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Ganimal

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3 skull assassination mission: fairly high on the contract pay, and took an extra salvage, and 1 less on money. Still made 178k and 2/11 salvage. Fair pay out.

502FD32D6E0387B37AA2BAE31CB54DA6D56DB1F6

787DBF3D396C6D73C876A3312024A1B7C7479168

967CD3944840CA4D55BBB715BA0180C5FB669D35
 

Ganimal

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5 Skull battle: Ultra heavy drop, Atlas, King Crab, 2 x Highlanders vs 8 enemy assaults. Davions are allied with me (~150 rep). My gripe with the drop cost on this mission is despite taking half and half salvage / money, I still netted very small negative (Granted there were no additional objectives to boost income %). I think for going half / half on this mission, I should have made a similar amount of cash as previous examples. ~150k would be fair. If I go higher in salvage, then sure, negative would make sense. This could have turned out bad if terrain was not on my side, and would have cost a decent amount of $$ for repairs / lost ++ equipment. Side note: I had less in the bank from buying a few weapons and repairing and assembling a Jenner.

BBF8F079E18273E7694385E3D96ABDFC99720537

8B46654C35EE3D9B1BB89A88C89DC81E8B6ACF98

21A1A79EBEFF24D3BBCF884B7ADB07485FFAC93E


Mid mission: I had downed a Zeus and a Stalker. They have Atlas, Banshee, Zeus, Awesome, Awesome, Highlander remaining. I had terrain to my advantage so I was able to pick them apart 1-2 at a time.

D66CD52239F866E2F68F104CCD02BABC495C796A
 

Ganimal

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@don Zappo, On your earlier question regarding repair times, I happened to salvage a light and an assault, so in case you wanted the data, here's the repair times:

My salvaged Jenner assembly repair + customization took 16 days. I also assembled an Atlas after acquiring the last piece a while later, and its full repairs and customization is 65 days.

I have every mechbay upgrade for Argo, and on normal for finance (+0 skill).
 
Last edited:

Ganimal

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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.

I noticed pay does not increase that drastically from 3.5 - 5 skull missions. So the only issue with severe restrictions on fatties is if you happen to land on a 5 skull planet, and all you have is 4.5 - 5 skull missions, then it can get grindy. I think there needs to be a good middle ground. As in, if you take half / half salvage and money, and you match drop rating with skull rating, you should be able to make a little bit of money, 100k - 200k range would be fair (also depends on amount of bonus objectives, and faction rep to up your % earned). This way, you will only be punished for taking fatties on lower difficulties were you can easily win with heavies or mediums (or lights). And if you have dropped with the appropriate mechs for the mission you're up against (be it lights for a 1 skull or fatties for a 5 skull), you should be getting similar rewards. I don't like the player getting punished for using their big toys, as long as it is used in the appropriate setting.

Anyways, the current drop costs feels great, except as I stated above, the ultra heavy end can get a small break.
 

SomeoneSomewhere

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@don Zappo : - Repair time - it is punishing now with the bigger mechs, you really need 2 lances to roll with heavy -> Assault lances with the repair time. I would not push it much more or you might need 2.5 lances to run consecutive missions without significant downtime.

if that downtime is your goal then you got it in spades :)

Sorry I missed the 2nd round of testing for the exp... glad it got resolved!

As for the pay scale vs lance weight my thoughts are this:

Every single drop should have an average payout if you are taking the average lance size for the skull rating.

Reasoning:

  • No merc company would EVER take a drop and loose money.
  • If you want to run heavy from that baseline for the sake of safety, you get less pay/no pay/owe money on the drop.
  • If you want more salvage that comes at the expense of pay.

But for the neutral position on the contract negotiation page you should be able to make some money on a standard drop contract with the appropriate lance configuration, weight wise.

If you accept that premise then what is left is to say what is appropriate for the base drop per skull?

EG:

1 - Incomplete/ultra light - 80t or less - 4 x 20t or an incomplete lance
2 - light - 110t or less - Lights from 20-35
3 - Medium 180t or less - Mediums from 45-55
4 - Heavy 225t or less - Heavies from 60-75
5 - Assault 290 or less - Assaults from 80-100

(calc - average tonnage for the range associated for the mission x 4 * %80 but it could easily just be a x4 the %80 is to make it a bit more difficult :) )

This example would allow for folks folks to take the base sized mechs for the Rating and that would be considered a normal risk/reward. Remember in lore you want the coin that is why your out there!



TLDR: Any merc would only risk there life for a suitable profit so we can make sure you can have an appropriate drop cost for the skull rating on missions.
 

Ganimal

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@don Zappo, hey, so XP limit still has an issue.

Ronins are good: Medusa has (9,100 + 9,100 + 20,400 + 20,400) = 59,000 XP, maxed at 1000 XP left, equalling 60,000 total XP, dead on

B20384EFE8A919982C5F637263CE42993D4363E7


But here's the problem...

Proc gen pilots gets shorted. Now, my 2 proc gen pilots has been through XP tests hell and back, so their stats are a bit fudged lol. But here it is:

Chili as (5,500 + 28,500 + 5,500 + 20,400) = 59,900 XP, UI should state 100 XP left, for a max total of 60,000 XP, but she now has -5400, which means she's short 5,500 xp total. She got the extra XP previously due to bugged moreisless mod component.

0D4DF4FA697641657B6617E63DA91FE15AED0ABC


Vice has (20,400 + 9,100 + 20,400 + 9,100) = 59,000 XP (same as medusa). Should show 1000 XP remaining for total of 60,000 XP. Instead, she has -1,700 XP, meaning she's short 2,700 XP. Again, got extra XP from bugged more is less mod component.

