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don Zappo

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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.
 

Ganimal

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Well, only one way to find out. I'ma do a bunch of 380 ton drops tonight (also some slightly lighter ones to test), and see if it feels like grinding for c-bills for that sweet timberwolf in MWO
 

don Zappo

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Well, I will also say that this is in beta right now. So if science turns out to make it less fun, then we shall throw this change on the floor!
 

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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.
 

Ganimal

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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.

Agreed, however, as it stands, we can't realistically do much about creating new mission types / objectives. So this may be the next best thing. Again, as don suggested, we can all play test. From the #'s the early stages seems good, and the later stages get's a bit crazy. I am in ultra end game so I can definitely see how that feels like. I'll report back later and we can make adjustments.
 

don Zappo

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So, this could be sort of a philosophical difference here. I don't view it as grindy, because you have the choice to drop with lighter mechs. If they get beat up, you probably have a spare lance or two at the end game that you can rotate in. This is not coming with an increase in the cost to repair mechs. Heck, with this system I might even consider a significant downscaling of repair costs. Then, you have to use more mechs over more missions to make money, it just happens that the drops are lighter. This is ideal gameplay in my mind.

If you want to roflstomp missions with fat mechs in the late game, then the choice is still there, you just don't get as rewarded for that style of play and it becomes grindier. Dropping with fatness becomes the exception, and not the rule.
 

don Zappo

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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?
 

Ganimal

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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.
 

don Zappo

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Repair of salvaged mechs and damaged mechs is the same... Will take things under consideration.
 

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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?

This is a great idea. I think the real problem to repair times was that weapon repair bug. Once you fixed that the repair times became a bit too easy.

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.


The overheat system hurts a little too much when repairing. This should be the case, but then it makes you not want to use it. There is no risk, it is a guaranteed outcome. This makes the player not want to overheat in the first place.
  1. Is it possible to make it so that there is a chance to overheat and take damage instead of a guaranteed +5 damage to every part? Example: the first overheat gives 25% chance to take damage, if still overheated 50% chance to take damage, and so forth.
  2. Or is it possible to remove +5 dmg to every part of the mech and add a chance to take 10-20% structure damage to a random part of the mech?
Can we get rid of the +2.5% per point of guts to resist shutting down and having ammo explode for CBT Heat Mod? and Increase ammo explosion when overheating. (I've never seen it happen)
 

RyuKazuha

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I'll see to test the changes with my EndGame-Save as well (2 Atlas and 2 Highlanders, including the Reward-Variants).
 

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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!
 

Ganimal

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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!

This mod is great, and I would wait until new version is out. It probably wouldn't mess up your saves if you start a new campaign now, but for continuity sake.
 

Ganimal

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@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
 
Last edited:

don Zappo

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@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
Yes, that's been fixed. Also... THE QUIRKS ARE DONE?

Are you ready for the QUIRKENING?
 

Ganimal

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Ok so after I play tested the drop cost stuff, and here's my verdict: Over all, the drop cost progression feels great, from 1.5 skulls - 5 skulls. My only gripe is ultra heavy assault drops are a bit on the high side.

Some things to keep in mind:
  • Contract pay out difficulty: Normal
  • Ultra late game (~1700 days now last time I looked)
  • Primarily dropped on Arano's Coromidir, 500+ faction rep (allied of course)
This is majority of the contracts I dropped with:

871B2DCA789771EE26874AB7B1AEC12459341265