3 Partial 'Mech Salvage still = an instantly repaired 'Mech with free stock loadout

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ColonelJarJar

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I said my little piece on this in the early pages of this thread, but it's interesting to see Kiva's views (posted in the chat on the Beaglerush stream):

Db2BAT.png

gT51DD.png


I've got the impression from various dev comments that there were many things in the game that had to be toned down as they proved too punishing for new players, even the starting lance was going to be lighter at one time. And we all know the franchise needs new players, and preferably not deter them with too steep a learning curve. But while I'm not a fan of this particular mechanic I'm sure we'll soon have options to adjust it - not only from modders but also possibly from HBS, at least going by Tyler and Kiva's wishlist that they've hinted at. We just need the game to be successful first :)

TQqZYW.png
Good to hear. I just hope it doesn't take too long.
 

JesterHell

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I agree. I don't know how exactly all of it will turn out. Some of those things can be changed with modding. I was more pointing out difficulty options that exist in game and seem to have been overlooked in the forums (and it sounds like they have been overlooked in the streams too).

I disagree, they are "overlooked" because choosing to play harder missions is not a difficulty option, eventually you will be doing those 5 skull mission regardless.

I have really enjoyed what Supergiant Games has published, Bastion, Transistor, and Pyre. They don't have direct difficulty toggles. Instead at regular intervals the player has the option to add additional challenge multipliers. Things like enemies hitting hard, having more health, or your character being able to take fewer hits. The player gets the option to turn these on and off to suit their own desire for a challenge. Turning several on can make the game incredibly difficult, or the player can ignore them and the games are fairly easy. It is the player's choice how difficult to make the game and they can modify that difficulty in the middle of the game. I can see some echoes of that in what HBS has done here. This is a different genre of game than what Supergiant makes, but the idea seems similar.

You see I hate these kind of difficulty options, I don't want an enemy that hits harder than I do with the same weapons I have (to hell with AI bonuses as "difficulty" levels), I want one that hits smarter and in this day and age they could train a (limited) neural network up to act as a competent enemy in the combat map, doing so would take time though and time is money so I can understand why HBS didn’t do this for launch.

Also I don't just want smarter enemies I want harder simulation in terms of running a merc company, here some examples of what I would call awesome OPTIONAL features,

1. Different upkeep cost for different mechs (percentage of mech cost/value as upkeep).

2. Ammo to be used up during combat and a need to buy replacement ammo.

3. The ability for the player character to die and for that to cause a Game Over (bonus to in combat morale gen if PC on/in mission as a "Leading from the Front" bonus).

4. Mech salvage to be based on compartments (Right Arm, Left Leg, Center Torso) that survived combat.

5. Limited storage space in terms of tonnage (no more ship of holding).

6. Mech construction/assembly taking time and money (as much as a full repair).

7. Armor not being free or instant to replace.

Have these as a checklist at the start of the game where you can turn them on, hide it behind an “advanced” setup tab at the bottom of the screen if necessary.

Ultimately I accept that they need to have as many players as possible to be economically viable and therefore need to appeal to the majority of player most of whom will have no experience with the setting at all (how long since that last BT game?) but what annoys me is that here is no option to play on a harder more simulationist setting for those of us that want one.

You may not be using it in a bad way, but some people, judging from their tones, really are. And even if you're being harmless about it, it still comes off as negative when they're being the target of blame for perceived flaws in the game. Just for fun, I checked a few dictionaries, and "lowest common denominator", aside from its math definition, is described as being a disapproving thing, if not being labeled 'derogatory' outright, and is used to describe, basically, stupid people who have no taste and will buy anything.

I think most people would prefer the more honest terms you suggested. There's a difference between being less-skilled and less-experienced, so use whatever is more precise for what you hope to say. Or if you want to be more positive in how you frame things, spin it as however you want to say "people who haven't got the hang of it yet" or "people who are still learning".

Also, general side note: Remember that streamers are not always the best measure for people picking up a complex game. Streaming is a very distracting thing to do, even if you are ignoring chat, so it's not uncommon for streamers to miss warnings or tooltips or stat readouts here and there, and that issue of watching and not being able to be immediately helpful can add a level of frustration that might color your perceptions of how you're interpreting the situation.

PS: Nothing I'm saying here or in the last post is directed at anyone in particular. Most of you folks are delightful, or at least mean well.

