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

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Camicon Dachass

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If this is the case, I feel better about it. But I didn't think he had any PPCs in his inventory when he built that Panther.
Did SideStrafe build a Panther? I was just throwing out a hypothetical for demonstration purposes.
 

anonynamja

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What does bug me is getting 3/3 salvage from pilot incap regardless of the damage state of the mech. Make losing a side torso or leg cap the salvage chunks at 2 and then we can't really double dip on equipment from a single chassis in the single mission.
I would like to play this way. How practical is it to implement on the user end?
 

Camicon Dachass

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He said he built a Wolverine but missed if it took from storage. A bunch of other viewers mentioned seeing weapons taken directly from storage, even seeing incomplete loadouts on some 'Mechs.
That makes sense.

Ideally I'd like to see salvaged 'Mechs going into the repair-refit queue, after you choose their loadout, but I'm fine with them being instantly available so long as they don't get kitted out for free.
 

Ark Evensong

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I haven't watched the recent streams from the past few days, but in the earlier streamer beta the loadout certainly did come for free. There's a free mech from an early story mission that does come in a mostly-stripped state, so that could cause some confusion.
 

Camicon Dachass

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We don't know, but I'd wager it won't be an easy mod.
Could be that 'Mech salvage is awarded based on specific conditions being met, and that if the box marked "Pilot Incapacitation" gets checked then you're awarded 3/3 salvage. It might be as easy as removing that box from the checklist.
 

_Sohei_

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I am okay with them getting the stock load out since collecting it could be time consuming and the player may instead fit alternatives immediately and thus never experience the mech as it was designed to be. But it should not be in pristine condition either and it should take time to assemble. I would have it be a two step build process where assembling them takes over a week and then it is in one piece with stock load out but still heavily damaged. At that point you get informed that the initial assembly is complete and informed that the final work can be completed in X amount of time (depending on the extent of damage and mech tech available in the repair bay).
 

Amechwarrior

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Could be that 'Mech salvage is awarded based on specific conditions being met, and that if the box marked "Pilot Incapacitation" gets checked then you're awarded 3/3 salvage. It might be as easy as removing that box from the checklist.

Let's say we change incap to 2/3:

It wouldn't check for side torso and leg status. If you pilot incap without any major damage, that's actually the best possible condition and should get the absolute maximum rewards. But they would only get 2/3.

That might make a nice compromise solution until deeper mods come about.
 

Wissenschaft

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Mechs were never hard to get in the mechcommander games. They were even easier then here. I don't think it was ever meant to be hard to collect the mechs that you want.

And no, its not a bug. Its a design decision the devs have talked about. Its hard to judge how challenging the economy of the game will be without playing through it. They didn't want mechs to be lost if destroyed because that can be too crippling to recover from. Though it should be modable to require more parts before building a mech. Assault mechs seem rare and its random what mechs you encounter so increase the parts required can make it quite rare to get the specific mechs that you want.
 

Camicon Dachass

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Mechs were never hard to get in the mechcommander games. They were even easier then here. I don't think it was ever meant to be hard to collect the mechs that you want.

And no, its not a bug. Its a design decision the devs have talked about. Its hard to judge how challenging the economy of the game will be without playing through it. They didn't want mechs to be lost if destroyed because that can be too crippling to recover from. Though it should be modable to require more parts before building a mech. Assault mechs seem rare and its random what mechs you encounter so increase the parts required can make it quite rare to get the specific mechs that you want.
Tyler has said that changing the number of pieces required to build a 'Mech from salvage can be done through a simple .json edit.
 

_Sohei_

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I think it should be easy to find light mechs, not too difficult to find medium mechs, tough to find heavy mechs, and require great luck to find assault mechs. Overall mechs should be easy to find but most will be lights and mediums. This makes them relatively easy to replace as long as they are not the more rare heavy and assault mechs. Something like a 12:5:2:1 ratio for small/medium/heavy/assault availability. In percentage terms that is 60%/25%/10%/5%.

Mechs should be fairly sturdy and capable of reassembly but the assembly should take a significant amount of time. This time cost is probably punishment enough for most players.

More hardcore players should have an in game option for a less forgiving experience with the chance of total loss from coring and many other changes - perhaps only unlocked after completing the game in the normal mode unless they specifically mod it to be unlocked immediately.
 
Last edited:

sterrius

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if its a bug i hope its fixed on a day1 patch.
If not i hope on a 1 week mod fixing this.

I see really few to no people defending this feature, so no point in keeping it. :).
 

Hasler

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I was digging around the modding wiki and I found this section.

You are going to need to put a few tags in here depending on your unit but you will always have 2 that you will be using. First in all of these entries the TagSetID column will always be the UUID you generated above. The TagID will be one of the following (the first two are needed):
  • c6cc2cec-800f-46b7-9a65-a3447b0bf3e8 (Unit_Mech TagId this is REQUIRED)
  • a6790fc4-7145-43cc-a880-0a278a0810e1 (unit_release_ksbeta, also required)
  • 7e8993f0-79a0-48d8-9418-a32aab690906 unit_light
  • 4c527199-dd77-44ce-aef7-b25a50fa6f8f unit_medium
  • 66a63b7b-1244-405b-8c05-fb54582348f5 unit_heavy
  • f2dfe8ef-3808-4d5a-b107-ce954288ba30 unit_assault
  • 87303f39-463a-4181-ac28-d2ae74811d9f unit_weaponless
  • 14f26227-c850-424c-a35d-833811534c1c unit_ready
  • 24e98987-979f-4876-b615-8126cf8506ad unit_role_scout
  • 2f42a194-bcde-4f4b-bc1d-43a05571652c unit_role_brawler
  • 37fb9876-52b7-4581-bef9-ef39a7395b82 unit_role_sniper
  • 5f244711-390a-446f-83a0-4b091d499ef2 unit_role_flanker
I am curious if the unit_weaponless is a tag that has to be set to give you only the chassis.
It is also possible that to give you only a stripped mech they would need to make a duplicate table with only unarmed Mechs. However we do know it is possible from the streamer's story line progression to have such a mech.