I created an account on these forums just to make this thread. It is my hope that it gets read by HBS, because I don't intend to stay on these forums after making this thread.
You've made a fantastic game! Today, after 67 hours of play, I ended the main campaign and am now preparing to venture out into the black and make my fortune and reputation as a commander of a mercenary company.
That being said, there are a few things I think that could be improved upon:
The Passive Abilities in the Guts Track:
I dislike how the Bulwark and Juggernaut abilities conflict with each other. Bulwark encourages the MechWarrior to stand their ground and hold the line, but Juggernaut encourages the Mechwarrior to engage in melee combat; charge forward, close the distance, engage CQC.
Now That The Campaign Is Complete, I Have No Need For Light or Medium Mechs:
Since I'm limited to taking one lance on a mission, regardless of what the mission is, and since I'm always going to be up against other heavies and assaults, there is no point now to keeping light and medium mechs on standby. They're just too fragile to be of any use.
I would like to see missions begin imposing tonnage limits, offering bonus C-bills for completing missions under limit. Additionally, the tonnage limit imposed upon the player should also be imposed on the AI to an extent.
There Is No Point To Having More Than 8 Mechwarriors On Payroll:
Since I can only field at most 4 Mechwarriors to a mission, I need only my main 4, and an additional 4 to serve as backups in case of injury. Yet with the upgrades I've made to the Argo, I have room for ... I think it's 24? 16 empty bunks just so I can get the med bay and the crew recreation area upgraded? Seems ridiculous to me.
It would be nice to go on missions where I need more than one lance of Mechs, or missions with a multi-pronged approach, where one lance deploys first to accomplish an objective, and a second lance is deployed to accomplish another, the difficulty of which is contingent on the first lance's success or failure (with no pause in between for repairs or healing in the medbay).
A Campaign Editor/Creator Would Be Dynamite:
Although the main campaign did feature motion images and a smattering of voice acting, the vast majority of its content was written text and character models in a perpetual state of idle animation. This means that there is ample opportunity for the BattleTech community to create and share their own custom campaigns to take place after the Arano Restoration. Mercenary campaigns that don't affect the canon story, but allow the player to engage in challenging scenarios with greater depth than the simple one-off side missions presently offered. The addition of a campaign creator/editor would be wonderful!
That's all I have.
Thanks for your time!
You've made a fantastic game! Today, after 67 hours of play, I ended the main campaign and am now preparing to venture out into the black and make my fortune and reputation as a commander of a mercenary company.
That being said, there are a few things I think that could be improved upon:
The Passive Abilities in the Guts Track:
I dislike how the Bulwark and Juggernaut abilities conflict with each other. Bulwark encourages the MechWarrior to stand their ground and hold the line, but Juggernaut encourages the Mechwarrior to engage in melee combat; charge forward, close the distance, engage CQC.
Now That The Campaign Is Complete, I Have No Need For Light or Medium Mechs:
Since I'm limited to taking one lance on a mission, regardless of what the mission is, and since I'm always going to be up against other heavies and assaults, there is no point now to keeping light and medium mechs on standby. They're just too fragile to be of any use.
I would like to see missions begin imposing tonnage limits, offering bonus C-bills for completing missions under limit. Additionally, the tonnage limit imposed upon the player should also be imposed on the AI to an extent.
There Is No Point To Having More Than 8 Mechwarriors On Payroll:
Since I can only field at most 4 Mechwarriors to a mission, I need only my main 4, and an additional 4 to serve as backups in case of injury. Yet with the upgrades I've made to the Argo, I have room for ... I think it's 24? 16 empty bunks just so I can get the med bay and the crew recreation area upgraded? Seems ridiculous to me.
It would be nice to go on missions where I need more than one lance of Mechs, or missions with a multi-pronged approach, where one lance deploys first to accomplish an objective, and a second lance is deployed to accomplish another, the difficulty of which is contingent on the first lance's success or failure (with no pause in between for repairs or healing in the medbay).
A Campaign Editor/Creator Would Be Dynamite:
Although the main campaign did feature motion images and a smattering of voice acting, the vast majority of its content was written text and character models in a perpetual state of idle animation. This means that there is ample opportunity for the BattleTech community to create and share their own custom campaigns to take place after the Arano Restoration. Mercenary campaigns that don't affect the canon story, but allow the player to engage in challenging scenarios with greater depth than the simple one-off side missions presently offered. The addition of a campaign creator/editor would be wonderful!
That's all I have.
Thanks for your time!
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