Give a large C-Bill bonus if the player can complete a Recovery mission's primary objectives and extract or defeat all OPFOR in under a number of Rounds. No bonus would be awarded if the timer expires and it would act like the current Recovery missions. Time outs are not mission failures.
For example you have a Recovery mission, on landing you have an optional objective:
"Extract VIP in 5 Rounds for 50% Bonus Pay"
The exact numbers and bonus payments can all be tuned as needed and are just generalizations.
What I'm trying to do with this suggestion is add an incentive to completing a mission quickly over "kill everything, then touch the VIP box" most of us do once we've shelved the SDR for heavier units. With a tight enough limit, it would make keeping very fast units (greater than 240m Sprint) in rotation across the difficulty scale. It could encourage negotiating for more C-Bills and less salvage on higher level missions as well. I know I'm basically never taking more cash than salvage once I've gotten another medium or two under my belt in either career or SP, even with my 8 part career I'm still not tackling Recovery missions any different than a "Battle" with an extra step at the end like Destroy/Capture Base. I'd add this on to Base Captures too, give it something different than Destruction while leaving Dest. as a more combat focused contract.
If I'm going in for the pay bonus, I'm not likely to try and double dip with pilot incaps as it could cost me the bonus to "salvage fight" a target. The pay bonus would need to be large enough to make it worth passing over the 1-3 priority picks I'd be losing by not negotiating for more salvage than pay and just ignoring the bonus objective entirely.
As the difficulty of the contracts goes up, the limits could become tighter to let early game contracts teach the player how and why to attempt it while making a mistake or two. Let most of the scale be doable with a HBK speed unit, but difficulty 7-8 need SHD speeds and 9-10 slightly tighter still The endgame level contracts would get a tighter window to also signify how hard of a job it is your unit can now attempt. This also furthers keeping the very fastest units active in to the endgame.
Optionally, this could also be a bonus that depletes as rounds increment but I don't know if the current game supports this. It could be done with multiple smaller bonuses that stack, like the current ones that each raise they payout 10% individually.
"Extract VIP in 5 Rounds for 50% Bonus Pay"
At the start of round 6 it could drop:
"Extract VIP in 7 Rounds for 25% Bonus Pay"
Then it could remove itself or drop down another tier as appropriate.
Also thanks to all the @mjbroekman on Discord! Check out his post below that was where I got the idea for this post! This and the Targ. Ack. stuff was something I've been chatting about for a while and never got around to posting.
For example you have a Recovery mission, on landing you have an optional objective:
"Extract VIP in 5 Rounds for 50% Bonus Pay"
The exact numbers and bonus payments can all be tuned as needed and are just generalizations.
What I'm trying to do with this suggestion is add an incentive to completing a mission quickly over "kill everything, then touch the VIP box" most of us do once we've shelved the SDR for heavier units. With a tight enough limit, it would make keeping very fast units (greater than 240m Sprint) in rotation across the difficulty scale. It could encourage negotiating for more C-Bills and less salvage on higher level missions as well. I know I'm basically never taking more cash than salvage once I've gotten another medium or two under my belt in either career or SP, even with my 8 part career I'm still not tackling Recovery missions any different than a "Battle" with an extra step at the end like Destroy/Capture Base. I'd add this on to Base Captures too, give it something different than Destruction while leaving Dest. as a more combat focused contract.
If I'm going in for the pay bonus, I'm not likely to try and double dip with pilot incaps as it could cost me the bonus to "salvage fight" a target. The pay bonus would need to be large enough to make it worth passing over the 1-3 priority picks I'd be losing by not negotiating for more salvage than pay and just ignoring the bonus objective entirely.
As the difficulty of the contracts goes up, the limits could become tighter to let early game contracts teach the player how and why to attempt it while making a mistake or two. Let most of the scale be doable with a HBK speed unit, but difficulty 7-8 need SHD speeds and 9-10 slightly tighter still The endgame level contracts would get a tighter window to also signify how hard of a job it is your unit can now attempt. This also furthers keeping the very fastest units active in to the endgame.
Optionally, this could also be a bonus that depletes as rounds increment but I don't know if the current game supports this. It could be done with multiple smaller bonuses that stack, like the current ones that each raise they payout 10% individually.
"Extract VIP in 5 Rounds for 50% Bonus Pay"
At the start of round 6 it could drop:
"Extract VIP in 7 Rounds for 25% Bonus Pay"
Then it could remove itself or drop down another tier as appropriate.
Also thanks to all the @mjbroekman on Discord! Check out his post below that was where I got the idea for this post! This and the Targ. Ack. stuff was something I've been chatting about for a while and never got around to posting.
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