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1. Rep Loss for Cancelling Deployment based on time served - deployments can be rough, one bad battle and some bad RNG on the mission timings (several in a row), can lead to disaster. Plus the new armor repair and fatigue rules will require like a company of mechs - of all the same tonnage.
Leaving at the beginning of the deployment should be harsh, but leaving towards the end shouldn’t be so bad. You’ve done a lot of work for your employer, so they will understand. I suggest a range of Rep Loss from 100% for leaving deployment immediately, to 25% of the max, if leaving just before deployment ends.
I am somewhat okay with an exit penalty. but it shouldn't be a linear progression. If anything you should need to forfeit almost all or maybe 100% of what was paid (you at least got salvage) if you cut out early. But if you pay the fee, it could reduce the rep hit (but there still should be a rep hit.. you didn't do what you signed up for after all)2. Reimburse employer for fraction of month left, if you leave deployment - if you leave early, you have to pay back the remaining amount of deployment fee for the month. Leave 20 days into which ever month the deployment is on, you have to reimburse them 33% of monthly deployment salary. Leave 10 days into it, 66%..etc.
3. Bonus - there should be a Deployment Bonus if all missions are completed with all objectives in every mission. Partial Bonus (25%) if 50% of missions had all objectives completed. This incentivizes the player to stay all the way through, and to add risk by trying to get every objective on every mission.
If I hired a contractor for a 6 month contract, and I had to wait 2 months for them to arrive and setup, I’d be far more pissed if they cancelled on the 2nd day after doing 1% of the work vs if they cancelled on the 178th day after doing 99% of the work. I’m just saying there should be a variable amount of rep loss if cancelling, and the base rep loss should be even higher.I think the idea is to give you reasons to field a Company of mechs vs just a lance and a spare or two. If the mod (even better coupled with CCC) makes you use all those mech bays on the Argo then it is doing its job, imo.
They hired you because they had an issue which needed a Merc company to resolve. Leaving early puts them in a horrible spot. Think about it this way, you hire a contractor to build you a house. They spend two months on the job and then decided that they have better things to do, and the house is only half done -- how understanding would you be?
Paying back 5 months of payments because you quit in the 6th month? Who would be stupid to sign a contract with that. But some exit financial penalty is required, at minimum you need to give the money back for the rest of the month. If you quit in the last month, but the day after you were paid, that money should be returned. Or change it such that a 30 day timer pops to pay you at the end of each 30 days, rather than timing it with your monthly expense report.I am somewhat okay with an exit penalty. but it shouldn't be a linear progression. If anything you should need to forfeit almost all or maybe 100% of what was paid (you at least got salvage) if you cut out early. But if you pay the fee, it could reduce the rep hit (but there still should be a rep hit.. you didn't do what you signed up for after all)
Well, after doing several deployments with even with the new armor repair mod, I certainly didn’t need 2-3 lances of mechs. Deployments is very cool, but doesn’t achieve that necessity IMO. I needed backup scouts and front line mechs, my 2 direct firesupport were either untouched or required 1 day of repairs if occasional taking damage. Unfortunately it all came to RNG on how quick the next mission appears. More balance perhaps is needed, and maybe the new reduced difficulty on deployments made it too easy.I think the idea is to give you reasons to field a Company of mechs vs just a lance and a spare or two. If the mod (even better coupled with CCC) makes you use all those mech bays on the Argo then it is doing its job, imo.
It still has the issue. What I did was prior to any campaign missions, log out and set the mod to 'false', do the campaign mission and then reset it to 'true'Is anyone still having issues w/ story campaign? Or has that issue been fixed? I’m looking at starting a new campaign, and would love to use this mod!
It still has the issue. What I did was prior to any campaign missions, log out and set the mod to 'false', do the campaign mission and then reset it to 'true'
Its a pain, but not too bad if you time it around your normal playtime windows anyways.
Oh, is that so? I thought the interactions with the story missions were much larger than just a cost multiplier. I'm really interested to know if that's the only issue. If so, I might be able to fix that and put it in my Mod Pack.The issue I had was not that it didn't work, but that the payout was astronomical as it was multiplying it like a deployment vs a stand-alone mission. So, yes it would work but it would break the economy unless it was disabled.
That being said, my last test was a week ago or so and it was on the last missions of the campaign, I'll try to get online later tonight with some early game missions and report back after a more thorough test.
Hmm, I thought some more about this. If this really is the only issue with missions, then the easiest solution is just to scale down the mission payout for story missions if this mod is installed. That's just some simple json edits to milestones.The issue I had was not that it didn't work, but that the payout was astronomical as it was multiplying it like a deployment vs a stand-alone mission. So, yes it would work but it would break the economy unless it was disabled.
That being said, my last test was a week ago or so and it was on the last missions of the campaign, I'll try to get online later tonight with some early game missions and report back after a more thorough test.