I brainstormed some ideas for future improvements. I'm leaving them in an outline format for brevity's sake.
1) Upgrades to the Leopard
4) Training for the Support Characters
5) Financial Report Additions
6) Lance Deployment Delays
7) Canon ‘Mech Quirks
Anyway, those are my ideas. I may add to them as I continue to play. Any thoughts?
1) Upgrades to the Leopard
This kind of annoyed me. Not only can I upgrade the Argo, but I cannot upgrade the Leopard. That should change, and here are some ideas:
a. Aerofighters (Note: Would NOT introduce a separate combat mechanic)
- Enemy Aerospace Supremacy: enemy has complete air dominance. No Friendly Airstrikes or Strafes are possible; Enemy Airstrikes and Strafes are more frequent. Significant delay in dropship extractions & loiter time. Expect damage to dropship.
- Enemy Aerospace Superiority: enemy has an Aerospace advantage. Friendly Airstrikes and Strafes have reduced effectiveness, quantity, and frequency. Enemy Airstrikes and Strafes are uncommon, but of greater quantity/frequency than friendly ones. Minor delay in dropship extraction & loiter time.
- Contested Aerospace: neither side has an Aerospace advantage. Limited availability for both sides. Dropship extraction & loiter time are baselined.
- Friendly Aerospace Superiority: friendly forces have an Aerospace advantage. Friendly Airstrikes and Strafes gain a bonus to quantity/frequency. Enemy Airstrikes and Strafes have reduced effectiveness, quantity, and frequency. Minor bonus to friendly dropship extraction & loiter times.
- Friendly Aerospace Supremacy: friendly forces have a significant Aerospace advantage. Friendly Airstrikes and Strafes gain a greater bonus to quantity/frequency. Enemy Airstrikes and Strafes are not possible. Major bonus to friendly dropship extraction & loiter times.
a. Aerofighters (Note: Would NOT introduce a separate combat mechanic)
i. Reasoning:
Aerospace Superiority: The degree of control of the Aerospace environment by friendly and enemy forces. In game it would be reflected as a spectrum based upon a pre-invasion event.1. Stock Leopard’s have two Aerofighter bays. The in-game interactions indicate that the Leopard is a stock model, though potentially mounting inferior weaponry
2. In-Game Events indicate that the Argo and Leopard are all but defenseless vs pirates
3. Aerofighter support is a key (and canon!) requirement for a successful planetary assault, and to ensure proper defense of the dropship for insertions/extractions.
ii. In-Game Events:2. In-Game Events indicate that the Argo and Leopard are all but defenseless vs pirates
3. Aerofighter support is a key (and canon!) requirement for a successful planetary assault, and to ensure proper defense of the dropship for insertions/extractions.
1. Would provide a counter-pirate option for in-transit events
3. Introduces need for Aerospace Superiority planning during planetary invasions. Impact would determine the effectiveness of Tactical Combat Support (see #2, below)
a. Could lead to potential damage to the Argo/Leopard which would impact in-game effectiveness & transit
2. Additional option for the Argo3. Introduces need for Aerospace Superiority planning during planetary invasions. Impact would determine the effectiveness of Tactical Combat Support (see #2, below)
- Enemy Aerospace Supremacy: enemy has complete air dominance. No Friendly Airstrikes or Strafes are possible; Enemy Airstrikes and Strafes are more frequent. Significant delay in dropship extractions & loiter time. Expect damage to dropship.
- Enemy Aerospace Superiority: enemy has an Aerospace advantage. Friendly Airstrikes and Strafes have reduced effectiveness, quantity, and frequency. Enemy Airstrikes and Strafes are uncommon, but of greater quantity/frequency than friendly ones. Minor delay in dropship extraction & loiter time.
- Contested Aerospace: neither side has an Aerospace advantage. Limited availability for both sides. Dropship extraction & loiter time are baselined.
- Friendly Aerospace Superiority: friendly forces have an Aerospace advantage. Friendly Airstrikes and Strafes gain a bonus to quantity/frequency. Enemy Airstrikes and Strafes have reduced effectiveness, quantity, and frequency. Minor bonus to friendly dropship extraction & loiter times.
- Friendly Aerospace Supremacy: friendly forces have a significant Aerospace advantage. Friendly Airstrikes and Strafes gain a greater bonus to quantity/frequency. Enemy Airstrikes and Strafes are not possible. Major bonus to friendly dropship extraction & loiter times.
iii. Introduces a mechanic for ‘Mechs to counter Aerospace effectiveness and/or damage them.
