As noted by @Amechwarrior here (https://forum.paradoxplaza.com/foru...rewards-for-timely-recovery-missions.1143009/), Recovery missions are especially framed in such a way that bonus rewards could be implemented for quick completion (number of turns) without engaging the opfor. However there are other ones as well. In general, it seems like the 'kill everything" mindset is what gets reinforced through the current implementation of mission rewards.
Breaking the "Kill everything" mentality
One of the major complaints about Target Acquisition as a mission type is how it victimizes the player for using strategies that work in other mission types. Namely the fact that every other mission type, outside of story missions, can be "won" by killing the opfor. Target Acquisition very much punishes that mindset with short timers.
There are multiple mission types where it would be possible to reward the player for "objective play" so that players are not constantly reinforced with "kill the opfor, then worry about the objective".
Breaking the "Kill everything" mentality
One of the major complaints about Target Acquisition as a mission type is how it victimizes the player for using strategies that work in other mission types. Namely the fact that every other mission type, outside of story missions, can be "won" by killing the opfor. Target Acquisition very much punishes that mindset with short timers.
There are multiple mission types where it would be possible to reward the player for "objective play" so that players are not constantly reinforced with "kill the opfor, then worry about the objective".
- Recovery / Rescue
- There are really two types of recovery / rescue missions (based on contract text).
- "Asset Retrieval" type missions where you are explicitly told to sweep aside the defenders, get the goods, and get out. This is a "wipe out the opfor"-appropriate mission.
- "Biological Sample" and "Brilliant Minds" type missions where you are trying to recover the goods before the opfor does. This can be interpretted as "wipe out the opfor", but it can also be interpretted as "get in first and get out fast".
- The opportunity here is this:
- Giving bonus rewards to the player for completing the mission quickly (for either one)
- Giving bonus rewards to the player for completing the mission without destroying the opfor. I will grant you that BATTLETECH is a tactical mech combat game and so some people will balk at being rewarded for avoiding combat...but at the same time, there is an element of tactical thought and execution that is required to complete a mission without destroying the enemy while still accomplishing the objective.
- To that end:
- Time-based Bonus rewards: Base the number of turns on what a 240m sprint speed could accomplish + 1 turn / skull (2 levels of difficulty). Reduce the bonus reward by 25% for each turn beyond that number. Players that choose light mechs will be rewarded handsomely for completing the mission quickly, while players that choose heavier mechs will be rewarded by salvage opportunities.
- Engagement-based Bonus rewards: Base the bonus on the percentage of the opfor (garrison + reinforcements / supporting units) that is still operational. If 100% of the opfor is still functional, the full bonus is given.
- There are really two types of recovery / rescue missions (based on contract text).
- Capture Base
- Current methodology: Kill everyone / everything before stepping in the zone.
- The opportunity here is:
- Encourage the player to capture the base as soon as possible by giving "side benefits" such as the dropship crushing opfor units or turrets being captured and used against the reinforcements.
- Additionally, the reinforcements could be made to be stronger on the assumption that player is capturing some number of turrets that will then be turned against the reinforcements.
- To that end:
- Bring in the dropship when the player enters the zone, regardless of opfor strength. This can provide some tactical depth as you try to manuever the opfor into the danger zone before having the dropship land and crush them.
- Once the dropship lands, have the turrets (if there are any) be 'captured' after a couple of rounds and turned on any remaining enemy units.
- Reward the player for the number of turrets captured as well as speed of capture (turns).
- Assassination
- Assassination missions are sort of a grey area already. Lighter, faster units are able to quickly swarm the main target and take it out before escaping, or you can choose to fight through everyone.
- The opportunity here is:
- Certain mission types seem to imply that the target is the only real objective and the rest of the opfor is incidental or collateral damage. Examples: "Code of Silence", "Key Personnel", "Escaping Spy" come to mind.
- To that end:
- For those missions where collateral damage 'could' be mitigated, reward the player for doing so with a bonus cbill reward for leaving some % of the supporting forces intact (similar to recovery above).
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