• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

mjbroekman

General
55 Badges
Mar 3, 2018
2.181
2
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
I know there have been suggestions geared towards changing salvage mechanics and mech construction rules before. To some extent, the below suggestion is a base point from which some of those others can be built from as well. And I may be reiterating other suggestions that basically say the same thing. Regardless, this came to mind because of a conversation in the #new_to_battletech channel on the BATTLETECHGAME discord.

Current mechanic:
- Player destroys enemy mechs and salvages "mech parts" that consist of internal structure and, if 'Unequipped Mechs' is NOT checked, weapons and equipment.
- When the player has 'enough' mech parts, Yang instantly assembles a new mech structure (possibly with equipment) and instantly covers it in armor.
- The new mech takes a mechbay or gets shoved into storage by the player.
- Player has an inexhaustible supply of internal structure, actuators, etc from which to repair destroyed hit locations.

Suggested mechanic:
- Slightly increase the randomized salvage from missions across the board (maybe 2 additional random pieces)
- All mech parts go into storage AND STAY THERE until used.
- Mech parts become a commodity to sell in stores, rather than just whole mechs.

Suggested storage / construction mechanic:
- When a mech is put in storage, it is converted to "mech parts".
- When the player wants to ready a mech, the number of "mech parts" for that chassis is decreased by whatever the parts/mech value is and the 'Ready <chassis>' task shows up in the task list.
- OPTIONAL: When the player returns from a contract and has enough parts to construct a mech, Yang prompts them asking if he should ready the mech (if there is room) or letting the player know that there's not enough room for the mech.

Suggested repair mechanic:
- If a mech has taken only structure damage, it gets repaired as normal.
- If a mech has had hit locations destroyed, each mech part (from storage) is able to be used to repair 8/<parts-per-mech> hit locations much in the same way that destroyed weapons and equipment need to be replaced by functional equipment.
- - At 3 parts per mech, a single "mech part" could be used to 'repair' up to 3 destroyed hit locations.
- - At 8 parts per mech, a single "mech part" is used _for each_ destroyed hit location.

EXCEPTION TO CONSTRUCTION RULES:
- Whole mechs that are given to the player via rewards or purchased as a "BattleMech" in the store, would give the player the option to place the mech (fully equipped) in a mechbay or deconstructed and placed in storage as parts.

Extensions:
- Since the player is "readying" mechs from parts at this point, it could be extended to allow the use of mech parts from different variants of the same chassis in order to repair or construct mechs and the resulting mech would be the variant which contributed >51% of the necessary parts for the construction.

Benefits:
1. Single inventory item in storage ("<chassis> parts N/X").
2. More "logical" mechanic for repairing massive damage (destroyed hit locations) by using mech parts.
3. No more "Yang magically creates mech from baling wire and duct tape" instantly on return from a contract. Constructing a mech from parts is just 'readying' a mech from storage.

Downsides:
1. Tracking how many mechs you've collected becomes more difficult. Do you track how many mechs you are _able_ to construct from parts? Do you track how many mechs you _have_ constructed from parts?
2. Less obvious when you have the ability to construct a mech. (see OPTIONAL above as a possible workaround).
 
Upvote 0

DocDesastro

Lt. General
65 Badges
Jul 2, 2011
1.254
1.049
  • Hearts of Iron Anthology
  • Hearts of Iron IV: By Blood Alone
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Empire of Sin
  • Empire of Sin - Deluxe Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Cities in Motion
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • BATTLETECH
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Prison Architect: Psych Ward
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Cities: Skylines - Campus
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
I agree with the mechanism. It sounds more 'realistic' than the current one. I also would like to see a small differentiation in the way ammo is treated. Ammo is in fact a magically refilling bucket of explosives. You fit it into a mech and after each mission it refills for free. I wonder, what would happen, if ammo-heavy designs like SRM boats or LRM buckets would have to refill their weapon for C-Bills?! Each weapon has its own advantage and disadvantage:

- Autocannons have cheap ammo and heat efficient but are bulky and heavy
- Lasers do not need to refill but generate a lot of heat and should be - as optical instruments - be prone to being damaged more often
- Rockets are heat efficient in a way, but refills should cost C-Bills since rockets do not grow on trees
- PPCs are great weapons dealing good damage over good range with the additional effect of dealing an ECM shock to the target. In the RT games they had a drawback: high reload times. One could make them bulky, but heat neutral and being able to shoot only every other turn. In that case, Large Lasers would see land again, as they fire every turn but still need heat management.