1. I.e., Rifleman or Jaegermech anti-Aerospace targeting (canon ability that plays upon the in-game targeting system add-ons)
2. Upgrades to Aerofighters and/or purchases of heavier designs improves effectiveness of CAS (see #2.b & #2.c, below) and resiliency to anti-Aerospace abilities
2. Upgrades to Aerofighters and/or purchases of heavier designs improves effectiveness of CAS (see #2.b & #2.c, below) and resiliency to anti-Aerospace abilities
b. Weaponry
2) Tactical Combat Supporti. Provides bonuses to counter-piracy in-transit events
ii. Increases effectiveness of Tactical Combat Support (see #2.d, below)
c. Customization & Supportii. Increases effectiveness of Tactical Combat Support (see #2.d, below)
i. Renaming: why is it just ‘Leopard’? I’d like to be able to name the vessel.
ii. Layout: improves storage capacity and/or Command & Control (C2) capabilities
iv. Infantry support: allows for the ability to capture facilities (e.g., the capture of turrets during the early campaign mission)
v. Vehicular Support: if I can fight them, why can’t I field them? Add 1-2 Lance slots for vehicles.
ii. Layout: improves storage capacity and/or Command & Control (C2) capabilities
1. The Leopard obviously provides a role similar to an modern AWACS or JSTARS, giving early warning for new contacts and tactical updates; NOT the same as the ‘MechCommander’ interface, though the role is similar
2. Sensor Bonus:
iii. Structure: improves ability to transport larger-sized/heavier ‘Mechs2. Sensor Bonus:
a. External origin of Sensor Locks (random?)
b. Boost to sensor coverage, similar to radar sweeps in the MWO Incursion game mode
3. Fire support (see #2.d, below)b. Boost to sensor coverage, similar to radar sweeps in the MWO Incursion game mode
iv. Infantry support: allows for the ability to capture facilities (e.g., the capture of turrets during the early campaign mission)
v. Vehicular Support: if I can fight them, why can’t I field them? Add 1-2 Lance slots for vehicles.
a. Reasoning: Aerofighter & Artillery support are ubiquitous in the tabletop BT game. These features are also prevalent in MWO & MechCommander, and so players would already be familiar with their usage and utility.
b. Close Air Support (CAS): consists of two options, both conducted by the Leopard’s Aerofighters (see #1.a, above)
b. Close Air Support (CAS): consists of two options, both conducted by the Leopard’s Aerofighters (see #1.a, above)
i. Airstrike: Only Aerofighters with ballistic or missile loadouts
ii. Strafe: Only Aerofighters with ballistic or energy loadouts
iii. Quantity & effectiveness of CAS abilities is determined by Aerofighter loadout
iv. Frequency of CAS abilities is determined by air superiority status
ii. Strafe: Only Aerofighters with ballistic or energy loadouts
iii. Quantity & effectiveness of CAS abilities is determined by Aerofighter loadout
iv. Frequency of CAS abilities is determined by air superiority status
c. Artillery Strikes
3) Putting a new ‘Mech together from Salvagei. While logic would dictate that since the force composition for the player would preclude artillery (usually company size or larger), it is possible that it could be available based upon the Leopard’s weaponry (see #1.b, above)
ii. Artillery would only be available on missions in which the player is supporting/is supported by conventional forces (i.e., the Arano Restoration) or the Leopard
d. Leopard Fire-Supportii. Artillery would only be available on missions in which the player is supporting/is supported by conventional forces (i.e., the Arano Restoration) or the Leopard
i. Improved through upgrades (see #1b & #1.c, above)
ii. Similar to the ‘Air Control Tower’ capability of the MWO Incursion game mode
iii. Ability to conduct ‘Resupply’ of ammo-based weapons mid-mission, and/or swap out ‘Mechs & MechWarriors.
ii. Similar to the ‘Air Control Tower’ capability of the MWO Incursion game mode
iii. Ability to conduct ‘Resupply’ of ammo-based weapons mid-mission, and/or swap out ‘Mechs & MechWarriors.
a. The Good: I like the in-game mechanic of needing three pieces of ‘Mech variant salvage before you have enough to field a complete ‘Mech.
b. The Bad: The fact that as soon as I get the third piece as salvage I ‘magically’ have a complete ‘Mech in the bay immediately post-mission took me by surprise. Sure, it’s a nice perk, but given that those pieces were in storage AND they need to be put together, it should require time and resources to assemble the salvage, equip it, and prep it for combat worthiness.
b. The Bad: The fact that as soon as I get the third piece as salvage I ‘magically’ have a complete ‘Mech in the bay immediately post-mission took me by surprise. Sure, it’s a nice perk, but given that those pieces were in storage AND they need to be put together, it should require time and resources to assemble the salvage, equip it, and prep it for combat worthiness.
