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n3ctaris

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May 16, 2018
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How long into the game are mechs broken and falling apart during battles?

All the way, I think? They get less and less, but you can still see them pop up even in 5 star missions as reinforcements.

Yes, all the way. You don't see as -75% on 4-5 skull missions, but you do see -25% and -50%.

I think those values should all change to -15, -30, -45. The early game would be really rough without those - armor debuffs
 

n3ctaris

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May 16, 2018
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My updated thoughts on morale:

Definite Inclusion
  • MedTechSkill and MechTechSkill adjustment based upon monthly budget. Right now I am simply trying it to the morale modifier: Skill = Skill - (Skill * MoraleMod * 0.1).
That is it for definite Inclusion. It will address the a big issue and establish a foundation to build from.

Most likely to be added:
  • Monthly morale reset (updated with event compatibility).
  • Morale combat adjustments mod.
This seems like a good core feature to balance our other adjustments around. We need to establish early on what to do for global morale baseline to know what to tweak and how.

Combat and More Effects
I am largely undecided on this point. You have all been having an interesting discussion on this. I still favor desyncing abilities from morale expenditure. It may be gated behind a morale level and then go on a 2 turn counter or something. I like having straight buffs and malus to to-hit values at the first tier of sadness/happiness. +1 only. Should have some other impact for full morale or nothing morale. This part may be solved by not me. You have some very good opinions here.

When can we see the first 2 sections up for testing? (definite and most likely)
 

ryanzag

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Yes, all the way. You don't see as -75% on 4-5 skull missions, but you do see -25% and -50%.

I think those values should all change to -15, -30, -45. The early game would be really rough without those - armor debuffs

I started making some broken mech variants that are a lot cooler than the armor debuffs, but I have no idea how to have them only show up in early missions, and make regular mechs very unlikely.

Would be nice to have this kind of distribution -

Stars:
0.5 - 100% broken variants
1.0 - 80% broken variants
1.5 - 60% broken variants
2.0 - 40% broken variants
2.5 - 20% broken variants
3.0 - 5% elite variants
3.5 - 10% elite variants
4.0 - 15% elite variants
4.5 - 20% elite variants
5.0 - 25% elite variants

And of course, no more bad armor debuff, or values changed to -0, -0, -0

Does anybody know if it's possible to make this work somehow?
 

ryanzag

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Also are the stars linked to weight of the mechs, or buy value?

I have a badly wrecked Catapult variant that is about as combat ready as a 20 ton Commando with very low buy/sell value. I'd like that mech variant to show up in the 0.5 star bracket. If the current system uses buy value to pick mechs then that should work out of the box, but if it only looks at weight then that won't work.
 

don Zappo

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When can we see the first 2 sections up for testing? (definite and most likely)
Reddit has looked like it is helpful with some of my coding issues. I hope the .dll will be up today for testing.
 

Gliese58i

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Anyone think Pilot health should go up a bit? Maybe just once you have more Guts?

I think it might be too easy to kill AI pilots via knockdowns right now

This one is difficult to mess with and have players still be able to get more than one salvage piece from a mech. If you destroy both side torsos and knock a mech over that's 3 injuries, enough to kill a non-defender type mech. Destroying both side torsos and getting 2 knockdowns is pretty hard to do without coring the mech. There's of course always a random headshot that can give you a count but that's not something you can plan around most of the time. Unless you use a ton of MGs that is, which would become much much worse if the general health on AI mechswarriors went up, perhaps to the point of being unusable compared to SLs or Flamers. I feel like you give up enough running one or more dedicated MG mechs that they should be able to give you some salvage. At least that's my experience with Light Mechs focused on MGs, I haven't gotten a good medium or larger Mech to try an MG build on.

I appreciate that it's harder to get specific mech salvage with all the new variants but I'm not sure I would like if it got even harder.
 

Max_Killjoy

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May 1, 2018
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Can also blow one leg off for another knockdown and the 4th health.
 

Fiona Marshe

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Anyone think Pilot health should go up a bit? Maybe just once you have more Guts?

I think it might be too easy to kill AI pilots via knockdowns right now
Just turn "sideTorsoDestruction" (or whatever the flag is) to: "False". I did this early on, and its difficult to KO pilots with just knockdown. I generally need at least 1 head hit or ammo explosion as well.
3 base wound pilots + being wounded by side torso destruction = god mode.

I did try to up the base wounds to 4, but it only seems to work when hiring new pilots (existing pilots are stuck with 3 wound base). An oddity that it is only determined once at hiring.
Something for my next new game.
 

don Zappo

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Man, programming is hard! I actually have the monthly adjustment happening but I forgot to take certain things into account, like upgrades that happen during the month. That provides a permanent change in either direction. I have code to adjust that. I'm not going to touch events, though. You're going to get the full bonus from those during their course regardless of the morale modifier. I can easily justify that lore-wise. That would be a HUGE headache to check for those and I just don't want to do it.
 

don Zappo

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Just turn "sideTorsoDestruction" (or whatever the flag is) to: "False".
That's not a bad idea. For what it's worth in TT you don't get wounded for side torso destruction.
 

don Zappo

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What should the impact be on MedTech/MechTech on financial reporting?

