*Career mod without Flash Point*
I still see the occasional "I'm shocked at the level of opposition" threads now and again but the thing is, HBS has given us perfect intel. No, not the skulls - it's all about the MONEY. A 3 skull paying 300k vs a 2 skull paying 650k...I wonder which is gonna be a cake walk.
It's like the guy paying you is also the guy who financed the opfor so he/she knows exactly what the contract is worth. For example: opfor is pirate, low skull, high pay means at least 8 mechs/vees at light/medium. If it's high skull, low pay, it means probably 3-4 mechs at medium/heavy possibly in damaged conditions. After a while, you start to get really good at knowing what to expect. Of course, when you get to 5 skulls, it's always assaults but that's another HBS design problem.
So, my point is, during the early and mid game, there's no surprise and because of that, there's no tension, no suspense. It's like turning up to work and knowing exactly what needs to be done and how much effort it'll probably take.
Can we at least have some missions where there's NO INTEL? It can have a higher degree of hidden variance based on planet base difficulty coupled with some hefty C-bills to account for the unknown risk? Players will be going in blind and far more cautious. Is that damaged medium lance all there is or will there be another lance of heavies hidden behind the hill? Just the unknown will significantly change the way people approach the sensor blips and create some much needed pulse racing. Heck, even mission profile can change on loading - that scouting mission can turn out to be destroy convoy as your employer is updated.
BT desperately need some of those emotions because right now everything feels too bland and formulaic...unless I purposely jump into missions I know is more than I can handle. I may feel good winning a hard fought battle but I rarely feel excited GOING INTO a battle anymore.
I still see the occasional "I'm shocked at the level of opposition" threads now and again but the thing is, HBS has given us perfect intel. No, not the skulls - it's all about the MONEY. A 3 skull paying 300k vs a 2 skull paying 650k...I wonder which is gonna be a cake walk.
It's like the guy paying you is also the guy who financed the opfor so he/she knows exactly what the contract is worth. For example: opfor is pirate, low skull, high pay means at least 8 mechs/vees at light/medium. If it's high skull, low pay, it means probably 3-4 mechs at medium/heavy possibly in damaged conditions. After a while, you start to get really good at knowing what to expect. Of course, when you get to 5 skulls, it's always assaults but that's another HBS design problem.
So, my point is, during the early and mid game, there's no surprise and because of that, there's no tension, no suspense. It's like turning up to work and knowing exactly what needs to be done and how much effort it'll probably take.
Can we at least have some missions where there's NO INTEL? It can have a higher degree of hidden variance based on planet base difficulty coupled with some hefty C-bills to account for the unknown risk? Players will be going in blind and far more cautious. Is that damaged medium lance all there is or will there be another lance of heavies hidden behind the hill? Just the unknown will significantly change the way people approach the sensor blips and create some much needed pulse racing. Heck, even mission profile can change on loading - that scouting mission can turn out to be destroy convoy as your employer is updated.
BT desperately need some of those emotions because right now everything feels too bland and formulaic...unless I purposely jump into missions I know is more than I can handle. I may feel good winning a hard fought battle but I rarely feel excited GOING INTO a battle anymore.