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Kereminde

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With the mech salvage, I wish you needed 7 parts instead of 3 - it does seem very easy,

Yes, but I'd like to use an Assault 'Mech someday, not just stare at the parts and have to keep going up against them or combing the Reach for parts.
 

Wissenschaft

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On the brightside, stuff like how many parts are required to rebuild a mech should be easily moddable. In a post on this forum a dev has already mentioned they are working on ways of making the game harder and that the game already has a lot of toggles to effect a whole bunch of variables such as how many parts it takes to rebuild a mech.

I can totally see a mod for battletech like the long war mod for xcom. Change a lot of variables like the number of salvage parts need to rebuild a mech that increases the length of the campign.

Me personally, I don't care for such mods. In battletech, it just means I'll be doing more random missions to collect enough parts for the mechs I want. Once I get a good lance together, everything else is just lengthening the grind rather than increasing difficulty. I feel the same way about the long war mod for Xcom. In short, not for me.
 

Delta Assault

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I feel like I'm the only person here who's fine with the 3 salvage parts requirement. Maybe it's because I'm used to MechCommander games, where you'd have a 90% probability of salvaging any Mech you downed in a mission, without having to put any of them together from pieces. So to me, this is already a pretty great step forward.
 

Kereminde

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I feel like I'm the only person here who's fine with the 3 salvage parts requirement.

No, you're not. I like it, I personally think it needs a couple tweaks here and there to prevent some abuse. Such as requiring time (not money) to assemble a chassis from the three parts, which sets takes up time for repair tasks.
 

Wissenschaft

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No, you're not. I like it, I personally think it needs a couple tweaks here and there to prevent some abuse. Such as requiring time (not money) to assemble a chassis from the three parts, which sets takes up time for repair tasks.

I feel like this way was avoided so that the player wouldn't feel punished for getting a new mech. Great, now I have to wait to rebuild the mech and I want to make changes in the mechlab as well as repairs. The game seems very focused on not punishing players for getting new mechs. Its always a good thing.
 
Last edited:

Kereminde

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I feel like this way avoided so that the player wouldn't feel punished for getting a new mech. Great, now I have to wait to rebuild the mech and I want to make changes in the mechlab as well as repairs. The game seems very focused on not punishing players for getting new mechs. Its always a good thing.

True, however there's a different punishment now. Cohh's stream had a moment where he was able to grab a large amount of salvage and the random choice allowed him to complete two 'Mechs at the same time. He had to first find space for (or send to storage) the first one to be reassembled. And then for the second one. I'd really rather the player have the control of when those get assembled, primarily. The idea of requiring time to put them together was because it seems . . . and I use the word "seems" because I only have Cohh as a long-term play to compare to . . . you can probably accumulate quite a bit of materiel with some savvy salvage picks.
 

BumblingEmperor

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On the brightside, stuff like how many parts are required to rebuild a mech should be easily moddable. In a post on this forum a dev has already mentioned they are working on ways of making the game harder and that the game already has a lot of toggles to effect a whole bunch of variables such as how many parts it takes to rebuild a mech.
.

that sounds great. I love their approach to difficulty overall, letting us chose our own challenge, and config specific variables.

Many times in games I've been vexxed by higher difficulty levels combining stuff I wanted with stuff I hated (looking at you SC2 with your stupid combo of 'give AI more stuff.... but also lock game speed to fast, because everyone should train APM for MP)
 

TheDarkestStig

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Saw people arguing that the 10% selling price is necessary to prevent players farming easy missions for money, but in my opinion the vastly better way to have handled it would be to limit number of easy missions available to you within a month's travel distance, scaling probability of that to your current tonnage of mechs you have available.

It's not unreasonable that small-time contracts like pirate raids, in a system might dry up fast if there is an elite merc unit taking jobs there - if you were a pirate with a lance of lights and you heard that a merc band swinging 300 tons has taken out 3 other gangs in the system in the last month, would you be thinking that now is the right time to do some raids there?

No, you would probably GTFO and look for easier prey.

