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Scoobywagon

Recruit
Dec 16, 2018
3
0
As the game stands, there is a hard limit of 4 mechs, no more, no less, on every drop. However, the player is ALWAYS outnumbered and usually outmassed. Generally, that's ok. But there are time when you just need more tonnage to get the job done particularly in the late game. So I would like to see a mechanic added such that the player can define a drop deck of up to 3 complete lances (Alpha, Bravo, Charlie). When you launch a mission, you drop immediately with your Alpha lance. If the drop goes beyond X rounds, then you get the option of calling down Sumire with Bravo lance. If the drop then goes beyond Y rounds, you can call down Charlie lance as well. I think the Y interval should be significantly longer than the X interval, but the X interval should not fall within the duration of MOST combat drops. Off hand, based on only my own play, I'd say 8-10 rounds is pretty reasonable for the first interval. 12-15 for the second. So, if you called in Charlie lance, you'd already be 20 rounds in and probably pretty beat up. So you'd have an incentive to bring on reinforcements, but you'd also want to be careful with it because you could land your whole company in the body and fender shop which would SUCK.

This Drop Deck mechanic could also be used to do things like run multiple simultaneous combat drops. In other words, if you go to a planet with multiple contracts on offer, you could grab as many contracts as you have complete lances. You could then execute all of them simultaneously. Obviously, each drop would be run on its own, but they would all occur on the same day. That would mean you don't have reinforcements but would also let you double up your income for that day.

Finally, the same mechanic could be used for Flashpoints which might require back to back drops. Alpha lance does Drop 1, Bravo lance is pre-staged for Drop 2, Charlie lance is held for backup.
 
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