In the campaign light and medium mechs tends to disappear from the roster as we know.
This is due to increasing challenge and the fact there is no real incentive to deploy a 100t lance when you can field a 400t one.
I've read some suggestion about strategic layers or more missions/missions improvement.
However I think there is other ways to make light and medium mechs a lot more usefull without much coding, I guess. And without inflicting an artificial deployment tonnage of 100t to the player
1-Challenge and contract generation:
Challenge should be more varied while they are generated(going from 0.5 to 5 skulls) and the skull indicator should reflect the actual challenge.
In the "end game", challenge is very often around 4 skulls with Assault Mechs and 80t vehicules. Even a 3.5 skulls challenge is a tedious task after the last priority mission. So I guess the contract generation should be a bit reworked to provide easy contracts along other ones with a clear and simple indicator. A 1 skull challenge should be doable with a light lance of 100t. 2 skull challenge with a 200t etc..
the 5 skull ones should be the ones for the very good players that love assault mechs-only lances.
We need now to make now a reason to deploy light and medium mechs
2-Workshop maintenance:
IRL deploying an armor of 45t takes a lot more workshop time to be controlled than a 10t vehicule. Let's replicate this.
All deployed BattleMechs should have a workshop maintenance time (aka immobilisation) corresponding to their tonnage. That would push to use light mechs, medium heavy mechs in different combinations to make more contracts. Let's assume 1 tons = 1tech point in first approach.
But that still not enough. We can still be with 18 heavies at some point and no reason to use a light/medium lance. Why should the player focus on small contracts when he can focus on 2 000 000+ C-Bills contracts
3-Pilot Experience.
I think that pilot experience should be a major factor in their capacity to make a mech moving. Of course skills helps a lot in combat but a rookie can drive a King Crab. So there is no need to deploy a locust.
Let's introduce XP threshold.
A MechWarrior should take increasing stability/move/accuracy penalties(0.5 point per Mech level above dedicated MechWarrior rank?) if he drives a mech above his/her rank (as rank summarizes the MechWarrior's experience somehow).
Recruit should be placed on light mechs to avoid penalties
Regular should be able to pilot medium and light without penalty
Veteran should be able to pilot heavies and less without penalty
Master should be able to pilot all mechs without penalty
Elite can be used later on the game development if super heavies or colossal mechs are introduced.
Hence a recruit in an assault mech is likely to be incapacitated quickly and will better be placed in a light mech. The player will then be incitated to look for easy challenge that won't be that easy in locusts
.
And that's it
This is due to increasing challenge and the fact there is no real incentive to deploy a 100t lance when you can field a 400t one.
I've read some suggestion about strategic layers or more missions/missions improvement.
However I think there is other ways to make light and medium mechs a lot more usefull without much coding, I guess. And without inflicting an artificial deployment tonnage of 100t to the player
1-Challenge and contract generation:
Challenge should be more varied while they are generated(going from 0.5 to 5 skulls) and the skull indicator should reflect the actual challenge.
In the "end game", challenge is very often around 4 skulls with Assault Mechs and 80t vehicules. Even a 3.5 skulls challenge is a tedious task after the last priority mission. So I guess the contract generation should be a bit reworked to provide easy contracts along other ones with a clear and simple indicator. A 1 skull challenge should be doable with a light lance of 100t. 2 skull challenge with a 200t etc..
the 5 skull ones should be the ones for the very good players that love assault mechs-only lances.
We need now to make now a reason to deploy light and medium mechs
2-Workshop maintenance:
IRL deploying an armor of 45t takes a lot more workshop time to be controlled than a 10t vehicule. Let's replicate this.
All deployed BattleMechs should have a workshop maintenance time (aka immobilisation) corresponding to their tonnage. That would push to use light mechs, medium heavy mechs in different combinations to make more contracts. Let's assume 1 tons = 1tech point in first approach.
But that still not enough. We can still be with 18 heavies at some point and no reason to use a light/medium lance. Why should the player focus on small contracts when he can focus on 2 000 000+ C-Bills contracts
3-Pilot Experience.
I think that pilot experience should be a major factor in their capacity to make a mech moving. Of course skills helps a lot in combat but a rookie can drive a King Crab. So there is no need to deploy a locust.
Let's introduce XP threshold.
A MechWarrior should take increasing stability/move/accuracy penalties(0.5 point per Mech level above dedicated MechWarrior rank?) if he drives a mech above his/her rank (as rank summarizes the MechWarrior's experience somehow).
Recruit should be placed on light mechs to avoid penalties
Regular should be able to pilot medium and light without penalty
Veteran should be able to pilot heavies and less without penalty
Master should be able to pilot all mechs without penalty
Elite can be used later on the game development if super heavies or colossal mechs are introduced.
Hence a recruit in an assault mech is likely to be incapacitated quickly and will better be placed in a light mech. The player will then be incitated to look for easy challenge that won't be that easy in locusts
And that's it
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