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EmptyPepsiCan

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Apr 30, 2018
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It's not that big a community and the boards don't move all that fast, so most of you have probably read one of my long winded monologues about the need for expanded strategic gameplay and how impressed I am by Mojo Amko's ideas (linked in my signature).

I started this thread because I'm no modder and I have questions. Specifically I'm wondering how much of the stuff that Mojo wrote about is possible. This isn't a begging thread. I know all of you have your own ideas and your own projects. I'm just looking for opinions. So...

Which, if any, of the following seem like things that could be modded into BATTLETECH?
  • Multiple dropships (which would allow for multiple deployed lances, supply drops, fighter cover/air support, armored blocking forces, etc)
  • Some sort of simulated simultaneous deployment of multiple lances with a single overall mission that can change based on the activities of the player controlled lances
  • Some sort of simulated armor and infantry (like if the player has armored units they could be used as a simulated blocking force to ensure that the enemy could only come from a single direction - nobody is actually controlling armor)
  • New mission types
  • Off screen artillery
  • AIr support (perhaps the player could invest in aerospace fighters, which would prevent AI air attacks and/or allow the player to call in air support)
  • Anything I missed
If you haven't seen it, here it is:

Multi-Mission Contracts & Making Light Mechs Great Again.

This is a visual examination of a potential multi-stage mission framework to procedurally generated contracts which works something like a board game. This framework creates a layer of gameplay between the Economic Sim and tactical missions which stresses maneuver and the fog of war. At the same time, it is designed to be fairly simple.

By its nature, the system gives value to Light Mechs as reconnaissance and strike elements without having to alter their baseline combat mechanics (which I’m quite satisfied with).

Hopefully, I will have created intuitive visual explanations of the game systems and will need only minor exposition.

Without further ado, here is the contract screen:


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This is pretty straightforward and doesn’t really need much explanation. I will note that the ‘Nemesis Warning’ is based on something that @HBS_Adrael mentioned in his Reddit AMA.

Anyway, I don’t think this really needs any explanation beyond what’s written on it, so we might as well head to the next slide, which is the Pre-Op Dropship preparation screen:


vNK54uu.jpg


This one is a bit info-dense, but hopefully reasonably intuitive. On the left is the available assets on the Argo, comprising a company worth of Mechs, utility assets that need to be loaded onto a Leopard to be used (Drop Assets) and then assets that can be used from the Argo in orbit (Orbital Assets).

On the right, we have two Leopard Dropships loaded for bear and ready to perform a planetary insertion. Each has a lance of Mechs as well as Drop assets in tow, with these being drag and drop to where you can decide on what you want to bring.

The two lances, “Fulcrum” and “Jellicles” are very different from one another and we can see they have numerical ratings for an assortment of their capabilities. “Combat” is like “Drop Rating” in the current game and is just an abstracted measure of overall combat capability. I also added “Cohesion” and “Command” as measures of the Lance leaders capabilities and then maybe something like a combination of the squads experience together and then the fatigue they gain over the course of the operation. Those two measures are not particularly important and would not be required to make the system as a whole work – they were just added for flavor.

The fourth rating - “Scout” - is very important to the system. It’s a measure of the Lance’s aggregate speed, Jump Jets, sensors, Piloting skill, Tactics skill, Electronics Warfare capabilities and….whatever else would fit into this overall “scout” paradigm. A high “Scout” rating will open up a lot of possibilities on the operation, often being used as a mission prerequisite or used in a “mission effectiveness” RNG roll on abstracted recon missions that you don’t actually play out on the tactical map. Fulcrum actually has a decent Scout rating given that their Mechs tick the boxes for a number of these considerations, but they will generally be better utilized in direct combat (also, if they brought something like a 3/5 movement Awesome instead of the Jump-capable Thunderbolt, it would torpedo their Scout rating).

With the loadouts selected, it’s time to…..

DROP!!!