I wonder, if that could lead to mixed designs coming up again instead of min/maxing mechs and loathing whole designs because of 'bad hardpoints'. A Kintaro is a great SRM boat but now think about having to pay for the fireworks he chugs out every mission you pick him. Maybe the Firestarter with cheap weapons like flamers and MGs will be more cost-efficient? Or a Panther with his PPC not needing ammo at all and mild rocket use?

Then I would go for vamping up the cockpit. Let there be hardpoints for Life support and Sensors and an obligatory spare hardpoint/slot. They come with standard stuff like basic sensors but like the Locust models, they might start with a Sensor + or ++. Life support would be your average joe's cockpit mod. Let the standard one have a 20% chance of negating pilot damage and the better ones raise this to 40% or 60%. Let there be pilot damage for overheating. The pilot is getting cooked first before some metal melts. Also, when having ammo aboard which is not Gauss ammo (metal eggs), it could cook off and explode.

The hardpoint system is o.k. as it stands. The weapons do not feel balanced as I feel SRMs, LRMs and Medium Lasers are the preferred choice over anything else. Build and repair is odd now.
 

mjbroekman

General
55 Badges
Mar 3, 2018
2.181
2
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
Armor and ammo costs have been described in the past as being subsumed in the monthly maintenance costs. Personally, I wouldn't mind having a more granular maintenance / finance side of the side, but I understand the need for simplicity for the new player so it doesn't bother me too much.

With the prevalence of ammo in salvage, I don't really see ammo shortages as a huge problem unless you are running highly ammo dependent systems. The one SEVERE DOWNSIDE to implementing a system where you need to purchase actual ammo is when you get the Gauss Rifle. Gauss ammo is the ONLY ammo that doesn't easily and regularly show up in stores or in the battlefield. By implementing an ammo refill system you would have to figure out how to handle that or else Gauss Rifles become pointless as players run out of ammo for them and can't buy new ammo.

I also don't see a huge deal with leaving armor as is since there are very few times where you've completely stripped the enemy of all armor before killing them. As such, there's usually enough armor laying around on the battlefield that it's just sort of "gathered up" by the boatload.

We're getting a bit far afield though by talking about cockpit, weapon, and hardpoint changes but I'll say this:
I could see some benefit to changing the UI for the head as follows:
Set semi-fixed Hardpoints for Sensors, Life Support, and Computer explicitly listed and then an extra hardpoint.
Then increase the size of the Cockpit (injury resist), BattleComputer, and CommsSystems components from 1 hardpoint to 2 hardpoints.
Cockpit component would replace the Life Support and 'extra' hardpoints.
BattleComputer would replace Computer and 'extra'.
Comms would replace Sensors and 'extra'.
When ECM gets implemented, I could see the ECM systems taking up the Sensor and 'extra' as well.

I wouldn't change any of the mechanics in the cockpit though.
 

DocDesastro

Lt. General
65 Badges
Jul 2, 2011
1.254
1.049
  • Hearts of Iron Anthology
  • Hearts of Iron IV: By Blood Alone
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Empire of Sin
  • Empire of Sin - Deluxe Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Cities in Motion
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • BATTLETECH
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Prison Architect: Psych Ward
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Cities: Skylines - Campus
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
Gauss ammo is the least problem. It is just a ball of steel - so basically you should get the raw materials for that everywhere. The problem with the Gauss is the weapon itself and the knowledge how to create an electromagnetic acceleration field properly for such a 'heavy' object shot away compared with single atoms. I consider the Ammo equipment parts as the bins and hoppers and the ammo as something else - for abstraction's sake, fill them with C-Bill equivalent representing the material Yang is using to make ammo or buy it from the local market. Thus, I cannot understand what is lostech about a system feeding metal eggs into a gun. It should be available almost everywhere.