-40%, -20%, +0%, +10%, +20%
or
-20%, -10%, +0%, +10%, +20%?

The first line is in-line with the current morale system, but the second one is more "level" and may support the new morale system?
 

Vidious

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May 10, 2018
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Yeah that's a separate issue.... at some point I need to either figure out how to up those values some or find a mod that already does so.

I do wonder how changing some of the morale +/- events would impact the available of points to use precision shot/vigilance.

In the end it's not THAT big of a change.... personally as long as we have precision shot in a place where it's not one of the main things you do I'm fine with it.


This mod: https://forum.paradoxplaza.com/forum/index.php?threads/ggs-release-day-hard-mod-mod.1091389/ adjusts armor up by 25% in all scenarios. Makes a big difference. Much better experience in my opinion.
 

don Zappo

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me987654

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Just turn "sideTorsoDestruction" (or whatever the flag is) to: "False". I did this early on, and its difficult to KO pilots with just knockdown. I generally need at least 1 head hit or ammo explosion as well.
3 base wound pilots + being wounded by side torso destruction = god mode.

I did try to up the base wounds to 4, but it only seems to work when hiring new pilots (existing pilots are stuck with 3 wound base). An oddity that it is only determined once at hiring.
Something for my next new game.

I like it!
 

n3ctaris

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May 16, 2018
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Hey, there's the thing you guys have been asking for! Not all of it, but it buffs those values...

Sweet, we should add this to the next build.

Just turn "sideTorsoDestruction" (or whatever the flag is) to: "False". I did this early on, and its difficult to KO pilots with just knockdown. I generally need at least 1 head hit or ammo explosion as well.
3 base wound pilots + being wounded by side torso destruction = god mode.

I did try to up the base wounds to 4, but it only seems to work when hiring new pilots (existing pilots are stuck with 3 wound base). An oddity that it is only determined once at hiring.
Something for my next new game.

Could you make side torso destruction a % to wound? 50/50. I like side wounding, since it's so much harder to knock over mechs with the stability buffs, and it's harder to leg stuff with the precision strike nerfs. I feel like with this change we may as well only have cockpit destruction as the only way to get pilots out of the mech late game.

What should the impact be on MedTech/MechTech on financial reporting?

-40%, -20%, +0%, +10%, +20%
or
-20%, -10%, +0%, +10%, +20%?

The first line is in-line with the current morale system, but the second one is more "level" and may support the new morale system?

I like the first one. Big nerf for going low, small buff for paying extra.
 

wozmir

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Just finished the Panzyr liberation mission (the one with destroying dropship comm center); OpFor Mechs "hugged" nearby rocks and walls, bracing, even though my mechs were clearly in range. That lasted for the first half of the fight, then they got more proficient, but it was strange anyway.
 

Gliese58i

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Just finished the Panzyr liberation mission (the one with destroying dropship comm center); OpFor Mechs "hugged" nearby rocks and walls, bracing, even though my mechs were clearly in range. That lasted for the first half of the fight, then they got more proficient, but it was strange anyway.

The AI is better but far from perfect but that is something that will require something revolutionary I think in terms of AI design, it's the same in pretty much every game. The best you can hope for is a decent AI that gives you the illusion of being smart. Achieving that is a worthwhile goal as many games have straight up terrible AI that rarely makes a move a human player would consider clever.
 

ryanzag

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There's a lot of stuff to tweak in the AI settings... I think maybe just tweaking up the settings that make the AI more aggressive will help.

Also maybe there is a setting somewhere to allow the AI to sprint their mechs to close range? That would be more useful than move+brace with our evasion changes a lot of the time.
 

ryanzag

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Found it -

Bool_RewriteNonAttackMoves

If my move would not result in being able to fire, should I rewrite that move as a sprint?

"boolVal" : false

Changed from true. May be causing some issues, but lets AI Brace to end turns more than just sprinting the same distance. Probably an advantageous trait with Beta 1 Evasion, left over in our version.

Float_SprintExclusionRadius

Radius (in meters) to avoid sprinting within.

"floatVal" : 200.0

Changed from 144.0. Noticed AI was still moving a bit too close while sprinting, even with high Tac pilots vs. my low Tac ones.

Bool_RewriteNonAttackMoves should be back to true now. Also, Float_SprintExclusionRadius should be reduced a lot, I think down to medium weapons distance, to allow something like a Kintaro to sprint into effective range for their weapons and then start shooting. I think that is a value of 50.0 -- 200.0 is crazy and explains why we see close range mechs just walk slowly forward and brace all the time.