PPS: I've never played Battletech in my life, the closest I've come is ooh'ing at the tables set up at Origins and GenCon, or playing a bit of MechWarrior. In many ways, I'm one of the LCD's people are concerned about. No, I'm not personally offended with reading it, but I do feel it'd be more constructive for all involved if we were a bit more clever with our choice of words.

I get where you're coming from but consider that anybody who likes a more Hardcore experience tend to get "shafted" a lot, its almost never done with the intent of hurting the hardcore players but because Game development is a job/business and turning a profit is the key to being a viable business which means making concessions to ensure the most people possible can enjoy the game.

This ultimately results in frustration as year after year, game after game you get told to bite the bullet and accept that your style of play is not good enough to have a game built for it, in the end you're the one that constantly has these "concession" affect your enjoyment of games, its breeds resentment but most can accept that it's not really the developers fault, they do need to eat after all but can't help but feel those [Mod Edit: Please avoid snarky nicknames for groups of players] are the cause of the problem.

I don't have a problem with casual games or casual gamers, I play them from time to time when I'm in a chill mood but the list of game available for casual play massively outweighs those for hardcore play and in the end is it really unreasonable to want there to be at least some games that have a hardcore route/setting every now and then?

The issue for most isn’t that the game is “easy/casual” but that it’s only easy/casual with no option for a hard mode.

My guess would be that those are predominantly TT players.

I'm not a TT player and I don't even like TT (Any TT) because TT is inherently MP in nature and I hate MP, but I want this sort of stuff to be simulated in game because I find it immensely more reasonable (does not kill my enjoyment) to be[Mod Edit: Language] over by a simulation mechanic then by a gameplay mechanic.

I said my little piece on this in the early pages of this thread, but it's interesting to see Kiva's views (posted in the chat on the Beaglerush stream):

Db2BAT.png

gT51DD.png


I've got the impression from various dev comments that there were many things in the game that had to be toned down as they proved too punishing for new players, even the starting lance was going to be lighter at one time. And we all know the franchise needs new players, and preferably not deter them with too steep a learning curve. But while I'm not a fan of this particular mechanic I'm sure we'll soon have options to adjust it - not only from modders but also possibly from HBS, at least going by Tyler and Kiva's wishlist that they've hinted at. We just need the game to be successful first :)

TQqZYW.png

That last part by Persenche is encouraging, here's to some sort of in success hard mode option.

Believe me, there were plenty of people back on the old boards wanting a more or less TT port. ;)

Just have to see how the development shakes out, because the business decision after release is either widening the seed set (by adding co-op, pvp options), or going further in depth (by adding additional difficulty options, additional campaigns). Mostly because HBS isn't a large enough studio to have teams to do both simultaneously (and given that they're looking for a network engineer, my inclination is that they're probably going to do the former first).

Who knows, if they sell a million copies in the first week that might change their calculus for hiring. Or it might just go back to paying loans or otherwise getting the company back in the black, after Necropolis didn't pan out quite like they would have liked. I'd hope for the former, with regards to finding ways of getting into the company. ;)

I personally hope that difficulty settings take precedence as they should do the cut features first and and by the Quotes Stefan posted it sounds like difficulty was cut so that should be first IMHO, then develop the MP stuff like MP on an open campaign map or the Solaris Gladiator (player's as Stable manager?).
 
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Jack Ryan

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Enhanced difficulty was never a part of the game design AFIK. There was talk of Ironman, but it was not cut, it just never made it to conception. There are many other elements of the game that were actually cut.

What HBS needs to focus on post launch is killing bugs, then releasing the delayed content and then we will see. If there's one thing I've learned since update 47, we can't really make demands, we just have to hope for success, help the game get a wide acceptance by helping new players and hope that the devs see the merits in enhancing the AI. I don't think the game needs more difficulty, it needs enhanced AI and that's a tall order. Although I do like the idea of the really granular salvage, that's a good point. That would make mech assembly take quite a bit longer.

The Ship of holding... If it's anything like a Mammoth Drop ship, and we're limited to fielding a lance of mechs with no more than 12 active mechs bays, then we will have a ship of holding any way you look at it. Take it s step further, the Argo is not a Dropship per se, it's small space station. The ship will never run out of room unless we started mounting Naval weaponry onto it.

