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.
With the mech salvage, I wish you needed 7 parts instead of 3 - it does seem very easy,
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.
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.
.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.
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.
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.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'
There is a screen shot of 27k for a 1 system jump.
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.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 posted a screenshot of 30k in the Industry Map thread: https://forum.paradoxplaza.com/forum/index.php?threads/industry-map.1085909/I saw another for 30k, not sure which stream.
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.
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.
Depends, at least once in Cohh's streams he was able to get a full 'Mech (all three parts) at once.