ideal, so at least you can manage any smaller craft that come into covered airspace and temper down panic. But try to keep some extra satellites in reserve, for when the inevitable Battleship comes for your satellites.
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Panic in Long War is a smooth scale from 0-100, not the 5-point scale as seen in EU2012. For more details, on how panic relates to council members, see [[The Council (Long War)]].
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==Changes in Panic==
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'''Geoscape'''
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* UFO Escapes Untouched: +2 in country (reduced to 0 by dealing damage or raiding it if it lands)
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* [[Alien_Missions_(Long_War)#Bomb|Bombing campaign]]: +8 (reduced in direct proportion to damage dealt to the UFO, untouched UFO panic *also* applies)
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* Shooting down/raiding a UFO: -2 in country (You get -2 for shooting down a UFO, then another -2 for raiding it)
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* Launching a Satellite: -10 in country, no change across continent
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* Losing a Satellite: +25 in country, +5 across continent
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* Alien Entertainment Requests: -20 in requesting country
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* Sectoid Commander Requests: -20 in requesting country
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'''Missions'''
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* [[Missions (Long War)#Terror Site|Terror mission]]: +3 per killed civilian in country, +1 per killed civilian across continent
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* [[Missions (Long War)#Terror Site|Terror mission]] failed/aborted/ignored: Country suffering from terror mission leaves XCOM project, +20 across continent
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* Thwarting an [[Missions (Long War)#Abduction|Abduction]]: -2 in country
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* Failing an [[Missions (Long War)#Abduction|Abduction]]: +25 in country, +20 across continent for classic and harder.
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* [[Missions (Long War)#Alien Base Assault|Raiding an Alien base]]: -20 in country, -5 across continent
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* [[Missions (Long War)#EXALT Base Assault|Raiding the EXALT base]]: -5 worldwide
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* Complete a [[Council Missions (Long War)#Bomb Disposal|Bomb Disposal]] Council mission: -40 in country
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* Fail a [[Council Missions (Long War)#Bomb Disposal|Bomb Disposal]] Council mission: +40 in country
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* Other [[Council Missions (Long War)|council mission]] rewards: -0 to -60 to country (varies by mission)
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* Fail a [[Council Missions (Long War)|council mission]]: +0 to +40 to country (varies by mission)
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* Completing a [[Missions (Long War)#EXALT Missions|covert operation]]: -20 in country
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Note that there is also a 50% chance of adding +15 panic to any panic causing event if there is an active and hidden EXALT cell on the same continent as the target country. For example, an ignored and successful air raid in France has a 50% chance of causing +25 panic total if there is an active and hidden EXALT cell somewhere in Europe.
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==Country Defection==
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At the end of the month, a country may leave the council if their panic is too high (i.e. > 95). Note that aliens can run an [[Alien_Missions_(Long_War)#Infiltration|infiltration mission]] to cause a country to leave immediately.
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* Chance of defection, no sats nearby: current panic level (ie, at least 95%)
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* Chance of defection, one or more sat on same continent: 90%
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* Chance of defection, country has sat: 50%
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==Satellite Panic Reduction==
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Once per month, satellites can help control panic:
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* 50% chance of -5 panic if Panic > 95
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* 10% chance of -5 panic if Panic > 80
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* no reduction if panic < 80
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[[Category: Long War]]
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[[Category: Situation Room (Long War)]]

Latest revision as of 06:48, 3 December 2021

Panic in Long War is a smooth scale from 0-100, not the 5-point scale as seen in EU2012. For more details, on how panic relates to council members, see The Council (Long War).

Changes in Panic

Geoscape

  • UFO Escapes Untouched: +2 in country (reduced to 0 by dealing damage or raiding it if it lands)
  • Bombing campaign: +8 (reduced in direct proportion to damage dealt to the UFO, untouched UFO panic *also* applies)
  • Shooting down/raiding a UFO: -2 in country (You get -2 for shooting down a UFO, then another -2 for raiding it)
  • Launching a Satellite: -10 in country, no change across continent
  • Losing a Satellite: +25 in country, +5 across continent
  • Alien Entertainment Requests: -20 in requesting country
  • Sectoid Commander Requests: -20 in requesting country

Missions

Note that there is also a 50% chance of adding +15 panic to any panic causing event if there is an active and hidden EXALT cell on the same continent as the target country. For example, an ignored and successful air raid in France has a 50% chance of causing +25 panic total if there is an active and hidden EXALT cell somewhere in Europe.

Country Defection

At the end of the month, a country may leave the council if their panic is too high (i.e. > 95). Note that aliens can run an infiltration mission to cause a country to leave immediately.

  • Chance of defection, no sats nearby: current panic level (ie, at least 95%)
  • Chance of defection, one or more sat on same continent: 90%
  • Chance of defection, country has sat: 50%

Satellite Panic Reduction

Once per month, satellites can help control panic:

  • 50% chance of -5 panic if Panic > 95
  • 10% chance of -5 panic if Panic > 80
  • no reduction if panic < 80