Timed instead of condition based reinforcements

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Jade_Rook

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Currently, most reinforcements arrive based on certain conditions. Once the player reaches a certain point, destroys enough turrets/convoy vehicles, or an allied convoy arrives at the evac, then enemy reinforcements spawn immediately. Personally, I would prefer to see more reinforcements based on time elapsed.

I see two issues with Condition Based Reinforcements :
Devalues player speed: Several missions recommend haste, but nothing in the actual missions makes it more advantageous to go faster. In fact, if a player rushes and prioritizes objectives they can be penalized by triggering reinforcements before they have finished off existing enemies. Players gain no advantage using faster mechs or completing objectives faster.

As an example, with escort missions there is currently no reason to ever trigger the convoy before destroying the blocking force. The evac forces will arrive when the first vehicle gets to the evac point whether you get there in 5 turns or 50. If the evac forces showed up in 10 turns, I suddenly have a reason to get the convoy moving. If reinforcements show up before I can get the convoy to the evac than I have to fight through them and worry about them targeting the convoy. It also gives me the chance to get to my evac point before the reinforcements show up if I am quick enough.


Game can't predict when reinforcements arrive: A consistent complaint has been reinforcements suddenly appearing and Darius not warning us about reinforcements before they open fire. The thing is, in most missions the game can't know when the reinforcements will show up because they are triggered by a specific condition, not by time. We can't get a one or two round warning for when that Leopard will land with reinforcements because the game doesn't know when we will destroy another convoy vehicle or turret.

These early warnings would go a long way towards clearing up complaints about spontaneous reinforcements, especially if they indicate an area where the reinforcements will arrive at. There are Some reinforcements which shouldn't get early warnings, ambushes and enemies walking on the map, but a dropship should be relatively obvious before it lands.
 
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Donvale

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What if reinforcements were simply delayed one turn after activation to allow Darius time to fire off a warning....
Darius could also generally include a direction they are coming from with his warning, this would give the player one turn to orientate to the new arrivals without actually knowing their exact deployment yet.
"Enemy reinforcements approaching from the east sir!"
 

Simon1812

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Jan 31, 2019
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feel the same way K1600 , in some missions enemy descent via leopard ship, that's alright , but in other they seem to use magic to appear right next to your lance, that's some hard immersion breaking.
 

Prussian Havoc

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feel the same way K1600 , in some missions enemy descent via leopard ship, that's alright , but in other they seem to use magic to appear right next to your lance, that's some hard immersion breaking.
Combat.

Ambushes.

There is nothing immersion breaking to me when the AI OpFor "steals a march," surprises me and appears next to my Lance. It is in my opinion a gaming abstraction, and as such adds a much needed level of threat and danger to my BATTLETECH gameplay.

Could it be cloaked in prettier graphics (say... the camouflaged doors of an underground facility, blasting open to disgorge an Enemy Lance into the middle of my Lance)?

Sure, but HBS has better and high priorities for its finite resources of time, money and developer talent. :bow:
 

DarkSpade

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Force marches could be better handled by spawning outside the boundaries but within sprint/walk distance of the edge. Even then, with two dropships under my control, I should get some kind of heads up that they're coming.

Ambushes could be handled by just having them shut down in some cover. How close you have to be to spot them ahead of time could be handled by the tactics skill.
 

Simon1812

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Jan 31, 2019
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Combat.

Ambushes.

There is nothing immersion breaking to me when the AI OpFor "steals a march," surprises me and appears next to my Lance. It is in my opinion a gaming abstraction, and as such adds a much needed level of threat and danger to my BATTLETECH gameplay.

Could it be cloaked in prettier graphics (say... the camouflaged doors of an underground facility, blasting open to disgorge an Enemy Lance into the middle of my Lance)?

Sure, but HBS has better and high priorities for its finite resources of time, money and developer talent. :bow:

-hmmm good point good sir good point.
 

bobucles

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Jun 29, 2018
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Ambushes could be handled by just having them shut down in some cover. How close you have to be to spot them ahead of time could be handled by the tactics skill.
I've had OPfor mechs spawn 2 hexes away from my mechs. They give Creed a run for his money.
 

K1600Mike

Sergeant
Jun 18, 2018
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I would not mind powered down mechs that may or may not power up when you get within visual and you have a chance of seeing them first or not but just to beam them in is lame. Part of your tactics would be to patrol the area first for such ambushes. I like the idea the enemy could be off the grid and sprint in.