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Here we see the planet-side operations screen showing a small theater where we’ll attempt to achieve the objectives of our contract.


In this case, the player has elected to drop both Leopards and their lances right next to Point Ramses. Fulcrum, the Assault lance, is given an Attack order against Ramses, spawning a straightforward mission (in this case, most likely a ‘Battle’).

Jellicles, the Recon lance, has a Probe order. This will be an abstracted mission not played directly under player control unless an interception takes place (ie. Either they get intercepted or they have the option to intercept someone else and decide to take it - in either of those instances there will be an actual tactical combat mission). Even abstracted, this Probe will generate longer-term advantages for the operation which informs the player’s choices and options in later missions - the effectiveness of how this Probe order goes is an RNG calculation based on the Lance’s “Scout” rating as well as the enemy assets in the area. It is somewhat similar to the Covert Operations in War of the Chosen.

Unless Jellicles is intercepted before they complete the mission, it will gather some intel about at least three map nodes: Point Akadia, Point Persimmon and Point Fortuna. It also has a chance of generating intel about any other points, or troops operating in the area or…anything relevant – again, the better the “Scout”, the better the potential of the intel gathered. Also covered by this probe, if Fulcrum’s attack on Point Ramses were to draw enemy reinforcements in, Jellicles would have a chance of intercepting them before they arrived to fight Fulcrum.

The results are:

Turn one sees Fulcrum overwhelm the defenders at Ramses while taking minimal damage – there are no reinforcements. Jellicles also perform their full sweep of the three maps nodes without interruption and gains quite a bit of intel which is visible on the next slide:


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Akadia is now known to be an enemy Supply base, which qualifies as a formal “Asset.” That means it’s can serve as a primary objective.

More importantly, Point Fortuna has some highly interesting going’s on – and they’re time sensitive! Major Tomm – who’s elimination is a secondary objective – is fleeing with only a light escort and an Intel Cache! The Intel Cashe is a primary objective and could potentially be hard to find. Let’s attack now!

That we shall, but due to the “Fleeing” designation, there is a “Scout” requirement to perform the mission, even for Lances in adjoining Map Nodes. In this case, it’s a 3.5 “Scout” rating, which Fulcrum does not qualify for (Also, Fulcrum has low ammo and a bit of battle damage). But, Jellicles has a 4.0 “Scout” Rating and is in position.

Cicada Ho! Jellicles receives an “Attack” order on Fortuna and will attempt to interdict the nefarious Major Tomm and his precious cargo. While Jellicles is not an overwhelming Lance in direct combat, Major Tomm’s forces are at least also light, so they should have a chance (and they can also flee easily if things go badly based on their superior mobility).

At Jellicles presses the “Attack,” Fulcrum regroups. Hysteria came with an allotment of supplies and field refit equipment, so some of the battle damage accrued in the Attack on Point Ramses during turn 1 will be repaired (well, unless they get interrupted by OPFOR incursions from either Point Persimmon or Akadia).

The Leopard Pyromania is on standby for Emergency Evac duty if a Lance needs to withdraw from combat.

Lastly, the Leopard Hysteria is flying back to the Argo to pick up the third Merc lance, Baracus. Normally it would take three turns for Baracus to be able to drop onto planet Untram, but the Argo has been upgraded with a High-Grade Dock, which means that Baracus and the accompanying Drop Assets can be loaded into Hysteria instantly. Baracus will, therefore, be available on Turn 4 to press the attack.

What happens next? Well….


Rhs9Pm7.jpg


Jellicles was successful in striking a blow at the Untram Prosperity Sphere by dispatching Major Tomm – likewise, they overturned a fleeing HQ vehicle before it could get away and secured vital information on the Capellan network’s dispositions on Untram!

Unfortunately, they did incur some damage from the escorting Scorpion tanks and VTOL support craft. Not much damage, but they were rather flimsy to start with, so taking them into any further direct engagements would be a precarious undertaking. They also discovered that at least one Lance of MacGregor’s Armored Scouts has moved into Point Persimmon, which previously looked empty.