Armor is easy to find and should be free in 3025. You can pull it off downed mechs and vehicles on the field. Most contracts include rearm/refit in their terms, so this was not an issue for me when they said they abstracted it.

The mechs do take time to fix, except in the extreme example where you get a freebie bonus mech out of three parts. That's a bit odd, however, I can live with that. Though, I'm fairly certain that's likely to change.

Right now it appears in later game play that hard missions... 2.5 skulls up, have the player outnumbered by superior mechs and armor by a factor of 2-3 to one. I won't say those missions are un-winnable, because they're not. I have watched some of these streamers just make grievous errors from the get go.

Honestly, for all my criticisms of the game, I think HBS did a pretty bang up job with it. The game is like nothing they've done before and it looks more like a AAA title than a small studio's game. Don't even get me started on the story, it's great writing all the way through as far as I've seen.

In it's current state the game will be just fine, lets all get our hands on it and start eviscerating the AI before we really start making demands. Honestly, we don't know until we know. I will be playing the hell out of the Single Player hunting these sorts of issues and looking to the one aspect of the game that has good AI for a challenge, that's Multi-player. Doesn't matter how good the AI is, it will never be as good as a human player, even on their worst days.
 
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Bersercker

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Enhanced difficulty was never a part of the game design AFIK. There was talk of Ironman, but it was not cut, it just never made it to conception. There are many other elements of the game that were actually cut.
What HBS needs to focus on post launch is killing bugs, then releasing the delayed content and then we will see. If there's one thing I've learned since update 47, we can't really make demands, we just have to hope for success, help the game get a wide acceptance by helping new players and hope that the devs see the merits in enhancing the AI. I don't think the game needs more difficulty, it needs enhanced AI and that's a tall order. Although I do like the idea of the really granular salvage, that's a good point. That would make mech assembly take quite a bit longer.

Right now it appears in later game play that hard missions... 2.5 skulls up, have the player outnumbered by superior mechs and armor by a factor of 2-3 to one. I won't say those missions are un-winnable, because they're not. I have watched some of these streamers just make grievous errors from the get go.

In it's current state the game will be just fine, lets all get our hands on it and start eviscerating the AI before we really start making demands. Honestly, we don't know until we know. I will be playing the hell out of the Single Player hunting these sorts of issues and looking to the one aspect of the game that has good AI for a challenge, that's Multi-player. Doesn't matter how good the AI is, it will never be as good as a human player, even on their worst days.
I wouldn't call a difficulty that would provide a minimal challenge for an average strategy games player "enhanced". "Normal" seems more apt.

Besides this isn't about diffculty but about complexity. Many of the systems that are critical to simulate managing the merc company in 3025 Periphery where either cut or never made in the first place, because the lowest common denominator people wouldn't care about them. They'll just quickly (maybe) finish the story and move on to the next thing.
 

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I think people have misunderstood two different things I've said about difficulty. I dunno if I can really clarify them to everyone's satisfaction, but I'll give it a go:

* I'm not personally a fan of a global difficulty setting, because I think a game should be able to teach players how to become competent and eventually skilled.

* I'm very much a fan of granular settings that modify specific elements of the gameplay. So, for instance, i'd like to let you control what happens when you assemble a chassis. That kind of micro-difficulty tweaking lets you make the game exactly what you want it to be. In my game, in the world where I already have those granular difficulty settings, I'd turn off the fully loaded chassis, because I'm not a fan. I like the 'blank canvas' feeling of a bare chassis.

* That said, more difficulty adjustments of the kind Tyler's already talked about, and I've alluded to, are on a *very large* wishlist, with the heading 'IN SUCCESS'. So while I'd love to expound on all my wacky difficulty-related ideas, the truth is that it's too early to speculate about what we are and aren't doing In Success.

I hope that clarifies my thoughts somewhat.
 

Abydos_1

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I don't think the game needs more difficulty, it needs enhanced AI and that's a tall order.
They scaled the AI back a bit, because it was near impossible to win against it in the beta as far as I've heard. Think even Eck and Sidestrafe touched on the subject last night on stream. So, people can tune up the AI if they so desire in the json files. Which is, in my opinion, a rather good situation to be in, instead of the other way around, where one needs to invent a better AI from scratch.

