So, the goal of these changes is to make you really try to run missions with much lighter missions. As ganimal points out, these numbers definitely encourage that behavior. Now we just have to decide if this is a good thing or not.
As someone watching this back and forth from afar, I have to say that this kind of looks grinding for the sake of grinding to me. I understand you want to encourage the use of lighter mechs, but I'm not sure this is the best way to do it, imo.
Ideally, missions objectives suited for lighter mechs would be the best solution, but as that is not possible at the moment, is it possible to increase rewards for taking less tonnage? Something added on at the end of a mission, like the extra pay you get for accomplishing secondary objectives? That way it is optional.
You can do what you like, of course, but I urge you to remember that more challenging does not always equal more fun. Just my two cents.
Also, for the next major update this weekend I was going to give a slight hit to repair times. I think through all stages of the game repairing is a bit too easy. Thoughts on this?
Are you referring to repairs of combat damage? or repairing a salvaged mech?
Salvaged mech assembly is fine, my king crab took ~90 days to fully repair and rearm, this is after 100% completion of mechbay upgrades (primary bay, no other mechs in work order)
Reparing combat damage, yes and no. taking 1 round of overheat damage on a highlander, 12 days repair. But any other repairs are super quick, usually 1-4 days, so that can be increased i suppose. I think as long as this is scaled (lights vs assaults) would be fine. As in early game, you're hard pressed to have a solid multi-lance deck of mechs. But later on, you're a lot more likely to have at least 8-12 mechs to field.
Just discovered this mod, eager to try it! Am I reading this right that you'll be putting out a new version this weekend? So is it worth waiting for that before I start a new campaign?
Thanks for all the work!
Yes, that's been fixed. Also... THE QUIRKS ARE DONE?@don Zappo,
Yo sorry I wasn't able to test last night, but doing it now. I'm noticing something in the file folder for your "MoreIsLess" (newest one I downloaded from this forum). You have "MoreIsLess" disabled via mod.json, so I'm assuming we're supposed to test "MoreIsLess_dZ". But in "MoreIsLess_dZ", the settings calls for "MoreIsLess.dll", not "MoreIsLess_dZ.dll" that is included in that folder. Was that correct?
Edit: MoreIsLess_dZ/mod.json —> there’s a missing “ after settings. Gonna try again, hopefully it works well now