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Captain Slide

First Lieutenant
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Feb 23, 2018
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This is a suggestion for HBS and the modding community.

It is generally agreed that stock mechs are generally under performing by comparison to user created mechs. The addition of a mechlab to the game will almost always unbalance the game in favor of the player when the AI is limited to stock mechs. This unbalance is usually balanced by giving the AI more mechs/vehicles. This does not necessarily increase the challenge to the player.

Mechlab must save what ever build you currently have created, I assume this is stored in your campaign save file. I also assume it is only valid for what ever mechs you have in an active mech bay as mechs that come back from storage have stock armor and no equipment.

Q. Would it be possible to decouple the save location from the campaign save file, into it's own unique variant save file (folder) located with the standard mech variants. Obviously the mech has to be functional but if it works for the player I see no reason why it won't work for the AI.

For example: A mechlab modified Catapult C1 would be saved as Catapult C1-Slide 1

Why do this?
-by saving player builds and allowing the AI to select them (which I believe is currently fairly random) we increase the diversity of mechs opposing the player and increase the difficulty as well. Having a players uber build come back to to bite them in the behind, I admit, holds a certain amount of amusement for me.
-players can exchange their best builds (you could even run a comp)
-as the player develops a ever increasing database of mechs the game becomes more diverse and challenging. Also by storing these builds in the main files they will carry over through different campaigns, thus making the next campaign a completely different experience.

Salvage would work as it does now as only the load out has changed not the actual variant.

Thoughts?
 
I'm not sure if this is possible with the current tools. At least, if it is, would require some significant C# skill.

This does raise an interesting idea, though. What COULD be done is that an "elite" variant could be created using existing tools for the game. These mechs would have whatever amazing build you wanted and could be injected into the campaign very easily so the AI could use them. I've seen a number of mods that break the legality of builds and make stuff harder, but nothing that sticks to the confines of mechs to inject builds like this. Make one build for each chassis (not each variant).