Meh, I'm not interested in Death Star cannons and free assault mechs. What I want is the most authentic, balanced 3025 experience possible. This is my favorite mod so far, and by a wide margin. My idea of the perfect BT game would be this mod combined with Mojo Amok's ideas - multiple Leopards, simulated simultaneous deployments, dynamic mini campaigns, and so forth. I recognize that a lot of what Mr. Amok proposed is likely impossible, but hey, dare to dream...
Here's a quick feedback list of stuff I love, plus one small issue.
The issue -
The pop-up that lets you fix armor after missions sometimes reacts oddly with the repair system in the mech bay, and I end up with mechs that have had their internals repaired but not their armor. I've tried mashing the repair armor button during refits. Sometimes it works, sometimes not. It's not a big deal - I just have to put the mech in the shop for one additional day - but on the occasions when I haven't noticed it's been inconvenient.
The stuff I like -
- Urbies are flippin' dangerous! The little buggers are always late to the party, but they arrive at inconvenient times and never seem to miss. I've lost several arms, legs, and even torsos to long range AC/10 shots from Urbies that I didn't consider a threat.
- Wasps are useful! I've had to drop with a Wasp in my lance about 10 times, and while it's not as useful as a Panther or Firestarter would have been, it didn't feel like a hopeless liability.
- I love that overheating has consequences. I'm always careful about that, but the AI takes some chances. In one mission my lance (Clint, Vulcan, Firebee, Wasp) was up against a Flea, a Griffin, and a Crusader. In the beginning my shots weren't landing and I was getting chewed up. Then - if I'm understanding things right - the Crusader overheated and blew itself up. Things went my way after that.
- The fatigue and injury system is well done. I've had to use all my pilots, but I've never felt like I was an unlucky injury away from losing the game.
- The AI is more aggressive and generally better.
- The panic system is well balanced relative to the loot system. I'm playing with 5-part chassis (which has actually been a bit too easy) but I'm not swimming in mechs. In 25 missions I've managed to add a Firebee and 2 Firestarters, but the tradeoff in potential cash earnings has been steep.
- Weapon balance is great. and the + weapons are better - especially if you stack them - but not orders of magnitude better. Yes, I kind of miss boating low weight, high damage, extreme range UAC/2s, but balance is better.
- Love the new skills trees.
Stuff I wish was included -
- Anything and everything from Mojo Amok's ideas.
- Limited mechwarrior skill points where each MW gets a set number of total skill points, with the totals following a bell curve. I just think it would be more interesting if the average MW topped out at like 31-32 points, with traits that gave the player an idea of how much growth potential each one had. MWs with the potential to become 10/10/10/10 demigods would be rare and exciting to find, and hiring decisions would be based finding the right tradeoff between a potential hire's current skill level and their estimated potential. Bonus points if skill acquisition were increased, so that there was constant tension between keeping an experienced, average MW
So that's all I have. Thanks for a great mod.