This won't be a case where good players are like "this is great I'm cockpitting every mech I see and they're all sitting on the loot table." We want to make sure economy balancing is good, its going to be more about what your reputation is, what degree of missions you're taking, how many negotiation points you spent, and the chances of certain chassis being on there maybe changing under different circumstances. Chassis on the list will be more of a rare situation, and perhaps that will also be affected by negotiation points. Just cockpitting a mech won't guarantee it to be on the salvage list. However, for balance and pacing reasons this will not be a system that can be easily gained. If say you negotiate ten pieces of salvage you can choose from a larger list, and perhaps there'll be chassis on there. As you earn these points you can choose when to use them to have more say in how you'll be rewarded or how much salvage you'll get. The game has negotiation points, this is how we handle the player negotiating contracts. Its not going to be exactly HBS Battletech, it'll lean more to older MechWarrior games, its kind of a combination. Of course, with the game design being based on using a lance (4 'Mechs) to take on missions, AI ain't gonna be a priority in the first place. (Never could figure out why MW4 tried and half-assed it, it had extensive changes from stock BattleTech but most of the changes were very unhelpful and useless, overall optimal choices stayed as they were.)ĮDIT There's also that you can be ton the AI running stock designs, meaning they're at disadvantage from the get go. Happened with MWO to an extent, things like small lasers are bad choices unless you can really stack them in which case they become much better, meaning certain weapons work only on certain chassis well, usually keeping things very much against stock or even stock-like builds.Īnd 90% of stock loadouts are terrible, without extensive rebalances that won't happen with customization focused systems. Happened with HBS BattleTech certainly, it is playable with stock designs but even slight modifications usually improve things massively. With customization, you gonna know they'll leave some weapons to shit tier list since they know players won't bother with them anyway. Customization changes how the rest of the game is designed, affects weapon and system balance, because the devs know someone will inevitably optimize things. Proper heat systems (heat damage is woefully simplified in MWO, not to mention lacking in feedback)Ĭlick to shrink.It is the principle. But of course things might've changed since. What i'm hoping for would be basically implementing/adapting several standard rules from tabletop BattleTech along with some advanced, optional ones.ĮDIT As for 'Mech customization, i'm largely opposed to that, and indeed last we knew, MW5 was not gonna have that, in order to make variants matter. Though i wouldn't mind things becoming really hardcore (thousand buttons in the cockpit, from air conditioning to fine tuning laser power) but realistically that ain't happening. internal component critical hits (eg gyro hit makes your aim wonky and your mech more prone to falling down, MWO doesn't model sensors and gyros). knock downs (eg from armor loss, these used to be in MWO but were removed for some reason) "stealth" by turning radar off (MWO has only power-down, which is useless), and AI that actually acts humanly in this situation, unlike MWIV AI that didn't need radar radar and other sensors (magnetic anomaly for example) playing proper role, missions/locations were these matter, and make heat sensor useful figuring out, say, weak points in targets. Click to shrink.-Proper heat systems (heat damage is woefully simplified in MWO, not to mention lacking in feedback)
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