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I admit to an inaudible "Squeee!" of delight. I didn't know about those.

Can we customize them for our commander, at least at the start of a campaign? If not I'd love that feature as a future add on.

From the info we have been told, when we create our commander, we are given questions/choices about the start and build up from there to give them a background and the starting stats, skills and abilities. Add in the portrait system and we have a lot of control over our commander.

The pilots are generated by the game and we can't change them.
 
From the info we have been told, when we create our commander, we are given questions/choices about the start and build up from there to give them a background and the starting stats, skills and abilities. Add in the portrait system and we have a lot of control over our commander.

The pilots are generated by the game and we can't change them.

I need some Hype Sinks. Or better yet, some clan-tech Double Hype Sinks. Otherwise my Hype level is going to go critical.
 
One thing we can do in older games like Baldur's Gate and Neverwinter Nights is to add our own portraits to the game, portrait packs numbering in the hundreds of pics are on the nexus. Will we be able to import our own pics into the game? I mean, it might not be thematic to have an elf there, but I think a few of the packs from Xcom might fit.
 
It seems that pilots with guts are rare. :D
I got Guts
tenor.png
 
no, there are absolutely scrubs, people who are fresh off the farm and have no idea what they're doing in a 'Mech. they're extremely cheap and... you should give them a lot of missiles, because that's the only way they're going to hit anything.
Their MRB reading was too low to post on the hiring board.

[edit] I read that a "there are absolutely no scrubs" , hence my reply. Oops.
 
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no, there are absolutely scrubs, people who are fresh off the farm and have no idea what they're doing in a 'Mech. they're extremely cheap and... you should give them a lot of missiles, because that's the only way they're going to hit anything.
Alpha strike in an atlas enough and they’ll hit something it may not be what you wanted them to hit, but it’ll be something.
 
Greetings Mechwarriors

This thread and all its cousins have been moved to the Battletech Universe thread due to forum organization and usability needs as a compromise after consulting with the thread author. A direct link still exists in the main subforum for each thread, but IIRC it will not bump with each post like the actual threads will. These redirects will stay up for at least a week to help funnel traffic here.

Please check for updates in the Battletech universe subforum. And please bear with us as we juggle usability issues to try and account for the needs of all mechwarriors as best we can.

Thank you.
 
Hmm, Thrasher's background / service record seems to closely resemble the "lifepathNodes" we saw in the beta files:

lifenode_astart_perAuriganCommon.json: +2 Gunnery, +1 Piloting, +1 Guts, +1 Tactics
lifenode_level1_techSchool.json: +1 Piloting, +1 Tactics
lifenode_level1_merchantTrader.json: +1 Piloting, +1 Tactics
lifenode_level2_criminalSmuggler.json: +1 Gunnery, +1 Piloting, +1 Guts
Total: 3 Gunnery, 4 Piloting, 2 Guts, 3 Tactics

So, given that Kiva said lifepaths weren't increasing Guts at all, we have... Unaccounted-for: 1 Gunnery, 1 Piloting, 1 Tactics

So, if we were to scroll down in Thrasher's window we would likely see "Hired Killer" as the last item in their service record:
lifenode_level2_criminalHitman.json: +1 Gunnery, +1 Piloting, +1 Tactics
 
Don't overlook that monthly salary too. And that's just the base, it goes up as they skill up

...also do not overlook that your reputation is not so good and that is costing you an additional 10% off the top.

All I know for sure is the hype level is real!
 
Although we only have skill levels 3, 4, 5, and 6 to go from there's already a pattern: 2 to 3 costs 400, 3 to 4 costs 900, 4 to 5 costs 1600, 5 to 6 costs 2500.
The difference between those levels is: 500, 700, 900.
It's reasonable to project that level 7 costs 3600 (2500 plus 1100), and level 8 costs 4900 (3600 plus 1300).

