Wow, so I wanted consequences, well, I got 'em.
Sent a team in to steal an Asset I'd uncovered through Intel. The job was a mix of hacking and, unfortunately, disguise work and intimidation/social skills. I had the right people for most roles, a hacker, a spy, a thief and a strongmanwoman, but was relying on raw stats to get me through some of the sections with questionable success rates.
Well, that lasted all of one test before I blew it, and went into a new mission, and proceeded to blow all those challenges too after rolling poorly and using all my gear. Another new mission appeared, what I assume was my team trying to get their asses out of there. Sadly, that failed too.
Net Result: My whole team captured in Russia (of course Russia), being interrogated and finally attacked and killed. FAIL.
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So the new mission interruption thing is awesome! Consequences are awesome! Unfortunately trying to compress time, I missed a lot of the individual actions there. The game really should slow down to normal time whenever something "bad" happens.
I like how you see the interrogators of your Operatives squaring off against them. I can't honestly see how you win those encounters though? There's 4 of them vs. one Operative at a time, and they have all the gear in the world to spend on tests. I guess what I'm asking is, what are the good outcomes if any for you in an interrogation? If it's a foregone conclusion that your guys will eventually be worn down to the nub....
There should be some kind of soft ding when you get a new memo.