Fakedit: Yeah, I - oh jeez a knife? ): Fultons are in such short supply early on though, that's fair. And yeah, kicking people awake is a little awkward.
The stun/sleep times are a bit weird. Pretty sure some tooltip said that choking an enemy out from a grap, puts them to sleep for as long as a tranq. It's still "stun" not "zzz" though. Basically I don't like to risk it, any incap usually lasts long enough to clear the area and properly deal with the chumps as appropriate.
Big thanks to the person who revealed that rubber bullets are OHKO's in the face just like tranq darts. I don't know how long it would have taken me to figure that out about the less-lethal AR... It's practically a more-accurate tranq pistol now.
@Yoink
I think that's actually fairly well supported... It's fairly quick to fill up all your facilities with people. Capturing nearly everybody is growing my facilities a bit faster than otherwise, as I replace people with marginally better ones, but it's not really necessary at all.
And once you unlock "combat deployments" you can recruit decent (not great, but okay) volunteers at a pretty good rate. Plus decent volunteers sign up after missions, with their skill based on heroism.
So "extract the entire enemy force" isn't at all necessary. I was mainly doing it for the lols
Now I usually scan for A+ or better, unless I just want them neutralized. Even then, I often kick them awake then threaten them - unlike stunned or sleeping people, surrendered enemies won't get up later. Unless you trigger a combat alert, or one of their friends finds them. It's kinda great to "arrest" a whole outpost like that, I wish it gave some bonus heh.