So, I've been playing Battletech this weekend, and while it's not quite like the game I played back in the 80s, it's fun.
But there are a couple of weird issues I am facing in the management of my mercenary company that I can't seem to find answers to. They are small issues, but they are driving me nuts.
1) Your rating with the MRB. Does the number matter, or should I only care about the stars?
2) A related question: There are plenty of times when I'm on a contract that the mission goes bad due to extraneous circumstances (bad intel). I'd say 1 in 6 missions have significantly more enemy opposition than advertised, and in those cases I lose mechs and pilots. I know this is part of the mercenary life, but.... I usually to fight those battles out anyway to at least get a "good faith" withdrawal. But even a good faith withdrawal nets me meager payment and the loss of pilots and mechs tends to be costly. Should I just be willing to withdraw in bad faith immediately when I realize things are starting to go bad? It will hurt my MRB rating, but who needs to lose 30 days of time for repairs while also paying out 500,000 in repairs and new pilot costs? What do more experienced players think?
3) Using the star map to find contracts of X number of skulls is useful, but I've been screwed a few times. I'll fly to a new star system that the star map says has, say, a 2 skull contract. I get there, and the contract is a 2 skull contract... 26 days away in another star system with passage paid. I don't want to spend 20 days flying to a new star system under my own power for a contract only to find out I need to spend another 20+ days in transit to get to the actual job. Is there any way of filtering skulls so that I only see contracts that are in the actual system?
4) The training modules on the Argo are nifty. But I'm wondering whether I should be filling up my roster with cheap pilots and having them train until the day they are needed? Do pilots increase in salary the moment they get X amount of XP? Or does their salary only change when you level them up and buy new skills? Salaries are a significant part of my operating budget, and I'd like to know how best to make use of spare pilots. And whether I should have an entire stable of spare pilots training at all times, or just a few relief pilots for when the best get shot up.
5) The Arano Restoration contracts are lucrative, but I noticed that they keep getting more skulls as time goes on. I'm actually not ready for a lot of these Arano jobs. Is this a function of location or progress in the main story or both? I don't want to reach a point where the most lucrative contracts (due to faction rep) are out of my reach due to my smaller mechs. I'm not a good enough player to pull off an upset in every single mission.
But there are a couple of weird issues I am facing in the management of my mercenary company that I can't seem to find answers to. They are small issues, but they are driving me nuts.
1) Your rating with the MRB. Does the number matter, or should I only care about the stars?
2) A related question: There are plenty of times when I'm on a contract that the mission goes bad due to extraneous circumstances (bad intel). I'd say 1 in 6 missions have significantly more enemy opposition than advertised, and in those cases I lose mechs and pilots. I know this is part of the mercenary life, but.... I usually to fight those battles out anyway to at least get a "good faith" withdrawal. But even a good faith withdrawal nets me meager payment and the loss of pilots and mechs tends to be costly. Should I just be willing to withdraw in bad faith immediately when I realize things are starting to go bad? It will hurt my MRB rating, but who needs to lose 30 days of time for repairs while also paying out 500,000 in repairs and new pilot costs? What do more experienced players think?
3) Using the star map to find contracts of X number of skulls is useful, but I've been screwed a few times. I'll fly to a new star system that the star map says has, say, a 2 skull contract. I get there, and the contract is a 2 skull contract... 26 days away in another star system with passage paid. I don't want to spend 20 days flying to a new star system under my own power for a contract only to find out I need to spend another 20+ days in transit to get to the actual job. Is there any way of filtering skulls so that I only see contracts that are in the actual system?
4) The training modules on the Argo are nifty. But I'm wondering whether I should be filling up my roster with cheap pilots and having them train until the day they are needed? Do pilots increase in salary the moment they get X amount of XP? Or does their salary only change when you level them up and buy new skills? Salaries are a significant part of my operating budget, and I'd like to know how best to make use of spare pilots. And whether I should have an entire stable of spare pilots training at all times, or just a few relief pilots for when the best get shot up.
5) The Arano Restoration contracts are lucrative, but I noticed that they keep getting more skulls as time goes on. I'm actually not ready for a lot of these Arano jobs. Is this a function of location or progress in the main story or both? I don't want to reach a point where the most lucrative contracts (due to faction rep) are out of my reach due to my smaller mechs. I'm not a good enough player to pull off an upset in every single mission.