I wish I could do that, maybe HBS can get to that or something like it in the 1.3/Flashpoint update. Also, if you ro @don Zappo want to check the daily test branch on the git page. I made some of those suggestions to the files and threw in a few more vulnerability adjustments. I moved the scouts fence down one hex in hopes it will be just a bit closer, from 192m to 168m as the point where going farther than that triggers the "I shouldn't be this far" weights to activate. I also want to see if a lower reserve overkill factor (from 75% to 50% hp damage) for scouts can make them take a turn when wounded vs reserving. Played one quick match with this setup for both player and AI on River Crossing:So there can't be a lance-within-a-lance? Would be cool to have a kind of "lance leader" trait affecting decisions for the assassination missions that then swaps to LMS other lances are down. But I do know that you're working within engine's limitations![]()
('Mechs slotted in this order from top down to test Light reserve and turn skip triggers)
JM6-A Apex
HBK-4P Mockingbird
BL-6-KNT Sumo
COM-2D Showboat
Sumo was great at spending coolant vent to maximize firepower and Mockingbird was there to mop up on the next turn. Showboat was still able to run away once she was badly damaged and Apex did the sniper thing and basically camped their forest by the spawn hill.
I'm ending the match with some serious damage where before or on stock, I'd make it out without a unit lost and maybe only one arm missing.