Cheers :)
 

Tankqull

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Enhanced difficulty was never a part of the game design AFIK. There was talk of Ironman, but it was not cut, it just never made it to conception. There are many other elements of the game that were actually cut.

What HBS needs to focus on post launch is killing bugs, then releasing the delayed content and then we will see. If there's one thing I've learned since update 47, we can't really make demands, we just have to hope for success, help the game get a wide acceptance by helping new players and hope that the devs see the merits in enhancing the AI. I don't think the game needs more difficulty, it needs enhanced AI and that's a tall order. Although I do like the idea of the really granular salvage, that's a good point. That would make mech assembly take quite a bit longer.

The Ship of holding... If it's anything like a Mammoth Drop ship, and we're limited to fielding a lance of mechs with no more than 12 active mechs bays, then we will have a ship of holding any way you look at it. Take it s step further, the Argo is not a Dropship per se, it's small space station. The ship will never run out of room unless we started mounting Naval weaponry onto it.

Armor is easy to find and should be free in 3025. You can pull it off downed mechs and vehicles on the field. Most contracts include rearm/refit in their terms, so this was not an issue for me when they said they abstracted it.

The mechs do take time to fix, except in the extreme example where you get a freebie bonus mech out of three parts. That's a bit odd, however, I can live with that. Though, I'm fairly certain that's likely to change.

Right now it appears in later game play that hard missions... 2.5 skulls up, have the player outnumbered by superior mechs and armor by a factor of 2-3 to one. I won't say those missions are un-winnable, because they're not. I have watched some of these streamers just make grievous errors from the get go.

Honestly, for all my criticisms of the game, I think HBS did a pretty bang up job with it. The game is like nothing they've done before and it looks more like a AAA title than a small studio's game. Don't even get me started on the story, it's great writing all the way through as far as I've seen.

In it's current state the game will be just fine, lets all get our hands on it and start eviscerating the AI before we really start making demands. Honestly, we don't know until we know. I will be playing the hell out of the Single Player hunting these sorts of issues and looking to the one aspect of the game that has good AI for a challenge, that's Multi-player. Doesn't matter how good the AI is, it will never be as good as a human player, even on their worst days.

nope its not, a mech you´ll salvage will most likely have about 5-10% of its armor reusable while you will have lost 50+% of your armor as well and if you manage to rebuild a mech from salvage you´ll need the armor you have allready used to be baught aswell, so you will allways be in a attrition situation where you have to rebuy the majority of your lost armor.

I think people have misunderstood two different things I've said about difficulty. I dunno if I can really clarify them to everyone's satisfaction, but I'll give it a go:

* I'm not personally a fan of a global difficulty setting, because I think a game should be able to teach players how to become competent and eventually skilled.

* I'm very much a fan of granular settings that modify specific elements of the gameplay. So, for instance, i'd like to let you control what happens when you assemble a chassis. That kind of micro-difficulty tweaking lets you make the game exactly what you want it to be. In my game, in the world where I already have those granular difficulty settings, I'd turn off the fully loaded chassis, because I'm not a fan. I like the 'blank canvas' feeling of a bare chassis.

* That said, more difficulty adjustments of the kind Tyler's already talked about, and I've alluded to, are on a *very large* wishlist, with the heading 'IN SUCCESS'. So while I'd love to expound on all my wacky difficulty-related ideas, the truth is that it's too early to speculate about what we are and aren't doing In Success.

I hope that clarifies my thoughts somewhat.
well a big part of our qualms is related to the fact that we do not know what we can mod and what is hardcoded.
e.g. can we mod reamor/ammo costs?, can we mod slaveged mechs to be not only striped by armor but beeing mechs consisting of destroyed parts requiring repair(structure etc. verrifing the reduced part cost on the market)? in the end the question is how deep does the granular difficulty setting go...
 
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Jack Ryan

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nope its not, a mech you´ll salvage will most likely have about 5-10% of its armor reusable while you will have lost 50+% of your armor as well and if you manage to rebuild a mech from salvage you´ll need the armor you have allready used to be baught aswell, so you will allways be in a attrition situation where you have to rebuy the majority of your lost armor.

Ok, so the tanks you blow through only one facing of in order to kill, have only 5% armor remaining? The mechs you headshot or incap a pilot could easily have 50-60 % of their armor remaining. If you gut a torso and the mechs arm falls off that's pretty much pure armor, depending ng upon how badly it was shot up and then there are the rear armor kills, which only destroy a small amount of a mechs overall armor.

