Now that we've kicked the scoring system around as well as career mode in general, it's time to make the scoring system more representative of the granular difficulty options we have available.
I look on this as being very similar to the way the initial game dropped with NO difficulty settings and then we get the difficulty settings in an update.
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First, correct the scoring mechanic so that a mechwarrior's initial skills do not improve the score just by hiring them. Pilot Experience should ONLY reflect XP gained while in your employ.
Second, introduce a 'Multiplier' for each of the scoring targets.
"CBillPointsPerUnit" => "CBillPointsMultiplier"
"ContractPointsPerUnit" => "ContractPointsMultiplier"
"ChassisPointsPerUnit" => "ChassisPointsMultiplier"
...
At the "normal" settings, the multipliers should be "1".
Some examples of multiplier modifications:
Parts / Mech:
Caveats:
Lastly, and this may be more far-reaching than just Career mode:
I look on this as being very similar to the way the initial game dropped with NO difficulty settings and then we get the difficulty settings in an update.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
First, correct the scoring mechanic so that a mechwarrior's initial skills do not improve the score just by hiring them. Pilot Experience should ONLY reflect XP gained while in your employ.
Second, introduce a 'Multiplier' for each of the scoring targets.
"CBillPointsPerUnit" => "CBillPointsMultiplier"
"ContractPointsPerUnit" => "ContractPointsMultiplier"
"ChassisPointsPerUnit" => "ChassisPointsMultiplier"
...
At the "normal" settings, the multipliers should be "1".
Some examples of multiplier modifications:
Parts / Mech:
- +0.1 per part above 3 for Mech Chassis.
- +0.2 for Mech Weight Class / Mech Completion.
- ChassisPointsMultiplier = 1.1 for 4 parts. WeightScoreMultiplier = 1.2 for 4 parts.
- +0.2 to CBillPointsMultiplier if new mechs are unequipped.
- +0.1 ChassisPointsMultiplier if mechs are destroyed.
- +0.25 PilotExperienceMultiplier for Slow progression.
- +0.5 PilotExperienceMultiplier for Slowest.
- +0.1 CBillPointsMultiplier if you can't salvage rare items
- +0.5 CBillPointsMultiplier for Stingy payment
- -0.1 CBillPointsMultiplier for Generous payment
- +0.5 CBillPointsMultiplier for Stingy salvage
- -0.1 CBillPointsMultiplier for Generous salvage
- +0.1 PilotExperienceMultiplier if enabled.
Caveats:
- Scores should be tallied additively with multipliers. Not just reflected at the end.
- If you gain XP while Lethality and Slowest Progression are enabled, those XP would count as 60% (x1.6) more. If you then switched to No Lethality and Normal Progression, you would NOT lose points, but new points would accumulate normally (x1) instead of at the higher rate.
- This would still allow you to "game" the system in that you could reduce the difficulty if you lost a mech or pilot and thereby not lose the full value that you might have gained under more difficult options, but at least you wouldn't be able to play under the easiest conditions and then, on the last day, increase the difficulty across the board and then gain large multipliers for the final scoring.
- No scoring change for Harder or Easier opfors. You are already being "penalized" for Easy opfors in that the contracts are lower difficulty...or rewarded for Hard opfors in that the contracts are higher difficulty.
Lastly, and this may be more far-reaching than just Career mode:
- Fix XP gains so incapacitated pilots gain ZERO XP.
- And then allow OUR CHARACTER to contribute to the Mechwarrior XP total.
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