Posted May 22, 2018
Right now, we have a list of desired UI features and a list of desired expansion features. Why not one for mechanics that aren't just balance-breaking "Moar Gauss Rifles plz"? (disclaimer: No judgement here. I, too, want moar Gauss Rifles)
Here's my list of features that range from the "easy and plausible" to the "Hahaha....maybe after we finish implementing the Warhammer"
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* Salvage value to reflect actual expected sale price (without faction markup/markdown). The salvage value right now is useless window dressing at best, and deceptive at worst. "I've got 10 million C-bills worth of lasers. Guess I'll buy upgrades like crazy, because I can clearly afford it." Having someone give up a 2nd Orion part in favor of a 3rd Jenner part but actually make payroll (and survive for another month) with 26 Cbills to spare shouldn't be common, but if it happens, that's info the player needs to know.
* Tell us where the LZ is at the START of this mission. It's impractical to plan a raid without this info. "I've managed to lure the guard Assault mechs away from the base with my locust, and have captured the scientist. Now I just have to get back to the LZ...where my Locust just brought them all."
I'd lovd to see the planned LZ get changed during the mission 20% of the time (e.g some patroling aerospace-mode phoenix hawks flew into the Leopard's planned flight path on turn 8, and to ensure the Leopard doesn't get intercepted, you'll need to reach a newly-designated LZ. Don't bother trying to shoot down the phoenix hawks with your mechs because they're too far away -- you can't even see them. But the Unseen Phoenix Hawk is there, I promise.). Right now, there's no way to even reasonably plan a sneaky extraction mission.
* More diversity in travel mission destinations. Right now, you can pick any travel mission you'd like, as long as you're going to Weldry. And heck, nix travel contracts for story missions unless they're within two hops away -mercs can either travel on your own dime, or chain travel missions for free transport (but risk having Glitch unavailable for the campaign mission after too many LRMs to the head)
*More variety of random events. After a certain point, it's mostly "3F burger. Poker night. Poker night. Pirates. 3F burger. Videos. 3F burger. Pox."
* Pilot vehicles. Not saying anyone actually would...
* Pay a modest fee for map intel before you drop (similar to Syndicate, you don't have to pay for additional intel, but you probably want to) showing the best guess as to where the mission target is and where you'll drop. In the fine military tradition of dodgy intel, this should be sometimes wrong. That said, it'd give a basis for someone to risk taking a specialized mech versus taking a generic multitasking lance (I've got every assault mech, but for *this* mission, I'm breaking out the Commando).
* Withdraw conditions related to mission type. e.g. If you're fighting pirates, maybe they'll only let you go if you pay them C-bills. A LOT of C-bills. If you're fighting House Liao, maybe they don't care so much (professional courtesy between Mechwarriors and all that), unless you've tanked your rep with them. Then they'll just try to kill you. Of course, maybe they'll send a lance of Battlemasters after you too because they hate you. If you're fighting other Mercs, maybe THEY ask YOU if you'll let them withdraw when they're about to get their Crab legged because they'd much rather keep it. Of course, you can decline to let them withdraw (Crabs are not Awesome, but they are awesome and you want the salvage off one), but you both lose MRB rep AND other reputable factions are less inclined to let you withdraw.
Some responses could be impacted by background choices, so they're more than just another RPG element (If your family is from Marik, maybe they're more likely to give you a hand. Or maybe they consider you a dirty traitor.)
* Purchase mariiuana-based whiskey before a mission, and give your pilots high spirits! (...okay, no more puns; stop throwing rocks at me.)
* Call in for in-mission support on friendly planets of adequate tech level. See-Clan arc of Crescent Hawk's Revenge.
* Company-level command. Yeah, I realize that'd unbalance all the pre-built mission types, require a new AI and new combat UI...they'll never do it. But this is a wishlist, dammit.
* In-game classic Marauder design. Since we're rolling with "it's a wishlist..."
Here's my list of features that range from the "easy and plausible" to the "Hahaha....maybe after we finish implementing the Warhammer"
===
* Salvage value to reflect actual expected sale price (without faction markup/markdown). The salvage value right now is useless window dressing at best, and deceptive at worst. "I've got 10 million C-bills worth of lasers. Guess I'll buy upgrades like crazy, because I can clearly afford it." Having someone give up a 2nd Orion part in favor of a 3rd Jenner part but actually make payroll (and survive for another month) with 26 Cbills to spare shouldn't be common, but if it happens, that's info the player needs to know.
* Tell us where the LZ is at the START of this mission. It's impractical to plan a raid without this info. "I've managed to lure the guard Assault mechs away from the base with my locust, and have captured the scientist. Now I just have to get back to the LZ...where my Locust just brought them all."
I'd lovd to see the planned LZ get changed during the mission 20% of the time (e.g some patroling aerospace-mode phoenix hawks flew into the Leopard's planned flight path on turn 8, and to ensure the Leopard doesn't get intercepted, you'll need to reach a newly-designated LZ. Don't bother trying to shoot down the phoenix hawks with your mechs because they're too far away -- you can't even see them. But the Unseen Phoenix Hawk is there, I promise.). Right now, there's no way to even reasonably plan a sneaky extraction mission.
* More diversity in travel mission destinations. Right now, you can pick any travel mission you'd like, as long as you're going to Weldry. And heck, nix travel contracts for story missions unless they're within two hops away -mercs can either travel on your own dime, or chain travel missions for free transport (but risk having Glitch unavailable for the campaign mission after too many LRMs to the head)
*More variety of random events. After a certain point, it's mostly "3F burger. Poker night. Poker night. Pirates. 3F burger. Videos. 3F burger. Pox."
* Pilot vehicles. Not saying anyone actually would...
* Pay a modest fee for map intel before you drop (similar to Syndicate, you don't have to pay for additional intel, but you probably want to) showing the best guess as to where the mission target is and where you'll drop. In the fine military tradition of dodgy intel, this should be sometimes wrong. That said, it'd give a basis for someone to risk taking a specialized mech versus taking a generic multitasking lance (I've got every assault mech, but for *this* mission, I'm breaking out the Commando).
* Withdraw conditions related to mission type. e.g. If you're fighting pirates, maybe they'll only let you go if you pay them C-bills. A LOT of C-bills. If you're fighting House Liao, maybe they don't care so much (professional courtesy between Mechwarriors and all that), unless you've tanked your rep with them. Then they'll just try to kill you. Of course, maybe they'll send a lance of Battlemasters after you too because they hate you. If you're fighting other Mercs, maybe THEY ask YOU if you'll let them withdraw when they're about to get their Crab legged because they'd much rather keep it. Of course, you can decline to let them withdraw (Crabs are not Awesome, but they are awesome and you want the salvage off one), but you both lose MRB rep AND other reputable factions are less inclined to let you withdraw.
Some responses could be impacted by background choices, so they're more than just another RPG element (If your family is from Marik, maybe they're more likely to give you a hand. Or maybe they consider you a dirty traitor.)
* Purchase mariiuana-based whiskey before a mission, and give your pilots high spirits! (...okay, no more puns; stop throwing rocks at me.)
* Call in for in-mission support on friendly planets of adequate tech level. See-Clan arc of Crescent Hawk's Revenge.
* Company-level command. Yeah, I realize that'd unbalance all the pre-built mission types, require a new AI and new combat UI...they'll never do it. But this is a wishlist, dammit.
* In-game classic Marauder design. Since we're rolling with "it's a wishlist..."