![mission impossible 5 rating mission impossible 5 rating](https://basementrejects.com/wp-content/uploads/2011/12/mission-impossible-3-bridge.jpg)
Originally posted by desrtfox071:They're only supposed to represent your understanding of the difficulty of a mission based on your (often very incomplete) intelligence on the mission beforehand. You may take a rep hit for the withdraw (if one of your mechs didn't get messed up), but rep is mostly worthless anyway, and from a gameplay time perspective, it's just easier to go start another mission, since they're all basically homogenous copies of each other. The short answer is, there's no real in-game reason to fight the screwjob missions. Instead of making it seem more gritty and realistic, it just makes most missions feel pointless and throw away, since you're can just plop out and start another one infinitum. Of course, they paired it with an instant genie "withdraw" button that wisks your lance instantly away, and then AI that's woefully incompetent and requires 2-3x the tonnage to be effective, and so the basis for the whole thing is sort of fundamentally flawed. Apparently they think that it provides gravitas to the gameplay to have to withdraw. The devs designed the game around having missions that were supposed to be resource prohibitive to encourage you to witdhraw, so they put in extra reinforcements, and up-tonned OpFors etc. But this actually causes different enemies to spawn, so if you do this, you could very well see the mech you want, on the next version of it. If I'm going to do it at that point, I'd be better off reloading, re-selecting the same contract, and maxing the money slider instead. The sell value alone of salvage is simply not enough to justify finishing the contract. I'd be more tempted to be reload once I saw all the enemies and realized there was nothing of value to salvage. Then I'd select a higher rating contract and fight less enemies/weight. I've literally had impossible contracts despite what the difficulty claimed, forcing me to just reload and do something else. They'll expect you to take out all of this with only 4 mechs, which might not have any assaults on it. Battle/assassinate is much harder as they will get 7-10 enemies, all of which can be 60-100 tons. Base attacks are quite easy, as the enemy will waste half its size on turrets. The rewards are a better factor for difficulty. It may as well not be there, as it's not helpful in any way. Quite often, lower skulls were much harder, than higher ones. I could never understand or predict what the skulls meant either.