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Exemplar Voss

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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.
.
Eh. The transportation is a contract clause, not universal. [Game mechanic wise, it's a breadcrumb so the player doesn't get stuck in a low-paying system]
The other two I just chalk up as built into the maintenance costs for the mech.
 

Mojo Amok

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Referencing that post from @Pode -

Do we have to replace ammo bins if they run dry?

I've been watching the streams but skipping anything that looks spoiler'ish, so I might have missed confirmation if there was any.
 

gavicola

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This is based upon watching Cohh's game, and based upon one of the dev's mentioning perhaps enabling an Iron-man mode one day.

I think i'd like two options in the settings (difficulty via options, right?)

1) if you get one of your mech's cored, you lose the mech, and get 1 or 2 pieces of salvage from the corpse

2) if you put 3 pieces of salvage togther
a) takes 0 days to put the chasis together or it takes X days to put the chasis together
b) once the chasis is together, you have to fit it out like any other mechlab mech (it doesnt come pre-fitted if you ahve the parts)

(for me, 2b is more important than 2a)

--

I can live w/o these options, but i think it would make careful management that much more important, and thus the game that much more intense. Maybe for the 2nd playthrough or something.
 

HBS_Adarael

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Yeah, you're not buying the ammo itself, but rather the bin and feed system. We decided costs per-missile or AC round were just too damn fiddly for us.

Also re: difficulty. I'm thinking a lot about Iron Man mode and how to make shit harder for everyone. Mostly cuz I want it for myself.
 

HBS_Adarael

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1 and 2a is something I already plan on doing. 2b, I'm 99% sure we already do. Let me open the game and confirm.

Other stuff I want:
  1. Longer wounding times for pilots.
  2. Easier deaths for pilots.
  3. Pilots who hang up their neurohelmets, like Cougar in the beginning of top gun, cuz they've seen too much.
  4. Maybe you need more parts to get a full mech? 5?
Stuff like that. Hopefully with individual toggles like Xcom 2 has, so you can go "default iron man mode" or you can pick and choose. Good news: most of these toggles already exist, they're just not player facing right now.
 

Mojo Amok

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Thanks, guys - it was my understanding that it worked as you both explained here, I just saw "free ammo as long as they don't run the bins dry" and thought something might have changed.

Sounds great on the Ironman mode with extra bells and whistles of woe included! :D
 

gavicola

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Timaeus

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Greetings MechWarriors!
Spinning up the KF-Drive for a thread merge.
-----
Jump complete. Carry on MechWarriors.
Timaeus
 

gavicola

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1 and 2a is something I already plan on doing. 2b, I'm 99% sure we already do. Let me open the game and confirm.

Other stuff I want:
  1. Longer wounding times for pilots.
  2. Easier deaths for pilots.
  3. Pilots who hang up their neurohelmets, like Cougar in the beginning of top gun, cuz they've seen too much.
  4. Maybe you need more parts to get a full mech? 5?
Stuff like that. Hopefully with individual toggles like Xcom 2 has, so you can go "default iron man mode" or you can pick and choose. Good news: most of these toggles already exist, they're just not player facing right now.
Sweet! good to hear. Ninja posted, love it!
 

Delta Assault

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Yeah, you're not buying the ammo itself, but rather the bin and feed system. We decided costs per-missile or AC round were just too damn fiddly for us.

Also re: difficulty. I'm thinking a lot about Iron Man mode and how to make shit harder for everyone. Mostly cuz I want it for myself.

Make it cost money to have Yang reassemble the 3 partial salvage pieces into a Mech.

Make it cost money to repair armor after a mission.

Make it a lot harder to up Tech Points, or just increase repair and refit time.

Add more random events, like your DropShip breaking down, or your Pilots getting sick with alien flu.

I'm sure the people who have played the Long War mod over and over again can come up with more ideas to ruin everybody's fun.
 

Mojo Amok

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1 and 2a is something I already plan on doing. 2b, I'm 99% sure we already do. Let me open the game and confirm.

Other stuff I want:
  1. Longer wounding times for pilots.
  2. Easier deaths for pilots.
  3. Pilots who hang up their neurohelmets, like Cougar in the beginning of top gun, cuz they've seen too much.
  4. Maybe you need more parts to get a full mech? 5?
Stuff like that. Hopefully with individual toggles like Xcom 2 has, so you can go "default iron man mode" or you can pick and choose. Good news: most of these toggles already exist, they're just not player facing right now.

That sounds awesome! I especially like the idea of pilots up and ditching the outfit like that. I find that sort of thing quite immersive in comparison to treating them like possessions.

Maybe in future expansions, it could be tied into the event system too, so that's more likely to happen based on circumstances (I actually have ideas of pilots betraying us and trying to steal a Mech or something, but that's just me being me).
 

HBS_Adarael

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Third point is harder to do than 1,2, and 4, but we definitely have the knobs to turn to make it happen!

It's almost like *I* played the Long War, and said, "Hey, this has rad points!"

(Also some horrible ones, like when my 5 man squad that'd just gotten 3 laser rifles had to fight THIRTY EIGHT ENEMIES, and I called it quits until that team worked on Xcom 2.)
 

Bersercker

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I'd suggest making an option for increased(or decreased) scaling of expenses with the number of active pilots and mechs. I've heard on the paradox stream that you don't have to pay for maintenance of mechs sent to storage, so i assume there are some per month mech maintenance costs already in, even though i didn't notice them on the streams. And pilots probably already have some salary right? All of that should hopefully make it so that by doing easy contracts with a moderatly developed merc company the player wouldn't be able to make up the maintenance costs, and would have to either send more mechs to storage and fire some pilots or get harder contracts.

Might also need to add some downtime for pilots and mandatory maintenance for mechs after each mission (even if they took no damage or injuries) for that to work.

Imo this would be the easiest way to "force" player to take contracts of certain difficulty, depending on the options selected before the start of the campaign.

Cause i gather that adding\removing mechs and vehicles for each mission depending on difficulty would be too much work, and just straight up buffing or nerfing the AI accuracy or armor is kinda meh.
 
Last edited:

Jade_Rook

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It sounds like there are, or at least could be, a lot of unused options left in the JSON files for things that HBS tested, but decided not to use in the final build, like having mechs permanently destroyed when they got cored. If that is the case, each one could be activated individually, but it would require a bit of modding. Thankfully, HBS has made this game gloriously easy to mod. :D