Lighter mechs in this game are not worth their slot, because you can only have 4 mechs per lance.
They are worth their weight, but not their slot.
I would like the size of the lance to be upgradable up to 6 mechs, while retaining the max weight limit of 400 tons(and even that requires upgrading, as it is only 200 tons per stock)That means if you stick something heavy, you need to stick something light to compensate.
So in early game you have 4 slots per 200 tons, and finally in the end you have 6 slots, per 400 tons.
Furthermore:
Make mech upkeep cost not per month in mech bay, but per deployment. A mech should cost around 5% of his scrap value per deployment. This means that deploying a light mech will cost around 10 000-14 000, but deploying a heavy or assault mech would cost considerably more, therefore it is not worth to deploy tonnage in overkill.
With this feature you may simply get rid of the monthly upkeep cost per mechs in storage bay, mechwarriors will still earn monthly salaries.
Furthermore:
Tonnage should impact the experience your captains get. You get +10% xp per half a skull of difference in xp between the tonnage of your lance and mission difficulty level, so performing a mission with a lance that is 2 skulls larger is -40% xp, or half a skull smaller +10%.
Furthermore:
Introduce a new feature to the game: a mechwarrior only suffers the following amount of injuries on CT destruction: 1 per light, 2 per medium, 3 per heavy, 4 per assault. So mechwarriors have a fair chance of surviving a CT destruction in a light mech, as long as the head is still not destroyed.
This is so that you are less scared of putting valuable mechwarriors into light mechs.
They are worth their weight, but not their slot.
I would like the size of the lance to be upgradable up to 6 mechs, while retaining the max weight limit of 400 tons(and even that requires upgrading, as it is only 200 tons per stock)That means if you stick something heavy, you need to stick something light to compensate.
So in early game you have 4 slots per 200 tons, and finally in the end you have 6 slots, per 400 tons.
Furthermore:
Make mech upkeep cost not per month in mech bay, but per deployment. A mech should cost around 5% of his scrap value per deployment. This means that deploying a light mech will cost around 10 000-14 000, but deploying a heavy or assault mech would cost considerably more, therefore it is not worth to deploy tonnage in overkill.
With this feature you may simply get rid of the monthly upkeep cost per mechs in storage bay, mechwarriors will still earn monthly salaries.
Furthermore:
Tonnage should impact the experience your captains get. You get +10% xp per half a skull of difference in xp between the tonnage of your lance and mission difficulty level, so performing a mission with a lance that is 2 skulls larger is -40% xp, or half a skull smaller +10%.
Furthermore:
Introduce a new feature to the game: a mechwarrior only suffers the following amount of injuries on CT destruction: 1 per light, 2 per medium, 3 per heavy, 4 per assault. So mechwarriors have a fair chance of surviving a CT destruction in a light mech, as long as the head is still not destroyed.
This is so that you are less scared of putting valuable mechwarriors into light mechs.
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