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Anarath

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Mar 8, 2018
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Does anybody have any idea if there are going to be bonuses to contracts based off of turns spent?

like complete by turn 10 for 250k bonus.

just went through the playthrough vids again... and after taking out bravo platform everyone of the vids has the commander going after Alpha platform without reorganizing the lance and allowing for a cool down.

just wondering your thoughts on this

thanks Andy
 
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See the responses by InspectorHound in the contracts thread in the subforum.

There are going to be optional objectives based on the contract, I do have a feeling they will mostly involve extra targets to kill rather than a time limit, because time limits tend to already be beneficial to the unit in the form of less damage to repair if the enemy has less turns to attack you.
 
In Combat just as in Contracting, sometimes "Time" is of the essence and well worth the payment of a Contract Bonus.

While I would not expect it in every Contract/Mission, when the context of the Tactical Situation warrants it, a Time-based Contract Performance Clause makes perfect sense to me.

But if such a clause exists, I hope it is stated upfront in the Contract Selection screen. I would like to have such information before I agree to the contract in the first place, thus putting my Reputation on the line. :bow:
 
See the responses by InspectorHound in the contracts thread in the subforum.

There are going to be optional objectives based on the contract, I do have a feeling they will mostly involve extra targets to kill rather than a time limit, because time limits tend to already be beneficial to the unit in the form of less damage to repair if the enemy has less turns to attack you.

Could be like reach X base and stop the defenders within X time to capture a VIP.

While yes less turns does give the opposing force less time to hurt you, having to rush also can leave you open and over exposed to get to X in said time.
 
If there IS a time sensitive mission criteria, there better be a damn good reason why.

Arbitrary mission timer is the bane of all good turn based mission design.
 
Could be like reach X base and stop the defenders within X time to capture a VIP.

While yes less turns does give the opposing force less time to hurt you, having to rush also can leave you open and over exposed to get to X in said time.

Depends on the implementation of the objective; if you only have to tag the point within a certain time limit, like with the escort VIP objectives, then you can limit the exposure to just your escort mech.

Similarly, in your example, if you kill all the defenders (with LRM spam) and then tag the base with a light, you accomplish the same thing with only potentially exposing the light. Or even in rush scenarios, you basically design your lance around alpha-strike damage (i.e. KTOs) to limit reprisal fire, by virtue of killing everything dead before they can react.
 
There was mention that you can get bonuses for contracts but no explanation of what they were or how they worked yet.
 
payments for contracts were marked as "max pay" in the latest video. I guess part of that is how you negotiate it (pay/salvage/reputation) but I'm assuming those extra objectives are included as well. Wouldn't be surprised if some secondary objectives had limited turn limit as well.
 
I always hated the games that put turn limits to determine mission success. I always found that a rather lazy way to force you to feel a sense of urgency. Realistically you have a mission objective. Completing the mission objective is paramount. Most realistic objective successes are not realistically tied to time but completion. Perhaps synchronizing your attack might be relevant to time. However, its rare that turn limits would reflect realism except in a few situations. I particularly dislike the missions where if you don't complete by turn 10 you auto fail because you would be overrun by superior numbers. Fine just let the superior numbers come and let me fail. Don't cut off the mission as a failure at turn 10.
 
https://forum.paradoxplaza.com/foru...ilable-contracts.1079458/page-2#post-23954973 yes, bonus objectives were confirmed by HBS_InspectorHound yesterday

"I've negotiated a major bump if we DO end up finding the propagandist and eliminating her, as well as danger-pay bonus if she has any escorts and we eliminate them as well"

Do you suppose that's just flavor text, or perhaps bonus objectives that increase your payment above what would otherwise be the negotiated amount?

Yes, Optional Objectives increase the payout. How much that bonus is will vary from one contract to the next.
 
I always hated the games that put turn limits to determine mission success. I always found that a rather lazy way to force you to feel a sense of urgency. Realistically you have a mission objective. Completing the mission objective is paramount. Most realistic objective successes are not realistically tied to time but completion. Perhaps synchronizing your attack might be relevant to time. However, its rare that turn limits would reflect realism except in a few situations. I particularly dislike the missions where if you don't complete by turn 10 you auto fail because you would be overrun by superior numbers. Fine just let the superior numbers come and let me fail. Don't cut off the mission as a failure at turn 10.
There are certain types of timelimits which are not bad.

Take for example the fairly infamous whale mission in XCOM 1, where eventualy in the mission it is realized just how bad of a situation this is, at which point it is decided that the best possible option here is to destroyed the entire location via airstrikes. Your team of soldiers has to then try to escape and reach the evac zone within a set number of turns, and if they do not, if anyone does not reach the evac zone in time, they are... well... dead.

There are loads of other scenarios as well where a turnlimit is a very appropriate thing I feel. It can be overdone of course, and can be done badly as well, but that does not mean that it can not be done well.
 
That doesn't sound like a good example of turn limiting, in fact it sounds like they wanted to have a limit and then had to come up with an excuse to impose it. Note, I've only played the original XCom/UFO games and never felt the need to play the new ones so I'm only going on your description.
 
That doesn't sound like a good example of turn limiting, in fact it sounds like they wanted to have a limit and then had to come up with an excuse to impose it. Note, I've only played the original XCom/UFO games and never felt the need to play the new ones so I'm only going on your description.
*nods* That particular mission is probably one of the better scripted missions in XCOM1 I feel. It is a mission which I do enjoy a lot actually. It was always a mission that most players, who had encountered it befor, would dread to have to deal with once it popped up... and people who had never encountered it befor where in for a pretty nasty surprice when they got there.

It was at a fishing village, and at first you encounter loads of zombies, but then further in to the mission the main enemy was revealed... Chryssalid (do you remember those? They look different in XCOM, but they are still really nasty opponents, and like in X-Com/UFO they would always be the enemy I focus on first when ever they show up), and an absolut swarm of them to. And not only that... a few of them where spawning out of dead sharks hanging in the harbor, which was not actually the worst of it. Because when you reached the huge ship which has rammed the harber/shoreline, you find that there is a huge whale in the ship, and to your horror you start seeing Chryssalid spawning out of the Whale, and it's not stopping. At which point the mission is scrubbed and XCOM decides that airstriking the whole village into smithereens is the best way solve this problem... so your given 8 turns to not only run from the Chryssalid, which are going straight for you, but also from the airstrike it's self. XD

Then in XCOM2 Firaxis went maybe a little but overboard with turnlimits, because almost all missions had them, and there was usually not enough time to just creap your way forward. It forced you to take action if you wanted to finish the mission, rather than just creap forward square by square. But then again, that was the intention by Firaxis, because they had found that most people would always creap forward in XCOM1, and the wanted to try and change that a bit. I guess it fits though... since where XCOM1 had been that X-Com was more of an army who responded to alien threats, in XCOM2 you are more of a guerilla force who attacks the aliens instead, where the aliens have to respond to what you do instead. Oh yeah, probably should mention that the canon outcome of XCOM1 is that humans lost the war, so the aliens moved in and took over (think something like that old 80's tv-series "V"), most humans have given in and just do as they are told by the aliens... but then there are olthers, rebels, who are trying to fight back as best as they can. So the turnlimits might make sence due to this guerilla style of a thing that you do. But anyway... one of the biggest critisisms of XCOM2 was the turnlimits, did not take long befor mods came out which incresed the limit, or sometimes even removed them compleatly.