Taking all this into consideration, our plucky Mercs decide for two Orders this turn: Jellicles will launch another Probe Order while Fulcrum will perform an Attack Order against the enemy Supply base at Point Akadia. This attack will be greatly aided by Fulcrum having been partially repaired by the Ground Crews dropped off previously by the Leopard Hysteria (these ground crews are also now Attached to Fulcrum and will follow them wherever they go, though at some safe distance back). The original supplies carried by the Ground Crews are almost depleted, so securing the Supply Base will actually be quite useful.

Jellicles Probe Order will hopefully secure some more intel – ideally on enemy forces – and provide some screening against reinforcements coming to Point Akadia.

Finally, Baracus Lance is on their way down in Hysteria and – if all goes according to plan – they will be landing at Point Akadia and reinforcing Fulcrum Lance.

The results are….


pEES6cV.jpg


Everyone is stacked at Akadia, which was taken by Fulcrum, but with some serious degradation to those Mechs. While more ground Crews have arrived and there are plenty of supplies at the Akadia Supply Base, serious repairs to structure or replacement of destroyed weapons are not actions that can be performed in the field.

More problematic is that the elements of MacGregor’s Armored Scouts who were mustering at Point Persimmon have now been reinforced by Untram Prosperity Sphere forces and are launching an attack against Point Akadia! They are led by Captain Kampfhosen as well!

Fortunately, Baracus Lance has landed as scheduled and is able to take up the defense that neither Fulcrum or Jellicles are prepared for.

Should the defense prove successful, the Probe Order that Jellicles performed on turn three has put victory with sight: Point Dublin is a Military Training Facility, which qualifies as an Asset. Destruction of one more Asset means all Primary Objectives will be accomplished and the Mercs can promptly get off this damn rock.

And then? And then?

Well, they all lived happily-ever-after in the palace. No, actually, I need to wrap it up another time, but I think the proof of concept of how this sort of thing could work has at least been communicated here. That is actually my chief objective.

Thanks for checking it out!


Anyone with thoughts?

[Mod edit: spoiler tag added to wall of text]
 
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Yowsa.. that's almost an entirely new level of fighting the game. It can be done.. but it may be a bit much for mod makers right now. I'd love to see it.. Of course I'd really prefer to actually command a company to battalion level force and that is where all them things would come in.. I'm a big fan of combined arms as a point of force multiplier in combat games. So I'd have an aerospace element on call, couple arty launchers missile or gun. a mixed company of armor and infantry. and of course.. my lance with one lance on will call. It is definitely a doable don't expect it any time soon and anything of that scale wont even get started until post Heavy Metal release. We're going to get some real modding support and I suspect some tools to make the job a little easier (Just as soon as folk figure out how to use them.).

The subsystems how ever aren't the issue. An AI capable of handling that kind of force doesn't exist and isn't likely to for the foreseeable future. So unfortunately v AI I wouldn't get my hopes up. PvP however.. that's another matter. Very doable.
 
Would PvP Save Games be possible at some point? Does BATTLETECH even lend itself toward PvP Save Games?

Without something like that, Combined Arms Battalion on Battalion battles would take upwards of 6-12 Hours or more, depending on the timer duration used. Plus without periodic saves, the risk of a dropped Internet connection over those 6-12 hours would likely see the loss of all game data.
 
I think that the player controlling 4 units is about right for pacing.

