Remove the drop limit and \ or let us summon reinforcements

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pguyton

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I’d like to have access to a full company - maybe make it much more expensive to drop the other lances but it feels like a single lance is so limiting .... maybe the next game - make it a tad more mech commander
 
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Airwind

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Comrades dying left and right.. Ill bring the whole company to support. Hopefully this can be done. Maybe only allow for it when we have less than 50% lance armour.

Darius: we are getting chewed here.. Im sending reinforcements your way. Hang on commander.
 

Donvale

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I a bit torn on this one because as awesome as it would be to have multiple lances, quite simply it would require a complete rebalance of just about everything! i.e. A MASSIVE task. There are other aspects of the game that need work first, I would far rather have a complete set of mechs and weapons implemented, ways of keeping lights relevant, more sim game RPG elements, different contract types, mini campaigns, actions affected the star map. Basically a whole host of things before I would want the devs to drop significant time into this.
It really was a fundamental decision made at the start that is a lot of work to reverse out of it, I agree it was probably a mistake in hindsight, but it is what it is!
 
Jun 25, 2018
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All depends. The Raven flashpoint I've found a very balanced and enjoyable setup for that 200-ton drop weight, but admittedly that's an early, low difficulty flash, and many of us are running it in aged campaigns and careers, with the means to take a top shelf medium lance in there.


But a big city brawl under 60 involving three Houses...that's a fun drop.
 

Airwind

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I a bit torn on this one because as awesome as it would be to have multiple lances, quite simply it would require a complete rebalance of just about everything! i.e. A MASSIVE task. There are other aspects of the game that need work first, I would far rather have a complete set of mechs and weapons implemented, ways of keeping lights relevant, more sim game RPG elements, different contract types, mini campaigns, actions affected the star map. Basically a whole host of things before I would want the devs to drop significant time into this.
It really was a fundamental decision made at the start that is a lot of work to reverse out of it, I agree it was probably a mistake in hindsight, but it is what it is!

Have to agree with that.. 2 lances would increase playtime per mission..

I do appretiate the random help from ally escort and turrets in some missions.. So maybe that should be the case. Sends in some ai controlled reinforcements..
 

EmptyPepsiCan

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When I have one lance the AI needs 2-3 to keep it challenging. If I had 2-3 lances they'd need 4-6 lances to stay competitive. That's 24-36 mechs, plus any defensive turrets, convoys to kill/guard, allied units...

A single mission would take half a day. That's fine and dandy [Mod edit: unintended or not age related commentary will read as dismissive ergo disrespectful, and thus flamebait], but a lot of us have jobs, families, other hobbies, and the like. Four hour missions would be a deal breaker for a lot of us.

However, there's no reason that the brilliant awesomeness linked in my sig couldn't work.
 
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DarkSpade

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If the enemy out numbering you 3 to 1 is necessary to keep the game challenging, then I'd say the AI needs a lot of work. If there's going to be 16 units on the field, it's more fun to be controlling half of them than it is to control 4 and have to sit and wait for the other 12 to move.

I don't mind the fights being longer if it means there's a better ratio of time spent playing vs time spent watching too.
 

EmptyPepsiCan

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AI improvements would be great, and if HBS could ever manage to make a 4 v 4 fight into a serious challenge that would be great, too. But we're not there, and frankly most games never get past overwhelming the player was a strategy. I assume that's because developing AI that's smart enough to compete with experienced players, yet dumb enough to be manageable for new/casual players is really difficult. So sure, I'm rooting for that, but I'm not going to hold my breath. I suspect that throwing numbers at us will be a mission design strategy well into the future.

That brings us back to where we started. If the player gets X more units then the AI is going to need 2-3X more units to compete. That would take all day.
 

Donvale

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If the enemy out numbering you 3 to 1 is necessary to keep the game challenging, then I'd say the AI needs a lot of work. If there's going to be 16 units on the field, it's more fun to be controlling half of them than it is to control 4 and have to sit and wait for the other 12 to move.

I don't mind the fights being longer if it means there's a better ratio of time spent playing vs time spent watching too.

I dont think I have ever played a tactical or strategy game where the AI didn't have to either cheat or be given more units, until very recently it has simply been impossible to make an AI for a complex game that will challenge a good human player (especially in a game with a large dose of randomness involved).