What's your opinion on Escalation missions? I personally find most of them to be tedious

they should make the ai much more freeform and dynamic instead.
if i snipe a guy then next level he should stay away from windows, open spaces, and post guards that shoot me on sight if i try to get on a rooftop or climb a ladder to a high point.
if i poison a guy then next level he should have guards test all food and drink for him and have all food and drink workers be extra vigilant and remove or lock up all the rat poison
if i lockpick too many doors i want the ai to switch all locks to a keycard system and if you try to shoot the panel alarms go off
if i cause too many accidents i want the ai guards to steer the target away from potential hazards and all the scripted sequences
i want targets to go to panic rooms that dont have stupid shit like a convenient vent or pipe that lets me still poison them
i want explosives to play a bigger role

I like shooting posted guards and nobody ever replaces them. They just leave it wide open. the AI is really fucking static in this and they masked it pretty well at first glance but its all scripted. Also explosives are stupid OP, throw the pale duck at the target and walk away to blow them up and they never notice or seem to care.

they can be fun, usually the 3 stages ones are more interesting, but yeah, they are for the kind of people that just do the objectives, a way of forcing the player to mess around the game.

If anyone sees the targets body from a pale duck kill you lose SA.
Your better off dropping a breaching charge alongside a propane flask

yes and if its a map with the three targets that are kinda related like santa fortuna, if you kill one target the other two targets are oblivious. if i kill ricardo then i want andrea to go full panic mode and double the guards that patrol with her and see through my disguises and for jorge to lock down his drug lab and surround it with heavily armed guards and lock all the doors.

We'll probably never get AI this good because speedrunners would have a fit if you couldn't get consistent results.
They removed a bunch of fibre wire kill animations from 2016 that were slightly longer than the ones currently in the game for the same reason.

>i want explosives to play a bigger role
I just noticed you can't put explosives in a briefcase and blow it up. what the fuck IO

I like them as something to do after learning the maps well.
It's fun using the map knowledge you've gained from the main missions to find interesting ways to complete the escalations.
Featured contracts on the other hand are complete trash.

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>brainstorming ideas for killing sierra knox
>give the flamingo guy his keys, then sneak into the alley and plant down the duck behind some trash cans so when she comes and kills him I can detonate it and blow her ass up
>her and flamingo guy come around at last
>guard turns around and immediately hones in the duck shoved behind garbage and not actually visible to him
>shoves it into his pocket and the plan is ruined
>shoot him in the head and go to shoot her as she shoves the mascot into the hole
>miss and hit her collarbone
>she flops onto the ground screaming and rolls into the vent after the flamingo guy
>it counts as an accident kill

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escalation missions are alright i'm just doing them to grind for the silenced smg so i can stop being shit at the elusive targets