spellbender: The turn system the game uses is definitely skewed to favor the AI and handicap the player.
Hmm...I'm not so sure of that.
Nothing is more infuriating than to have sensor contact on an enemy unit, bounce up into LOS on it to take a surprise shot, and lose the rest of your turn because the turn got cancelled because of "enemy contact." Kind of shoots surprise as a tactic all to hell. Or to lose maneuver turns due to the rest of the round being cancelled because of "enemy contact" leaving the player out of position.
You could just not get LOS and maneuver your remaining mechs to a superior position (alternatively, if you don't think you can move back far enough or there's no good terrain around, go guarded). Next turn, reserve until the Assault phase (letting the enemy charge ahead and lose their turns), then shoot them. It's a free turn.
Since the AI doesn't reserve moves, that's actually skewed in your favor. Unless you have some mech tha's just blindly sprinting ahead (so don't do that), the enemy can't force you to show your hand first.
The number of times I've had enemy heavies move before my mediums in the turn sequence is astounding.
You can have your pilots learn tactics until they get Master Tactician, which would let you do the same.
Heck, I do that for my scouts and damage sponges (which usually don't move at all). As I've said in the "headshot-prone Decker" thread, Decker doesn't get shot in the head much in my games...because half the time, the opponents
can't shoot him. I use the AI's inability to reserve such that the only a single light mech could take a shot.
Just last night, I abused this to hell - Opponents had an Awesome and three Crabs. I had a Grasshopper, JagerS, Orion K, and Shadowhawk (dropped the LRM5, and swapped the SRM with a SRM6). By tonnage, I'm supposedly screwed. In reality, after the salvage screen, I had an Awesome and two Crabs in my mechbay. The only damage I had to repair was the Grasshopper's right shoulder - 2 days in mechbay, no crits.
It sounds like an amazing AAR until you realize that a Crab isn't dangerous to anyone if you shoot its AC/20 arms off, and the Crab can't shoot the Shadowhawk who is shooting its AC/20 arms off it if the Crab already moved that turn. So reserve until the target moved, jump and alpha, and on the next turn, jump behind cover and break LOS. In the end, the Crabs got ONE AC/20 shot off at me...hence the Grasshopper's damaged shoulder.
Theoretically, the AI could do the same, but is not smart enough to reserve turns. The turn system lets you take a lance that's over 100 tuns underweight, and beat the AI like a pinata until Assault mech salvage falls out.
3.) Spawn ALL enemy mechs onto the board at the beginning and then move them to where they are supposed to go. None of this spawn mechs onto the board "within sensor range, within sight range and they get first move to boot." Can you say unfair advantage?
I agree -- that is pretty irritating. Although I'll say that I usually don't mind that much, but when you've set up an ambush line and successfully ambush a convoy...then the reinforcements spawn at your back. OUCH. And unfair.