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SentosKarum

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Because some them might be too much work to implement by patching?

1. Very Easy. In the store menu an indicator of how many units if an item you already have, on the buy screen.

2. Mostly easy? 'Unique' planet missions. "Investigating an SLDF scrapyard", "Scans show a crashsite here we didn't see mentioned in the local datanet", things like that where isn't necessarily a contract but just something the player can investigate. Maybe it just costs time, maybe your movements atttacts local pirates, maybe it's on Hunter's World and the wildlife is a concern.
But these missions would be fixed to 'their' planet, maybe gated behind how well the Argo is equipped for exploration, you wouldn't be able to generate a new one by just repeatedly jumping to a system.

3. Almost easy? 'Leveling' planets. By doing certain missions - clearing out bandits, reclaiming factories, stuff from 2. etc. - the player levels a systems. This achieves two things. One, it expands the store selection by making the system economy better and two, unlocks better missions, i.o.w. the local pirates start using better kit hence the contracts get more lucrative.

4. Medium? 'Politics'. Do enough missions for the Magistry on independent Planet X and you may be asked to take part in the glorious liberation of Planet X. Obviously more dangerous when done vs House-held systems.

5. Bit Hard?. ASF combat. Because why fight pirates on the ground when you can capture their jumpship... :p

6. Very Hard?. WarShips. I'm sure we can find some wreck that isn't gone enough that Farah can't work her magic. Obviously not something happening before the very endgame unless the player is insanely lucky.

7. Easy? A New game+ mode. As those traditionally come with a hefty increase in difficulty maybe 6. moves up in importance.

8. Medium?. Replayability. Randomize what 2. and 3. do for any given planet per playthrough

A consequence of being lucky at 2. and 3. should be that certain weapons (Gauss, Pulse lasers) can be reproduced again.
 
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SentosKarum

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Came up with some more.

Expansion of 7. in the first post: The normal story is a bit underwhelming. New Game+ should fix that. So for example instead of fleeing the SLDF base with just 4 mechs in NG+ people will tell stories of how an entire regiment of 'mechs entered only to be slaughtered. Basically the player turns truly legendary. NG+ would also unlock a new tier of Skill for the player character, containing stuff like Phantom Mech.

9. Easy-ish? Every playthrough gets treated as it's own mod. Why? See 10. and 11a.

10. Allow the game the modify it's own *.json files. Why? See 11a.

11. Allow the player to improve his gear using the Argo's manufacturing plant / the SLDF base. And by implementing points 9. and 10. there is no need to pre-generate every possible variant it'll just happen as part of the playthrough - as the player improves, say, the small laser, the *.json file for this playthrough gets updated.
In game converting a captured piece of equipment takes techpoint but runs separately from mech modifcations.
There would also be a longer initial research and development time. Significantly longer per improvement. Once improved the improved gear needs to be deployed for x amounts of XP before it can be improved again, again scaling with how much it has been improved. All 4 'mechs being outfiited with the modified gear speeds this up.
Damage, stab. damage or accuracy can't be improved this way. The + variant can be improved in the same ways a stock weapon can.
Weapons: heat (+1 / improvement, min. 50% stock heat possible) and tonnage (0.5. tons / improvement, capped at half the weight of the stock or 0.5 tons, whichever is higher.)
Ammo boxes: Ammo count (+1 / improvement, max. 125% of stock), tonnage (as weapons), maybe explode chance? Don't think that's modifiable.
Heat sinks: Heatsinking (+1 / improvement, max 166% of stock, so standard heatsink could be improved 5 heat per round, making stock DHS still better), tonnage (as weapons)
Jumpjet: Heat (as weapons), tonnage (as weapons)
Other (TTS and such): Tonnage (as weapons)
11a. It'll probably easier to implement if there is both a stock_smalllaser.json, which is what the AI uses and the Player salvages / buys, and a player_smalllaser.jsonwhich which is being improved and into which the Player can convert salvaged or bought small lasers.
11b. Maybe this will need an entire new resource - Industrial Feedstock?- which the player can either buy or turn unwanted salvage into. Because of the scenario I thought up was improving heatsinks and that could probably unbalance things fast and so might merit additional balance.

Number 11. is basically "Lets use SLDF material to improve upon Succession Era stuff"