Not to sound too repetitive, but since you're redoing shops it sounds like an excellent opportunity to rebalance the economy as well.
Yeah, I've always felt that the salvage mechanic was a bit off. I can certainly see it from a game play point of view. It's just from a lore standpoint, a small periphery Merc unit that is overflowing with Mech parts and weapons just doesn't feel right.
As for campaign players who ignore "the sandbox", are the story missions gated by your MRB rating or something? Kamara shouldn't offer the player a mission they are not equipped for...
Story missions are simply time gated, with the later ones appearing after X missions. They don't account for what you have at all.
Story missions are simply time gated, with the later ones appearing after X missions. They don't account for what you have at all.
Right now one of the biggest impediments to implementing this idea would seem to be the relatively few mechs we have available. Yes, there are definitely faction "specific" mechs in the current set but are there enough? Are there enough general types?I am wondering can this be applied to how mechs are spawned as well, given that each power typically have a different spread of mechs available for use.
namely there is a spreadsheet going on around showing mech rarity by faction in the 3028ish timeline that I would love to see implemented (and of course, get some of the missing stuff like stingers and wasps in).
Right now one of the biggest impediments to implementing this idea would seem to be the relatively few mechs we have available. Yes, there are definitely faction "specific" mechs in the current set but are there enough? Are there enough general types?
here is what I am working off of, which was pulled from the giant sheet out of 1000 rolls, and I only kept the variants with more than 50 range (IE the most likely ones, but I did not de-dupe them by the base chassis only the variant)
https://docs.google.com/spreadsheets/d/1nA30rlr6G-4Z69j49ZjgfFD07V9TycQcjIFZHQ_HbR4/edit?usp=sharing
I think its honestly do-able with a few more models, and even without we can make some choices to kind of fudge things around a bit so there is a bit of a signature flavour to each faction.
Like
Liao gets Urbie, Vindicator, Tbolt, Victor (MoC?)
Kurita gets Panther, Griffin, Dragon, Stalker (and can also work for Taurians)
Davion gets Locust, Enforcer, Jagermech, Awesome
Marik gets Spider, Wolverine, Orion, Battlemaster
Steiner (not on our map but...) gets commando, Shadow Hawk, Tbolt, Zeus.
That would skew the appearance of those mechs, but not lock them down 100%.
If mechs seem too easy to get, I would recommend trying some of the expanded difficulty options. Requiring 5 pieces to complete a mech really slows down how quickly I was getting them. It also required me to fight heavier enemies more frequently. I found that I was regularly under weight.
Combine that with stingy salvage payouts and unequipped mechs for extra difficulty. Any c-bills that weren't spent on Argo upgrades went to + grade equipment. I was buying jump jets and heat sinks. It has been a wonderful challenge.
The difficulty options really opened up the ability to tailor the game to your preferences.
Just raising the parts needed above three means you won't be able to ever salvage any 'Mech the first time you see it; with a clean headshot you still only get three parts salvage. In my previous playthrough I spent over 1,000 days and dropped on almost 100 missions before I got my first heavy (although to be fair I had salvage set to five, and had set a voluntary restriction on myself not to do Weldry until I had a heavy, which limited mission difficulty to three skulls max).Try using 8 parts to get a mech and you'll see the game change radically, especially if you also set that salvaged mechs have no equipment.
<Dude with crazy hair from the History Channel>So, are we calling this a continuity error#, or a tip the timeline is advancing?
# For those missing the reference - ER Medium Lasers are not lostech, only being developed by the Clans post Exodus, & so can't be available in the 3025 Inner Sphere.
Except that discussion in and following what my comment referenced wasnt just pointing out an error for correction was it?Well, no. The Dev Diary gives a table of Lostech which it suggests will become available in shops etc in update 1.3. One item on that table isn't Lostech, so there is an apparent continuity issue.
That doesn't mean said continuity issue will end up in Update 1.3. But things can't get fixed unless they are pointed out, so making some noise about it seems appropriate.
It was suggesting the DevsI don't like the current liberties taken with the lore, and I would be alienated by taking further liberties on so little pretext.
These little quirks are a feature of a lore heavy IP! They shouldn't be suppressed.
Well, they actually already have gone against lore with the inclusion of the Catapult-K2, which is explicitly noted as extinct during the time the game takes place.It was suggesting the Devsaremay be intentionally ignoring lore based on supposition from a more likely spread sheet item that ended up copy-pasted into an example table during development. Theres an unnecessary leap being made with the earlier "presumably".
That I believe is why it's much ado about nothing.
Time will reveal all
Well, they actually already have gone against lore with the inclusion of the Catapult-K2, which is explicitly noted as extinct during the time the game takes place.
One could say there were extenuating circumstances behind its inclusion, but one could also say it sets a precedent, so I understand the concern, and the time to voice this kind of thing is before the expansion is finalized, because they certainly won't be removing content once it ships.