Aside from that, most contracts provide rearm/refit in them. The contracts as they are presented here are one shot missions, they had better rearm / refit you our they're not worth taking. A lot of Canon contracts take months to complete on their own, six months to a year for Garrison duties.

Standard armor on a mech costs 1,000 cbills per ton or 80 points in this game. It's not worth tracking, and I see why the devs abstracted it. Wasn't too happy about the ammo being pulled but that would have added a layer of complexity that new players would forget about all too often. I ended up accepting that change.

It's not really until we get to the 3050's+ where armor starts getting expensive. That's when we will really start having to track every little detail.

The devs have stated, that in success, they have a lot of things they would like to implement. We just have to give it time
 

Jack Ryan

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They scaled the AI back a bit, because it was near impossible to win against it in the beta as far as I've heard. Think even Eck and Sidestrafe touched on the subject last night on stream. So, people can tune up the AI if they so desire in the json files. Which is, in my opinion, a rather good situation to be in, instead of the other way around, where one needs to invent a better AI from scratch.

Cheers :)
Well then i would love to see it ... Wish that was in launch
 

FlavourBeans

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I get where you're coming from but consider that anybody who likes a more Hardcore experience tend to get "shafted" a lot, its almost never done with the intent of hurting the hardcore players but because Game development is a job/business and turning a profit is the key to being a viable business which means making concessions to ensure the most people possible can enjoy the game.

This ultimately results in frustration as year after year, game after game you get told to bite the bullet and accept that your style of play is not good enough to have a game built for it, in the end you're the one that constantly has these "concession" affect your enjoyment of games, its breeds resentment but most can accept that it's not really the developers fault, they do need to eat after all but can't help but feel those "Filthy Casuals" are the cause of the problem.

I don't have a problem with casual games or casual gamers, I play them from time to time when I'm in a chill mood but the list of game available for casual play massively outweighs those for hardcore play and in the end is it really unreasonable to want there to be at least some games that have a hardcore route/setting every now and then?

The issue for most isn’t that the game is “easy/casual” but that it’s only easy/casual with no option for a hard mode.

See, I do know that it can be a problem, and I assure you that I'm the sort of person who likes to plunge into "hardcore" challenges once a game becomes familiar, but I disagree with the idea that "hardcore" gamers routinely get the short end of the stick. The games industry is very broad, with plenty of "hardcore" games to be had for anyone's tastes. For every Civilization, there's a Europa Universalis. For every Call of Duty and Battlefield, there's Red Orchestra and ARMA. For every Minecraft, there's an Eco. For every Stardew Valley, there's a Farming Simulator 2017. For every Overwatch, there's a CSGO. For every Company of Heroes, there's a Steel Division. For every Assassin's Creed, there's a Hitman. For every Skyrim, there's a Mount & Blade. For every Starfox, there's a Kerbal Space Program. For every Microsoft Excel, there's an EVE Online.

This is an industry that celebrates Dwarf Fortress, They Are Billions, Cuphead, and Distant Worlds. This is an industry where plenty of simpler games, like Starcraft or DOTA, build an entire hardcore tier where you need to have the speed, reflexes, and awareness, of a Jedi.

And this is all before getting into what the difficulty settings of many games can do, or the complexity that mods can bring to the table.

Granted, sure, people who tend to be "hardcore" about something often bring that attitude only to a small slice of what's out there for games, like Battletech diehards flocking to this game, which can set up for a situation where all those games I listed above don't matter because THIS is the game you want, and I'm sympathetic to that. Though it sounds like there's plenty of potential to resolve that through mods in the short term and possible new settings later on. But I'd have to argue that the only way to conclude that "hardcore" gamers are routinely getting a raw deal is to only focus on a few instances at the expense of the many and frequent times it's not the case.
 

Tankqull

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Ok, so the tanks you blow through only one facing of in order to kill, have only 5% armor remaining? The mechs you headshot or incap a pilot could easily have 50-60 % of their armor remaining. If you gut a torso and the mechs arm falls off that's pretty much pure armor, depending ng upon how badly it was shot up and then there are the rear armor kills, which only destroy a small amount of a mechs overall armor.

