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Chaon

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I think you will find that we won't be seeing any salvage of 20 pieces for only killing 5 tanks.

For getting the max salvage, the contract will have to be very high level, 5 star, and include assault mechs reinforced with lots of vehicles and lighter mechs.

But we will probably see most of our money being used to repair/rebuild mechs and even with the lights/medium, that was not cheap.
 

Bersercker

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I think you will find that we won't be seeing any salvage of 20 pieces for only killing 5 tanks.

For getting the max salvage, the contract will have to be very high level, 5 star, and include assault mechs reinforced with lots of vehicles and lighter mechs.

But we will probably see most of our money being used to repair/rebuild mechs and even with the lights/medium, that was not cheap.
Ah you're right, just checked the cohn's steam recording and it was 10 max salvage for the 5 tanks contract, not 20. Still, plenty of weapons and equipement pretty much for free.
 

BT_Hitman

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the "right" difficulty of a game is such a personal question that it must be ultimately disturbing for devs.
For Example: I remember a time when i was playing Unreal Tournament 2003. I was used to play default difficult against bots. One day i decided to change that to the hardest level, i guess it was named "gods equal" or something like that and its was a nightmare. I played hours and days till i beated the first map with only one opponent. While the first hours i died that fast, that i couldn't recognize from which direction i was hit. But I had fun while loosing the game all the time and took the challange while others only shook their heads and asked why... The next time i played the game on a LAN-Party with friends it was a massacre... for my friends :D

But back to BT: from what i have seen till now from the game, i think HBS did the right decision. I think its the more immersive way then to decide easy, medium or hard in front and then have to stick with that. You take that decision with everey contract depending on your current outfit, need of money and your personal mood for competition. And you (maybe nearly) always have a comfortable range of challenges you can choose from.
of cause, there are always lose ends. There may be players, whom the easiest missions appear too hard and there will be some whom the challange isn't hard enough. That is not avoidable.

Edit: and even in the easiest mission RNGsus can F*** you hard :confused:
 

Pode

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Never thought I'd have to say this on a paradox board of all places, but I'm asking for the ability to mod, not arguing the philosophy of the correct fixed difficulty point. Set the values of armor repair cost and time to 0, fine, but let me change them if I want to struggle.

The campaign is giving this Merc company free jumpship transportation on demand (in the Periphery 0_o ), free ammo as long as they don't run the bins dry, and infinite instant free armor when their opponents can't afford to fully armor their mechs. That's 3 of their biggest expenses covered by magic immersion breaking mechanics I want to be able to mod.

I know very well that there's always a chance for things to go wrong. I want to play in a setting where if you play smart and do everything right, there's a chance that things might just go right. Maybe. If you're lucky. That's how you get a galaxy full of rundown mechs in bankrupt Merc companies one bad job away from having to turn pirate.

I get that that's not welcoming to new players, not does it pander to old players who want the Sphere to ask Wolf's who? But please give me the hooks to make my mod where I need those loan sharks to keep flying.
 

Chaon

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Sorry but so far we have not seen any streamer actually decide to travel to a new planet and pay for travel costs. So far the travel has been paid for by the contractor.

So talking about free jumpship travel is premature at best and not true possibly.
 

Hawk.eye

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@Pode

There are entries for "cost" (set to 0) and "purchasable" (set to: false) in the beta files for ammo but I have no clue how it would play out in the campaign if you changed those to a sum of money and "true", obviously.

I couldn't find something similar for armor, but since the beta was only the skirmish part of the game, that's not exactly surprising. On the other hand, with no armor costs in the game, such an entry might not be in the files at all.
 

BT_Hitman

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As far as I can remember, traveling between systems is not free unless you have the option to use a contract. Somewhere in the old forums i have read a number about 25k per used docking collar and jump but i'm not sure if this is correct. Maybe its already outdated.
 

Bersercker

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Having watched more of the cohn's stream it seems to me that it was never intended by the devs for the player to "lose the game". Comparing it to XCOM2 where the aliens get progressively stronger and if you can't keep up you'll end up losing more and more troops(with equipement) and income(due to losing missons) and end up running out of money to hire new recruits. Then you either lose the base defense mission or the avatar counter fills up and its gg.