Furthermore, because the costs of hiring pilots are directly proportional to their total skill points while skill point progression is non-linear, the optimal solution is to find pilots with all minimum skills except one, and make that one skill as high as possible.

Example: assuming 2 is the lowest skill level and costs nothing, we know that 14 skill points costs 28,000. For that price, you should buy a pilot with 2,2,2,8 (assuming you can find one). The skill level 2s "cost" nothing in terms of xp, but skill level 8 should be worth 4900 xp. If instead you took a 3,3,4,4 pilot, the skill points would only be worth 2600 xp. Sure, it's a more rounded pilot, but it should be relatively easy to level up the deficient areas for a 2,2,2,8 pilot. You're getting much more value for your money. Of course, that pilot will soon cost a fortune.

Maybe it's better to do 2,2,2,5.
 
Remember, there will be the possibility to put in simulators onto the Argo, so you can "train" the "noobs" up a bit before you send them out onto an actual battlefield.
Which brings to mind if there are other things that our Mechwarriors can do on board the ship in between missions...like putting in a gym so they can slowly get a better guts/body rating.
A school that can increase their tactical skill?
That sort of thing.
 
Although we only have skill levels 3, 4, 5, and 6 to go from there's already a pattern: 2 to 3 costs 400, 3 to 4 costs 900, 4 to 5 costs 1600, 5 to 6 costs 2500.
The difference between those levels is: 500, 700, 900.
It's reasonable to project that level 7 costs 3600 (2500 plus 1100), and level 8 costs 4900 (3600 plus 1300).

I saw this same pattern as well, and would draw the same conclusions.

Furthermore, because the costs of hiring pilots are directly proportional to their total skill points while skill point progression is non-linear, the optimal solution is to find pilots with all minimum skills except one, and make that one skill as high as possible.

Example: assuming 2 is the lowest skill level and costs nothing, we know that 14 skill points costs 28,000. For that price, you should buy a pilot with 2,2,2,8 (assuming you can find one). The skill level 2s "cost" nothing in terms of xp, but skill level 8 should be worth 4900 xp. If instead you took a 3,3,4,4 pilot, the skill points would only be worth 2600 xp. Sure, it's a more rounded pilot, but it should be relatively easy to level up the deficient areas for a 2,2,2,8 pilot. You're getting much more value for your money. Of course, that pilot will soon cost a fortune.

Maybe it's better to do 2,2,2,5.

I don't think you can assume the minimum skill is 2. There are examples at the Hiring Hall on Detroit where pilots have a skill of 1 ( Timestamp 0:25 in latest video Pilot DREAD, PLASMA, SEVER, and THRASHER have a skill level of 1.

...additionally, in keeping with the above pattern, I'd make the assumption that skill level 1 to 2 costs 100.
 
Since we cannot edit normal MechWarriors at launch, I wonder how much effort has gone into ensuring that Callsigns are not replicated.

If I see two with the call sign “PLASMA” for instance, that’d be a bummer for sure. Immersion breaker for me personally.

Workaround would be to not HIRE the duplicate MechWarrior of course.
 
I saw this same pattern as well, and would draw the same conclusions.



I don't think you can assume the minimum skill is 2. There are examples at the Hiring Hall on Detroit where pilots have a skill of 1 ( Timestamp 0:25 in latest video Pilot DREAD, PLASMA, SEVER, and THRASHER have a skill level of 1.

...additionally, in keeping with the above pattern, I'd make the assumption that skill level 1 to 2 costs 100.
Yes, I think every pilot must have a base background of 1,1,1,2 but they may not be required to have any further life-path modifiers after that? Or, maybe they are required to have a certain number of modifier levels...that's a detail we aren't sure of. At any rate, since the life-path modifiers are not evenly spread it's possible that one or two stats might be 1. We can't generalize from the examples given because most of them were due to a glitch of Guts modifiers not being recorded properly (it's already been fixed, according to HBS_Kiva).

In keeping with the skill cost progression, I agree that 1 to 2 transition would cost 100.