In your cockpit system, + and ++ improvements could have the perk 'does not eat up an extra hardpoint' instead of more bonuses enabling combo-machines.
 

mjbroekman

General
55 Badges
Mar 3, 2018
2.181
2
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
@DocDesastro re: ammo...okay, I can see the need for c-bill replacement ammo. And I have no real issue with that, but if that's all you're looking for in terms of ammo replacement, we already have it. The devs have described the monthly maintenance costs as including armor and ammo purchases to keep the mechs supplied. It's just a fixed amount for every mech in a ready state each month. I don't see a need to change that really, unless you're going down the road of variable monthly costs per mech...which is NOT what this thread is about.

The biggest difference between accelerating a massive metal object (I think it was described in one of the novels as being a watermelon sized slug of metal, which at the time brought to mind the large green watermelons that I had in my backyard) and a much less massive 'bolt' of ions is the energy requirements. Getting the 250# of metal up to high velocities takes a HUGE amount of energy (described as: " The Gauss Rifle also has fairly heavy power requirements which, if used at the same time as similarly energy-intensive systems, forces the unit's computer to cycle and allocate power to meet the demands. If for example a pilot tried to fire both a Gauss Rifle and several lasers at once, there would be a delay in the time it would take to get the entire salvo off"), so as power systems in general fell in efficiency during the Succession Wars (and as munition factories were destroyed), it's quite possible that the Gauss Rifle itself wasn't "lost" so much as shelved because it was so energy inefficient and then, because people stopped building them and they blew up without replacements being available, they fell out of 'public' consciousness.

As for cockpit upgrades, again, not the point of this thread.
 

DocDesastro

Lt. General
65 Badges
Jul 2, 2011
1.254
1.049
  • Hearts of Iron Anthology
  • Hearts of Iron IV: By Blood Alone
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Empire of Sin
  • Empire of Sin - Deluxe Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Cities in Motion
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • BATTLETECH
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Prison Architect: Psych Ward
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Cities: Skylines - Campus
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
I see a disparity when it comes to intense contract farming at a planet. You can do multiple contracts in a single day and chug out a whole load of missiles being replaced in between missions and then go to the next system in about 15 days and repeat. So...maybe 6-8 missions until next payday. And since missile boats have more than 1 ton of ammo usually, things only get worse. The small maintenance fee you pay does not seem right compared to the tons of missiles you use. OTOH you have say a TBT-5N in bay but do not use it. Still paying a fee for things not used and fired? At least in campaign TT games as merc ammo costs are a real issue to deal with. I have seen people forgoing some designs because they are too expensive to use as non-military. Or at least bargain for combat compensations (R&R).
So a 'just pay for what you use' approach is a bit better in my book. I wonder, whether mono-weapon mechs were intended by the BT universe? Pure laserboats...o.k. - they say, they endure longer because of the missing need of being rearmed, but lasers are fragile things. I fail to see pure missile designs on a mech. They still have some kind of sidearm. And many have a variety of AP, ballistic and laser weaponry as stock configuration. Just scratching my head on this one.
 

mjbroekman

General
55 Badges
Mar 3, 2018
2.181
2
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
Again, good topic of conversation, just not the point of this thread. Feel free to start one on making another game setting around ammo / armor repair granularity. Please stop attempting to drag this thread away from mech parts and how they are salvaged, stored, and consumed.
 

JibSail

Sergeant
Jan 2, 2019
71
0
It is definitely a flavourful suggestion and marries the salvage system with the combat system quite well, but I'd hate having finally salvaged my ancient mech and then being too scared to use it, because I won't be able to replace a destroyed limb.

It is something that I can see being play tested.