512D7C837A68E3C38B40031E5C04DFF567637B83


Other notes: I hired Vice since early game (back before HBS came out with v1.1), but Chili I hired after your previous XP fix a few versions ago. So Vice may have had some issues, but Chili's XP should be good. Neither is though, so not sure what the issue is.
 

don Zappo

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Okay, I am preparing the new release. All discussion is good right now.

I believe the MoreIsLess is fixed. You just haven't seen the fixed .dll. It will be in the release. I got full logging on it and found the strange error.
 

SomeoneSomewhere

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Okay, I am preparing the new release. All discussion is good right now.

I believe the MoreIsLess is fixed. You just haven't seen the fixed .dll. It will be in the release. I got full logging on it and found the strange error.

Sounds great, Chomping at the bit to try it out :)

Will start a new campaign to celebrate!

Thanks again for all your hard work!

-SS
 

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I'm in the 3dahs server if anybody wants to discuss the balance pass for this release.
 

don Zappo

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Just chillin and waiting for the new release :) :) :)

Had to find something else to do rather than hit reload :p

--SS
We are in the midst of an intense balance discussion. It is almost ready to go, but Ganimal has some opinions. :)
 

don Zappo

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Here it comes. It's a doozy...
 

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Here it comes. It's a doozy...
BTW, if you are waiting to start your campaign. After you see this release, wait a couple minutes for the optional Pilot Quirk release as well...
 

don Zappo

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- Added AdvancedLosTechRecurrence - Now LosTech is dynamically added to the game. It spreads over time as well.

- Updated AttackImprovementsMod

- BasicPanicSystem updated.

- Bug Fixes with actuators.

- Removed heat damage for overheating. Increased the odds of shutting down and having ammo explosions upon overheating.

- DropCostPerMech funding levels changed to make heavier mechs significantly more punishing to drop with.

- Redone Reputation system to make fighting against factions cause you to lose reputation with them.

- FewerHeadInjuries added. If your head still has armor, any hit will only have a percentage chance to make you lose HP based upon the strength of the hit.

- Degraded mechs (Ramshackle, etc.) will now have more armor.

- MoreIsLess bug fix. Converted to MoreIsLess_dZ.

- OpenMapChoice - to make the LosTech era markets work, you now must open up your map. An event will trigger to make this happen.

- Bug fix in RandomCampaignStart.

- Repair times slightly increased.

- Repair costs significantly decreased unless the part is completely missing.

- BasicPanicSystem bug fixes.

- ScorchedEarth added to keep damage effects on the map.

- SortByTonnage added.

- ContractSort added.
 

don Zappo

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This optional mod to dZ Consolidated Company Commander adds quirks to all of the pilots in the game. The tags are now fully utilized to impact gameplay! Due to this, pilots now play a much more significant role in the day-to-day operations of the Argo and will show different strengths and weaknesses in combat. See the full list of Quirks here:

https://docs.google.com/spreadsheets/d/1vhaM5sXP3pIVmQyAJ9kLb_s48-b3vnsv1aTLXRNtsyU/edit?usp=sharing

Please note, this is a beta release! I have tested a lot of the functionality, but there are a lot of things that are changed in this. Please report any bugs or problems here:

https://forum.paradoxplaza.com/foru...nsolidated_company_commander.1099514/page-127


INSTALLATION NOTES: ***VERY IMPORTANT TO READ THESE***

1) Have v1.1.4v1 (or later) of dZ Consolidated Company Commander Installed. Install any other optional updates you would like, and any patches.

2) Copy over folders contained within the zip to your BATTLETECH\Mods directory. Overwrite the files as prompted.

3) If you want the Tags to be updated to show you what each quirk does, you have to copy over the included MetadataDatabase.dbb file. This file goes in the following directory (at least for Steam Installs): BATTLETECH\BattleTech_Data\StreamingAssets\MDD. Back up the MetadataDatabase.dbb file in there before copying over the one from the mod! The mod is still functional without this optional file, but you will be missing out on some UI descriptions.

4) If you choose to install the MetadataDatabase.dbb file you must delete the .Modtek folder out of your BATTLETECH\Mods folder.

5) Some updates will not take place until you travel to other systems.


*****SAVE GAME COMPATIBILITY*****
If you are not starting a new campaign and want optimum save game compatibility you must follow these steps:

1) Open up the mod.json in BATTLETECH\Mods\Pilot_Quirks.

2) Change the IsSavedGame value from false to true.

3) Start up your campaign. Advance your game by ONE DAY.

4) Save your game.

5) Open up the mod.json in BATTLETECH\Mods\Pilot_Quirks.

6) Change the IsSavedGame value from true to false.

7) Your campaign has now been updated for Pilot Quirks.
 

don Zappo

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Sounds good, Since I have all sorts of beta/test cruft in my mods folder I am going to blow that folder away.

Any special install instructions besides take the 1.1.3v2 and overwrite 1.1.4v1?

Nope. That should take care up the upgrade!

I am crafting the standalone version that involves sandblasting out the Mods folder. But this compatibility patch is much easier to push out first. ;)
 

SomeoneSomewhere

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~Company commanders log~

Day 1

More money missing from the till... ~checks his sidearm~ time to do a surprise inspection!
Hrms... Just one Drop and these so called professionals want to sit on there backsides and take a good look out a port hole.
How can I possibly convince these idiots to stop trying to rig a auto-eject peddle on the bottom of the UM-R60X's foot!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Seems to work and I adore the quirks!

-SS
 

don Zappo

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There were some bugs found in release. So, if you downloaded the latest update, make sure to go to Nexus and get the fixes or the new version! But Pilot Quirks and the main version were updated!