I'd like to see armored units and infantry used abstractly. The player could upgrade the Argo to get space for armored units and infantry then recruit/purchase and deploy them. Bearing in mind that I'm making this up as I go, they could be used in some of the following ways:
  • Elite infantry attacked to the player's mech lance as spotters: Pick a spot on the battlefield, click "Deploy" and you have LOS in a big circle around that point, with distance preset and modified by elevation and obstructions. There'd be a chance of the friendly infantry unit being damaged or destroyed, either on deployment or during the battle, perhaps modified by what kinds of units the enemy deployed or whether they moved through the deployment area or something like that. All of this is abstracted - there are no infantry visible and the player only controls where to initially deploy them. From that point it's just an LOS buff. Infantry would be affected by fatigue.
  • Light armored units and infantry as scouts: Deploy light armor and/or infantry as scouts or outposts. The player gets intel on enemy movement in the areas where they're deployed, but there's a chance of the unit being destroyed or driven away. The longer they're deployed the more that chance increases. Friendly units will suffer from fatigue after the mission.
  • Light armor and infantry as screens for mechs: Deploy light armor and infantry as a screen for your mech force. Enemies advancing through the screen will take light damage and be identified, giving the player advanced knowledge of the composition of the enemy force. Screening forces that face enemy contact will take damage and/or be destroyed, and will suffer from fatigue after the mission.
  • Medium and heavy armor as a blocking force: Deploy medium and heavy armor to preemptively damage enemy forces or deny them access to an area. Enemy forces trying to advance through the blocking force will take damage and potentially be destroyed, depending on the composition of the blocking force and the opposition. Friendly units would be affected by fatigue.
  • Armor and infantry as guards and garrisons: If the player is assigned to hold a location or protect an asset they can assign infantry and armor to do the job, freeing their mechs to do other tasks. If the enemy attacks the garrison will deal and take damage, potentially driving away the attacker and potentially being forced to retreat or destroyed. If the attacker wins the objective is destroyed. If the defender wins it merely takes damage. Friendly units will suffer from fatigue after the mission.
All of the combat and casualties would be simulated by assigning survival chances and point values to infantry, armor, and mechs. Things would have to be weighted to favor the mechs, but not so much that wading through an armored force is trivial. The affect could be enhanced by eliminating "shoddy" AI mechs and making everything pristine (or close). If recon shows a pristine enemy assault company advancing on the base you're defending it might make sense to deploy a heavy tank company to soften them up a bit, but it would be expensive and you'd take casualties, so it's not a go to move every mission.

I like the idea because it would increase the complexity of the strategic and economic games. Properly balanced it would make for lot of interesting choices. A unit of elite infantry spotting for a lance kitted out for long range combat would be pretty powerful, but there's only so much space, and a platoon of heavy tanks can be pretty handy, too.

Infantry and armor could be hired at friendly stores or gained/hired through those text events. Damaged units could repair over time, to simulate recruitment.

This could also be a segue to new missions. For example, if you deployed an (expensive, difficult to recruit) elite recon team there could be a chance that they get spotted trying to extract, triggering a rescue mission where the team is trying to escape in a commandeered APC and you have to cover their retreat.
 
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...Anyone with thoughts?
I was one of the early forum-goers to agree with Mojo Amok’s Original Post so I never had reason to go back and get a sense of just how our community felt about his ideas.

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So I followed the link in your signature block and was very surprised to see how overwhelmingly positive was our community’s reception of what @Mojo Amok had to offer. : )

I believe feedback of this nature is well worth highlighting for our BATTLETECH Project Leads, @HBS_CaptKerberos, @HBS_Kiva and Ryan (who I see, to recall might be @HBS_RedMenace on our forum, my apologies if I got that wrong :bow: ). For surely Jordan, Mitch and Mike would hear of it in due course if found of value.

And as ever, good luck and good BATTLETECH gaming!
 
Greetings Mechwarriors,

Please consider that we are super close to the point of what would be considered Bandwagoning/Brigading in the trend of some of the posting here and likewise let us please keep the Dev tagging to a minimum as usual out of courtesy. If we have a good idea, just discuss it rather than belaboring how many people agree or disagree.
Before anyone gets any weird ideas you will note my name is first under the list of those who clicked "helpful" in the original thread...


Carry on.
Thank you
.