Would the change be fun and encourage players to use their new toys and not horde them?
 

mjbroekman

General
55 Badges
Mar 3, 2018
2.181
2
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
It is definitely a flavourful suggestion and marries the salvage system with the combat system quite well, but I'd hate having finally salvaged my ancient mech and then being too scared to use it, because I won't be able to replace a destroyed limb.

It is something that I can see being play tested.

Would the change be fun and encourage players to use their new toys and not horde them?

You run into that "issue" currently if you have mech destruction on, except that you lose the whole mech all at once. That does bring up a good point though which is, if mech parts become a 'repair' resource, then "mech destruction" becomes moot. You either have the mech part to repair the CT (and other damage) or you don't have a 'valid' mech anymore.
 

DocDesastro

Lt. General
65 Badges
Jul 2, 2011
1.254
1.049
  • Hearts of Iron Anthology
  • Hearts of Iron IV: By Blood Alone
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Island Bound
  • Empire of Sin
  • Empire of Sin - Deluxe Edition
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Cities in Motion
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • BATTLETECH
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Prison Architect: Psych Ward
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Cities: Skylines - Campus
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
I see a single problem in that system. What do you do with damaged mechs in bay you do not have spare parts for? Do they stick around and cost maintenance or can you shove them off into store/dismantle for parts to get rid of them? Currently, you are forbidden to store a damaged mech nor send it into battle AFAIK.
 
Last edited:

mjbroekman

General
55 Badges
Mar 3, 2018
2.181
2
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
I see a single problem in that system. What do you do with damaged mechs in bay you do not have spare parts for? Do they stick around and cost maintenance or can you shove them off into store/dismantle for parts to get rid of them? Currently, you are forbidden to store a damaged mech AFAIK.

Depending on the damage, you would get at most "mech parts to build" - 1.
Beyond that, it would depend on how many part your save is configured to use to build, but it would come down to "parts to build" - "parts needed to repair". If you're playing on Po8 and are missing 3 hit locations, you can store the mech to get 5 parts.
 

JibSail

Sergeant
Jan 2, 2019
71
0
You run into that "issue" currently if you have mech destruction on, except that you lose the whole mech all at once. That does bring up a good point though which is, if mech parts become a 'repair' resource, then "mech destruction" becomes moot. You either have the mech part to repair the CT (and other damage) or you don't have a 'valid' mech anymore.

If I eject with nothing left but my CT and one leg, I don't lose my mech. It'll literally cost an arm and a leg to repair, but I won't be in a situation where I can't repair my sl highlander.

This suggestion is really cool, but it will need to be play tested. You'd need to have a look at how players behave in this kind of environment and see if it promotes the kind of play you (as the designer) are aiming for with the game.
 

mjbroekman

General
55 Badges
Mar 3, 2018
2.181
2
  • Cities: Skylines Deluxe Edition
  • Tyranny - Tales from the Tiers
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • BATTLETECH: Season pass
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • BATTLETECH - Initiate of the Order
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Cities: Skylines - Parklife
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Leviathans Story Pack
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
If I eject with nothing left but my CT and one leg, I don't lose my mech. It'll literally cost an arm and a leg to repair, but I won't be in a situation where I can't repair my sl highlander.

This suggestion is really cool, but it will need to be play tested. You'd need to have a look at how players behave in this kind of environment and see if it promotes the kind of play you (as the designer) are aiming for with the game.

Oh definitely, it most certainly needs play testing. With the Black Market, I'm pretty sure that it's possible to get more than one SL Highlander. The worrisome mechs would be the other SL mechs. On the other hand, it's not like we have the same "infinite" supply of Star League-era armor and structure so it doesn't _quite_ make sense that we should be able to repair them as easily as other mechs. I'll grant that this is a game and certainly abstractions were needed to keep it fun, so I wouldn't expect this to be a default setting. More of a 'hard-core' setting.

That being said, I would expect similar behavior to what people do now with Star League mechs when they have Mech Destruction turned on. Lose the CT any nothing else and poof your mech is completely removed even if every other component is intact.