Here there is no such arms-race at all because you can always go pick the easier contract. The expenses are very low too, imo they should be increased at least by 200% or so to make the early game somewhat challenging. Also, i didn't notice any increase in expenses as the games goes by, so for late game even that would be dirt cheap. Like the first non-story half-skull contract was 200k c-bills to kill 5 tanks, and the one after the last non-embargoed story mission was two skulls with 700k c-bills to kill one tank and one medium mech, while the expenses are at constant 200k per month. Repairing mechs shot to pieces is pretty cheap too, like replacing a center torso on a medium costs about 80k, which is more than made up for by even the easiest contract.

Well, someone could say that it was impossible to make this game challenging while also letting the player pick contracts at will, but the difficulty levels would have rectified it somewhat imo. Though i guess the devs might have thought something like: hey we design a game that cannon be lost, whats the point of making it even slightly challenging if It would only prolong a "playthrough" and some players might complain that they have to grind.

So, yeah. It looks like without mods it won't be very interesting as "sandbox" type of game, and would warrant a only a single playthrough to see the story(at least for me). :(
 

Bilbo999

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Having watched more of the cohn's stream it seems to me that it was never intended by the devs for the player to "lose the game". Comparing it to XCOM2 where the aliens get progressively stronger and if you can't keep up you'll end up losing more and more troops(with equipement) and income(due to losing missons) and end up running out of money to hire new recruits. Then you either lose the base defense mission or the avatar counter fills up and its gg.

Here there is no such arms-race at all because you can always go pick the easier contract. The expenses are very low too, imo they should be increased at least by 200% or so to make the early game somewhat challenging. Also, i didn't notice any increase in expenses as the games goes by, so for late game even that would be dirt cheap. Like the first non-story half-skull contract was 200k c-bills to kill 5 tanks, and the one after the last non-embargoed story mission was two skulls with 700k c-bills to kill one tank and one medium mech, while the expenses are at constant 200k per month. Repairing mechs shot to pieces is pretty cheap too, like replacing a center torso on a medium costs about 80k, which is more than made up for by even the easiest contract.

Well, someone could say that it was impossible to make this game challenging while also letting the player pick contracts at will, but the difficulty levels would have rectified it somewhat imo. Though i guess the devs might have thought something like: hey we design a game that cannon be lost, whats the point of making it even slightly challenging if It would only prolong a "playthrough" and some players might complain that they have to grind.

So, yeah. It looks like without mods it won't be very interesting as "sandbox" type of game, and would warrant a only a single playthrough to see the story(at least for me). :(
Pull all the top two sliders to the left on all the contracts you take and I'd be willing to bet you'll lose in pretty short order. The game is going to be as easy or hard as you make it. I'm fine with that.
 

Tovarisc

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Here there is no such arms-race at all because you can always go pick the easier contract. The expenses are very low too, imo they should be increased at least by 200% or so to make the early game somewhat challenging. Also, i didn't notice any increase in expenses as the games goes by, so for late game even that would be dirt cheap. Like the first non-story half-skull contract was 200k c-bills to kill 5 tanks, and the one after the last non-embargoed story mission was two skulls with 700k c-bills to kill one tank and one medium mech, while the expenses are at constant 200k per month. Repairing mechs shot to pieces is pretty cheap too, like replacing a center torso on a medium costs about 80k, which is more than made up for by even the easiest contract.

Monthly expenses go up over time. Things like amount and type of active mechs, amount of hired and active pilots (also their veterancy seems to impact their cost), amount and advancement level of base upgrades, repairs, refits and possible HW purchases all factor into monthly expenses and creep up over time. For e.g. Cohh didn't really hire new pilots, amount and type of active mechs hovered around what he had at the beginning and barely got done baseline work on base ship so his expenses didn't creep up.

Also you can pay bonuses for more moral which balloons up your expenses, also directly tied to amount of active pilots as far I was able to tell.
 

Gorski123

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If Cohh gets a lance wipe on the next mission, he might not be able to recover. He is conflicted on whether to keep streaming battletech because he is not allowed to continue the story. I would not be surprised at all if he keeps taking the hardest missions he can find and goes out in a blaze of glory instead of retreating from a mission.
 

