This came up in another thread; I think the hardpoint system works but is a little clunky, and I wanted to brainstorm alternatives.
FWIW, my experience is this, I've played through the campaign 1.5 times. I restarted after version 1.1 was released. I was really curious to see how the game would play differently with different mech salvage. What I found was that different +/++ weapons gave me an incentive to try different designs and different tactics, but mech salvage had very little effect. In part because once you have the Centurion and a Shadowhawk those are half of the lance that's fairly predictable, and there's no reason to swap something else instead of either of them.
In addition to that, I find that the hardpoints accomplish the goal of forcing different mech designs, but they're not very interesting -- they're just a constraint. So I think it's worth keeping them around (perhaps with the additional option of being able to load a SL in an energy hardpoint or a MG in a ballistic hardpoint) but it would be nice to have some additional flavor as well.
My thoughts:
I: It's possible to add flavor to mech chassis or to individual mechs. What if, each time a mech was put together from salvage there was a ~30% chance of it having a positive quirk, and a ~30% chance of it having a negative quirk. Positive quirks could be things like (+1 hit with one category of weapon; +10% stability threshold, +1 sprint movement, +2 morale on the first turn (not per turn), +10 melee damage, etc . . . ). Negative quirks could be similar but slightly worse (-1 hit with weapon category with the highest number of hardpoints, -3 morale on first turn, -10% stability threshold, +2 heat from primary weapon, etc . . . ).
The very neat thing about that would be that it could provide an incentive to use secondary mech chassis (getting a Griffin with +1 hit with energy weapons might make for a different design than the standard Shadowhawk). The disadvantage is that if the bonuses/penalties are too large it could have too much impact and, like ++ weapons just serve to provide an additional advantage for the players.
II: Adding more quirks to specific mech designs. The easiest thing to do would be to have some designs come stock with some of the 0-ton enhancements (+25M rangefinder, improved gyro, etc . . .) which would be non-removable. These could be more powerful than the random quirks mentioned above because they would be easier to vet for balance reasons.
III: Having individual mechwarriors have favorite and disfavored mechs so that they would get a bonus/penalty when piloting that design. In some ways this is my favorite idea; it would add a ton of flavor to the game. The challenges are (a) it would be a ton of work and complexity to add. (b) you'd probably want to randomize the favorites for the starting mechwarriors each game, otherwise it would get repetitive. (c) with more options to mix and match it would make it easier for the player to take advantage of the favorites and avoid the disfavored mechs so it would on-balance improve things for the player.
With that said, I'd suggest (a) having significantly more dis-favored mechs than favored mechs for each pilot. (b) Having a way for the advantages of a favorite mech improve over time the more missions that pilot completes in the mech -- so it provides an incentive to retain the earlier mechs later into the game and not immediately upgrade as soon as a heavier mech comes along.
Thoughts?
FWIW, my experience is this, I've played through the campaign 1.5 times. I restarted after version 1.1 was released. I was really curious to see how the game would play differently with different mech salvage. What I found was that different +/++ weapons gave me an incentive to try different designs and different tactics, but mech salvage had very little effect. In part because once you have the Centurion and a Shadowhawk those are half of the lance that's fairly predictable, and there's no reason to swap something else instead of either of them.
In addition to that, I find that the hardpoints accomplish the goal of forcing different mech designs, but they're not very interesting -- they're just a constraint. So I think it's worth keeping them around (perhaps with the additional option of being able to load a SL in an energy hardpoint or a MG in a ballistic hardpoint) but it would be nice to have some additional flavor as well.
My thoughts:
I: It's possible to add flavor to mech chassis or to individual mechs. What if, each time a mech was put together from salvage there was a ~30% chance of it having a positive quirk, and a ~30% chance of it having a negative quirk. Positive quirks could be things like (+1 hit with one category of weapon; +10% stability threshold, +1 sprint movement, +2 morale on the first turn (not per turn), +10 melee damage, etc . . . ). Negative quirks could be similar but slightly worse (-1 hit with weapon category with the highest number of hardpoints, -3 morale on first turn, -10% stability threshold, +2 heat from primary weapon, etc . . . ).
The very neat thing about that would be that it could provide an incentive to use secondary mech chassis (getting a Griffin with +1 hit with energy weapons might make for a different design than the standard Shadowhawk). The disadvantage is that if the bonuses/penalties are too large it could have too much impact and, like ++ weapons just serve to provide an additional advantage for the players.
II: Adding more quirks to specific mech designs. The easiest thing to do would be to have some designs come stock with some of the 0-ton enhancements (+25M rangefinder, improved gyro, etc . . .) which would be non-removable. These could be more powerful than the random quirks mentioned above because they would be easier to vet for balance reasons.
III: Having individual mechwarriors have favorite and disfavored mechs so that they would get a bonus/penalty when piloting that design. In some ways this is my favorite idea; it would add a ton of flavor to the game. The challenges are (a) it would be a ton of work and complexity to add. (b) you'd probably want to randomize the favorites for the starting mechwarriors each game, otherwise it would get repetitive. (c) with more options to mix and match it would make it easier for the player to take advantage of the favorites and avoid the disfavored mechs so it would on-balance improve things for the player.
With that said, I'd suggest (a) having significantly more dis-favored mechs than favored mechs for each pilot. (b) Having a way for the advantages of a favorite mech improve over time the more missions that pilot completes in the mech -- so it provides an incentive to retain the earlier mechs later into the game and not immediately upgrade as soon as a heavier mech comes along.
Thoughts?