Aside from that, most contracts provide rearm/refit in them. The contracts as they are presented here are one shot missions, they had better rearm / refit you our they're not worth taking. A lot of Canon contracts take months to complete on their own, six months to a year for Garrison duties.

Standard armor on a mech costs 1,000 cbills per ton or 80 points in this game. It's not worth tracking, and I see why the devs abstracted it. Wasn't too happy about the ammo being pulled but that would have added a layer of complexity that new players would forget about all too often. I ended up accepting that change.

It's not really until we get to the 3050's+ where armor starts getting expensive. That's when we will really start having to track every little detail.

The devs have stated, that in success, they have a lot of things they would like to implement. We just have to give it time
[orange] well watch the streams, remember your TTknowledge in regards of armor patterns of tanks, a destroyed tank does not have much armor left..., and a headshotted mech you get your hands on should be either part of your mech stable or be used to be sold in both ways it still requires its armor or you are going to suffer sellment payout as the buyer would require tech time and the armor you have allready scraped to purchase on its own. regardless of how you´ll turn it you are not going to get enough armor/ammo as salvage to live from it (my expirience after roughly 14 years of a merc TT/RPG game i have played ;))
[yellow] first of its 10k c-bills per ton of standart armor(much more for ferrofibrit) and between 1(AC2)-30k(LRM) per ton of ammunition. I would be perfectly fine if the reammunition repair value within a contract would be tied to the reputation slider, the higher rep you aquire the higher the value of repaiment taken by your contract giver... would make that slider atleast usefull
 

SectionZ

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I can see why the decision was to give people a fun baseline for salvage, rather than dance around the age old issue trying to become "The one who finally solves salvage! (for real this time)". People will still complain you get too much "free salvage" just from the raw volume of enemies.

If you won say, a mission where the target is a Assault being escorted by multiple lances of Assaults+heavies. Even if you did double the salvage to build a robot to six, and remove stock loadouts being included, you'd still have people complaining "You get too much free stuff!"

Because whether it's tabletop of videogames, most people all up in arms about 'too much stuff' for the player seem to approach it from the wrong end of where to tighten the belt.

It's a wonder there are not more people suggesting salvage of any sort is cut. Otherwise whoops, you still inevitably reach the point where you put together a fully equipped Atlas in one month. Even at 10 salvage per empty mech.

Which I guess is why I wouldn't worry too much if they did "nerf salvage" down the line. If I want a shiny new Thunderbolt with all the trimmings, there are a million of them out there to break down into parts I'll see soon enough.
 
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fodzilla

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well a big part of our qualms is related to the fact that we do not know what we can mod and what is hardcoded.
e.g. can we mod reamor/ammo costs?, can we mod slaveged mechs to be not only striped by armor but beeing mechs consisting of destroyed parts requiring repair(structure etc. verrifing the reduced part cost on the market)? in the end the question is how deep does the granular difficulty setting go...
I reckon you'll find out in about 30 hours' time.
 

BumblingEmperor

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They scaled the AI back a bit, because it was near impossible to win against it in the beta as far as I've heard. Think even Eck and Sidestrafe touched on the subject last night on stream. So, people can tune up the AI if they so desire in the json files. Which is, in my opinion, a rather good situation to be in, instead of the other way around, where one needs to invent a better AI from scratch.

Cheers :)

don't know where you heard, but lot of us played the beta and AI had always been trivial to defeat.

To start with, In beta it had no concept of reserving so that pretty much ended the competition for majority of players soon as they learned the feature.

It also did not take any care at all to protect the back of its mechs and would routinely run up to melee the player's mech making it trivial to then walk around the attacker and alpha the back.

You could win most match ups with zero structure damage if you just used the simple strategy of evade+guard on your turn, reserve until AI takes their turn, alpha strike the mechs it exposed while trying to alpha your evasion prepped/guarded lance.
 