4) Training for the Support Characters
a. I can train my MechWarriors to increase their effectiveness, so I should be able to do the same for Yang, Dr Murad, Alexander, Sumire, and Darius.
i. Yang: upgrades to ‘Mech repairs, refits, and salvage
ii. Dr Murad: upgrades to Argo/Leopard repairs (see #1.a.iii.1, above) and Customization & Layout (see #1.c.ii, above)
iii. Alexander: upgrades to contract negotiations, faction rep, and store prices
iv. Sumire: upgrades to Argo/Leopard performance during in-transit events, extraction & loiter times, Leopard combat effectiveness
v. Darius: upgrades to contract negotiations, Leopard Fire Support (see #2.c, above), and C2 (see #1.c.ii, above). Perhaps bonus to MechWarrior talent available for hire?
b. Generalized Support Personnel: training/recruiting for better quality technicians/astechs, admin personnel, crew, loadmasters, and gunners.ii. Dr Murad: upgrades to Argo/Leopard repairs (see #1.a.iii.1, above) and Customization & Layout (see #1.c.ii, above)
iii. Alexander: upgrades to contract negotiations, faction rep, and store prices
iv. Sumire: upgrades to Argo/Leopard performance during in-transit events, extraction & loiter times, Leopard combat effectiveness
v. Darius: upgrades to contract negotiations, Leopard Fire Support (see #2.c, above), and C2 (see #1.c.ii, above). Perhaps bonus to MechWarrior talent available for hire?
i. Techs/Astechs: better Tech Rating, lower repair/refit times
ii. Admin: better contracts
iii. Crew: better performance by the Argo and Leopard
iv. Loadmasters: reduces loading/unloading times for insertion/evac
v. Gunners: increased Tactical Combat Support from the Leopard; better results during in-transit events
ii. Admin: better contracts
iii. Crew: better performance by the Argo and Leopard
iv. Loadmasters: reduces loading/unloading times for insertion/evac
v. Gunners: increased Tactical Combat Support from the Leopard; better results during in-transit events
5) Financial Report Additions
a. Support Costs for Argo & Leopard: not to get TOO far into the minute details, but it should cost me something to keep these two vessels operating. It exists for the Argo, but doesn’t for the Leopard (unless I missed it)
b. Support Costs for Consumables:
b. Support Costs for Consumables:
i. “An Army Marches Upon Its Stomach” – Frederck the Great & Napoleon Bonaparte ('nuff said)
ii. There are already in-game events centered on food. This could impact morale and crew health
iii. 'Mech consumables (ammo) are already 'figured into' the monthly cost, IIRC
ii. There are already in-game events centered on food. This could impact morale and crew health
iii. 'Mech consumables (ammo) are already 'figured into' the monthly cost, IIRC
6) Lance Deployment Delays
a. Transition Delays: it takes time to transit from dropzone-to-Argo, dropzone-to-dropzone, etc.
i. Leopard may not be available for immediate re-deploy since it’s already supporting a lance
ii. Leopard may need preventative maintenance and cannot immediately re-deploy for another mission
iii. Recommend: Add the ability to purchase/capture a second Leopard
b. Post-Mission Preventive Maintenance:ii. Leopard may need preventative maintenance and cannot immediately re-deploy for another mission
iii. Recommend: Add the ability to purchase/capture a second Leopard
i. ‘Mechs should require a minimum amount of post-mission preventive maintenance to keep them functional, replace armor, etc. While some of this is reflected in the Financial Report costs for active ‘Mechs, it is NOT reflected in actual time the ‘Mech spends in maintenance.
ii. Would prevent immediate re-deployment and requires rotation of ‘Mechs and MechWarriors
c. Simultaneous Deployments: This is in-game time, not real time. I.e., if I send a lance for one contract and the transition time means that they are unavailable for another contract, then I should be able to deploy other MechWarriors and 'Mechs.ii. Would prevent immediate re-deployment and requires rotation of ‘Mechs and MechWarriors
i. Not possible with one Leopard and only 4 ‘Mechs & MechWarriors
ii. Requires a second Leopard, more ‘Mech Bays, more MechWarriors
iii. Requires more support personnel, crew, gunners, etc.
ii. Requires a second Leopard, more ‘Mech Bays, more MechWarriors
iii. Requires more support personnel, crew, gunners, etc.
7) Canon ‘Mech Quirks
a. MWO tried this, to varying degrees of success.
b. The quirks are canon and would make ‘Mech customization a bit more interesting.
b. The quirks are canon and would make ‘Mech customization a bit more interesting.
Anyway, those are my ideas. I may add to them as I continue to play. Any thoughts?
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