There are ways to balance economy that are far more plausible that 'I can't find anyone willing to pay more than 10% of the value for universally needed goods'
To be fair, we haven't really seen how quickly missions... regenerate, for lack of a better term. It's entirely possible that there is only a certain number of missions per system, and that once you've exhausted the readily available once you'll have to travel to a different system. As mentioned in another thread, Cohh has managed to get contracts that included transport from system to system, so we don't even really know how much that will cost if those contracts are not available.

In my opinion, it is way too early to tell how difficult this game may or may not be based entirely on the very limited information we have available to us at this point in time...
 

Steak_Battalion

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I'm pretty sure that mech parts being assembled right when you get them is linked to the fact you can buy mech parts. Imagine a scenario where you are flood with c-bills and can buy an entire orion in a store. You'd expect that would have all the weapons attached to it right? Of course you would, and having that purchase assembled immediately makes some sense. But because mech parts exist in two wildly different scenarios, brand new or at least undamaged, and taken from a battlefield where the rest was destroyed, they made those two scenarios result in the same parts of a mech. If they didn't, we'd have to track down arms or legs or the heads of mechs and salvage wouldn't be as useful in merc contracts. I might prefer a more complicated salvage method, but it isn't best for getting more people to play this game.

Here's an idea to increase the difficulty, fire your starting mechwarriors at the first available chance. Hire only recruits for the rest of the game, and level up what you get and hope your green pilots don't die quickly. Don't reload old saves and then you can call it Green Ironman.
 

Kereminde

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Cyttorak001

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To be fair, we haven't really seen how quickly missions... regenerate, for lack of a better term. It's entirely possible that there is only a certain number of missions per system, and that once you've exhausted the readily available once you'll have to travel to a different system. As mentioned in another thread, Cohh has managed to get contracts that included transport from system to system, so we don't even really know how much that will cost if those contracts are not available.

In my opinion, it is way too early to tell how difficult this game may or may not be based entirely on the very limited information we have available to us at this point in time...
I think if you reviewed Cohh's level 1 missions, you'd get an answer to this since he retraced his steps a couple of times. I would guess it takes no more than about 2 weeks to regenerate missions. Also as others have stated, chartered jumpship travel takes about 25k to 30k per leg of the jump. You can see that in Cohh's earliest videos in level 1, but he also looked at the star map a couple of times in the level 2 areas, so you could calculate the cost for mulit-jump trips.
 

A Killing Word

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I feel like I'm the only person here who's fine with the 3 salvage parts requirement. Maybe it's because I'm used to MechCommander games, where you'd have a 90% probability of salvaging any Mech you downed in a mission, without having to put any of them together from pieces. So to me, this is already a pretty great step forward.

What bugs me about the partial salvage system is that it abstracts away MechCommander's sense of picking specific mechs off the battlefield. I want to wait to see how it works in play across the campaign before being too judgmental, but right now it seems like unlocking a new mech rather than salvaging a particular mech.
 

Kereminde

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What bugs me about the partial salvage system is that it abstracts away MechCommander's sense of picking specific mechs off the battlefield. I want to wait to see how it works in play across the campaign before being too judgmental, but right now it seems like unlocking a new mech rather than salvaging a particular mech.

It's . . . not quite that way, and if you haven't seen the streams then I will try to clarify if you like. You have more control than just "unlocking".
 

A Killing Word

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It's . . . not quite that way, and if you haven't seen the streams then I will try to clarify if you like. You have more control than just "unlocking".

I've seen the streams, and I think I understand how the mechanics work, I'm talking about the feeling they invoke.

Salvage a mech in MechCommander and it is that mech from the previous mission. It has the damage you inflicted to it. That has a sense of continuity. As far as I can see in BattleTech a salvaged mech is going to be a composite that I gained from two mechs I've forgotten about killing from five missions back, and another part I just bought in store because I see it had a 2/3 next to it.
 

Kereminde

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I've seen the streams, and I think I understand how the mechanics work, I'm talking about the feeling they invoke.

Salvage a mech in MechCommander and it is that mech from the previous mission. It has the damage you inflicted to it. That has a sense of continuity. As far as I can see in BattleTech a salvaged mech is going to be a composite that I gained from two mechs I've forgotten about killing from five missions back, and another part I just bought in store because I see it had a 2/3 next to it.

Depends, at least once in Cohh's streams he was able to get a full 'Mech (all three parts) at once.