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Blenheim

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Aug 15, 2014
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We all complain that there is no reason to bring light mechs after awhile, so here is a suggestion to have scenarios where they are needed: missions with minimum speed requirements.

The game is tactical, not strategic, meaning that we really don't get to see why people use mediums and light out there - scouting for a larger force, cavalry actions, flanking, and so on. What we could have are missions where you need to bring down mechs that are at least 5/8 or 6/9 to the party because you are doing just that before getting into a fight. This way we would have to keep a lance of fast recon mechs around to play these scenarios.

Of course, this also means we would be leaving our Panthers and Urbies home most of the time, but they are mostly garrison mechs, anyway, not truly raiders. A separate mission subtype (garrison duty against light forces) could also work, especially because who the hell leaves a lance of Highlanders and Stalkers guarding a depot.
 
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JesterHell

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I don't agree with it being a requirement, having it as a recommendation sure, building the mission for it? great but enforcing it? no thanks.

The player is a mercenary commander that only has to answer to three people and those people are MRB, The employer and your employees, now I don't see (given how contracts work now) the employer dictating what mechs you use, if the mission recommends speed and you choose power then you should fail and suffer rep loss and compensation fees because your incompetent but it should still be the players choice.

Now if HBS was to introduce the "command" aspect of contracts from the Field Manual Mercenaries then I could see some mission/contracts that have a employer liaison attached to your command dictating that you use lights in a mission but otherwise it doesn't make much sense to me.
 

Blenheim

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Aug 15, 2014
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I'd agree that the "let the player fail" makes more sense in terms of player agency, but not for game design. Most people will feel cheated when you pick your assault lance, drop, and you are told on the radio that "mission failed - enemy moved supplies two hours ago" or "mission failed - enemy crushed our main thrust as you did not get behind their lines in time".

This would get old fast. It is a pointless step.
 

Max_Killjoy

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May 1, 2018
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The problem with too many of the "take a fast loadout" sort of missions -- and this goes WAY beyond this particular game into general video game design -- is that they punish you for taking a slow unit by having things happen too fast to keep up with, and yet they also punish you for taking a fast force by making you fight through everything anyway.

If you tell me "take a fast lance to avoid the enemy's 4 assault lances", then actually give me the chance to get to the objective, complete it, and get out, before I ever encounter the enemy's assault lances.

The fact that bait-and-switch on "take a fast force" is pretty much standard game design across the industry is why I just end up taking even more mass and firepower, and blasting my way through instead of trying to complete the mission "as designed", which involves fighting all those enemies anyway in a uselessly light force.