Jack Ryan

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[orange] well watch the streams, remember your TTknowledge in regards of armor patterns of tanks, a destroyed tank does not have much armor left..., and a headshotted mech you get your hands on should be either part of your mech stable or be used to be sold in both ways it still requires its armor or you are going to suffer sellment payout as the buyer would require tech time and the armor you have allready scraped to purchase on its own. regardless of how you´ll turn it you are not going to get enough armor/ammo as salvage to live from it (my expirience after roughly 14 years of a merc TT/RPG game i have played ;))
[yellow] first of its 10k c-bills per ton of standart armor(much more for ferrofibrit) and between 1(AC2)-30k(LRM) per ton of ammunition. I would be perfectly fine if the reammunition repair value within a contract would be tied to the reputation slider, the higher rep you aquire the higher the value of repaiment taken by your contract giver... would make that slider atleast usefull
Well, I stand corrected on the armor cost. Cool. Though in the past 10+ years of playing BT and MechWarrior RPGs I've never seen anyone face an issue in not having enough standard armor available. Though I suppose everyone's experiences are different.

I would welcome the granularity you're looking for, a spreadsheet heavy management of the unit down to our fatigues, pencils and spare underware. However, thats not going to be immersive for new players. That will be the stuff that turns off newcomers.

We can lookforward to extra granularity in the form of mods. Not sure how far it can be taken, but I will welcome it if it emerges.
 

SQW

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They scaled the AI back a bit, because it was near impossible to win against it in the beta as far as I've heard. Think even Eck and Sidestrafe touched on the subject last night on stream. So, people can tune up the AI if they so desire in the json files. Which is, in my opinion, a rather good situation to be in, instead of the other way around, where one needs to invent a better AI from scratch.

Cheers :)

You heard wrong. It's near impossible for the AI to win against you. The AI needs a 100% tonnage advantage to even threaten a decent player. We are not talking about tactical genius here - merely concentrating fire and reserving give you a huge advantage.
 

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You heard wrong. It's near impossible for the AI to win against you. The AI needs a 100% tonnage advantage to even threaten a decent player. We are not talking about tactical genius here - merely concentrating fire and reserving give you a huge advantage.
Cannot disagree on that point. However, we really need to see how the AI has changed in our own playthroughs to make definitive statements at this point.
 

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Gee, that reminds me of the orginal AI in MegaMek (Testbot), which would run up in front of a player's 'Mech and then turn around to offer you a free backshot, in expectation of you running past it.

....or how about its use of MASC, where it would kick in Myomer Acceleration every turn (which has an increasing chance of failure every time in succession that you use it) until it failed and eventually froze up the leg actuators....usually right about the time that it finally reached the player's units. It also liked to jump 'Mechs into water for partial cover, never mind that the leg armor has already been breached by weapons fire or kicks, and would automatically flood; I've spent a lot of time and frustration hunting for submerged 'Mechs that can't get up, but can't eject while prone under water.

Eventually, someone programmed a more competent AI (Princess), which at least makes some fairly respectable moves in the short term, but still has nearly zero ability to set up its moves for the following turn.

This CAN'T be any worse than "Testbot", and should be sufficient to challenge a new player if it's anywhere near as competent as "Princess".

Ultimately, some options for more "realism" (with individual choices for economic and combat difficulty) would go a Loooooong way toward making BATTLETECH replayable for a much broader fanbase. The only reason why I still play Hearts of Iron 3, Mount & Blade, and several other games is that I can customize the experience by which faction I play (playing Poland is MUCH harder than playing Germany), what difficulty level I select, what starting options I take, etc. Any linear plotline game is going to offer far less replay value than a "sandbox" game, and any game that's too easy after the initial learning experience is basically worthless for replay, so allowing more MEANINGFUL choices about HOW you play the game is critical.

As said before, I can live with instant assembly of a 'Mech from parts, but it should take time and/or money to repair and refit after being reconstituted from scrap. That means, you should be able to put it in the repair queue for one item, then switch to repairs on a 'Mech that you need for the next mission, and eventually the rebuild will get completed between other tasks. Stock parts should be FAR easier and faster to refit than custom, so rebuilding it to stock configuration should be the default choice for most players. Customizing is something that you either do because you have no other choice (can't get the proper weapons) or because you can easily afford it, not something that a player should automatically do just because you can. Allowing one to reconstruct a 'Mech from parts is fine, but the parts required to assemble a complete 'Mech should cost practically the same as an empty chassis ('Mech value minus weapons values), not a small fraction of the value. Buying a 'Mech as parts for 1/2 price and no assembly time defies reason, and I don't care HOW much is helps new players, because it should be painfully obvious that it's nonsensical the way it's being done. If it's done that way, it should be clearly marked as a "tutorial" or "easy mode" option.
 
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