Cyttorak001

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The expenses of certain Argo upgrades can be punishing. 200k, 300k, etc.
Cohh got surprised by that when he purchased the Bay2 upgrade without paying attention, reducing him to one month's pay reserve. He was then required to take the soonest contract he could because of his inattention. I also disagree about the repair costs. If a 'Mech gets really messed up, it can take 300k just to repair it. As the missions get harder, that will be more likely to happen.
 

Chaon

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And we haven't even seen any assault mechs. How much is it going to cost to repair them?
 

Gorski123

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I checked repair costs on a light and a medium mech. It looks like 300 per point to repair and 1200 per point to replace. It's the same for all locations. It also looks like you can repair tech rating x4 points per day and replace tech rating x2 per day. I think you actually divide and round down. 8.9 days to repair= 8. HBS might have changed the ratios for larger mechs.
 

Bersercker

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Pull all the top two sliders to the left on all the contracts you take and I'd be willing to bet you'll lose in pretty short order. The game is going to be as easy or hard as you make it. I'm fine with that.
Right. I bet if i make it a rule to only drop with one locust on each contract i'd lose too eventually.

Idk, maybe its just me, but as a general rule, intenonally making the game harder for myself while at the same time trying to make the best strategic decisions(as in, make the game easier by all available means) is like trying force myself to develop a cognitive dissonance. :D Its easier to forget about strategic things and quiclkly finish the storyline, which is what i usually do when the game is too easy. Or uninstall the game if the story is as bad as gameplay.

I'm fine with setting high difficulty at the beginning ofc. Like, to go with your suggestion, if the hard difficulty would only allow you to set the sliders for 2 salvage, or 2 c-bills, or one of each, instead of 4 in any combination like it currently does, that would have been fine.
 

Mojo Amok

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I have suspected that there would be issues with the game's difficulty once I heard that there was only one setting here, but the ability for quick JSON mods should work nicely as a stopgap.

A lot of the important stuff will just be single lines in the Singame constants files, like the cost of berthing a Mech, repair cost/speed, medbay time and so on. We might even be able to make it so that Center Torso destruction destroys a mech with a simple "yes/no" switch. And then on the combat side of things, a few subtle tweaks to turret durability, turret generator durability and then vehicle stats should be a quick and dirty pass through. Mods could build on that, but the first pass isn't going to take very long.

In the long run, though, it would be nice to see difficulty settings officially crafted by HBS and made toggleable. Tyler was at least talking about some alternate settings for Ironman in another thread, so it's probably on their radar at least.
 

FireStoat

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After watching Cohh's streams, I can already see how the game can be very difficult if you are impatient and plot movement without scouting ahead well, or if you have the wrong mix of mechs for a given mission, or both. I was going to approach my gameplay with a self imposed Ironman mode where I can't save scum a mission and if pilots die and mechs are destroyed, that's life and I move on. When the Cbills run out and I'm bankrupt, that's my Game Over.

If I'm able to approach the game in that manner and it's STILL proving to be easy to recover from my losses by 100% always moving forward with the game, and never using a save to re-do a horrible mistake, then I might drop HBS an Email with my game experience with two paragraphs of what I was seeing in the game, and what I wish was added to adjust it. Until we all get our hands on the game and see how horrifying some of the missions might be, talking about the game being too easy seems premature.
 

Captin Dan

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I have started to wonder if I should play this with stock mechs, if I haven’t got the right weapons then tough, I suspect it would make the finances much tighter because I would have to buy specific equipment to keep my mechs running.
 

Pyske

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Easy mod to increase difficulty for the early missions: change the Neglected modifier from 25% armor to 80% of normal armor.

For all missions: reduce base pilot health by 2 points. This one is a very small change with pretty major tactical and strategic implications.
 

Delta Assault

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I figured it'd be easy to change the campaign to tune difficulty. For example, to make an Easy mode, they could do this:

Decrease upkeep and overhead costs by 35%
Increase contract rewards and salvage by 35%
Modify enemy AI behavior to be more heat conscious. Lower tolerance for heat buildup = less damage output.
Reduce turret armor and internal structure.

I mean, I'm no developer, but this stuff doesn't seem terribly hard to do.