I'm sure this board is filled with lots of requests, but I had some hopefully simple ones to throw on the feature request list.
If the amount of salvage available is less than the contracted salvage, then don't make the user "choose" salvage by painstakingly dragging each piece of salvage and then end up giving all of it. For example:
Your contract guarantees you 5/19 (5 picks and 14 others). But through brutal and wanton destruction you end up with 17 pieces of salvage, because you didn't carefully pick apart the heads and/or legs of that flea and locust and 4 trucks with your UAC20s. Don't make the person drag 5 pieces of loot when they are going to get all 17 pieces; as soon as you load that screen make the determination and auto award all the loot. The person can still review the salvage received after its been awarded.
For most of the game, there are +/- bars, like mech armor in the mech bay or selling gear. It's fine for fine adjustment but if you need to make wholesale adjustments, or sell a lot of Single Heat Sinks and Standard Jump Jets (but not all of them), either a slider bar for coarse adjustment along with +/- buttons for fine adjustment, or even numeric entry, would be appreciated. You already have sliders in the settings menu.
NARC and TAG are horribly inaccurate, especially TAG since it is a laser. Give them a little more accuracy? If this off-balances the game lower the damage bonus(es). It's bad enough the ranges are so horrible for the weight that you carry, you don't really use them by the time you get them.
And finally, I wanted to thank the designers of the Allied convoy drivers AI that need to be escorted. After wasted hours of escort missions after escort missions, when the enemies are down but you can't autocomplete the mission because the next wave of reinforcements don't spawn until one of those little stompable vehicles make it to the LZ (but appear to take hours to think about it before moving, and still get stuck occasionally despite AI improvements), I repeatedly experienced the 5 stages of grief at waiting for the AI to finish thinking (Denial, Anger, Bargaining, Depression, and finally Acceptance). And then it dawned on me, the sheer coding genius required, to have modeled it after a real life road warrior. Thank you. You guys must have great road trips with this guy at the wheel.
Perhaps put in a hidden objective timer, where aforementioned reinforcements auto spawn either when a vehicle hits the LZ OR so many rounds have elapsed (whichever comes first). If nothing else, having that timer come in earlier than some players expected could make the mission slightly more challenging, which it needs to be. That way you can actually just kill the enemies and auto-complete.
Conversely, don't spawn reinforcements RIGHT IN FIRING RANGE of the base or vehicles you are supposed to be defending, so close that the light and medium mechs can destroy at least one building or vehicle before you even have a chance to move, eliminating (keep all buildings alive) contract bonus or outright failing escort mission. Because if you go with lights and mediums, the average player cannot take on the 2/3 heavy/assault lances that bring up the rear, and the Heavies/Assaults don't have enough initiative to move fast enough to prevent that first small or medium building being taken down. Most base defense missions are good about this, but there are one or two that are just ridiculous. If you want to make people pick lighter mechs force a tonnage restriction and/or don't put Assault mechs behind lights.
Mortar/Thumper fire should remove 1 evasion pip for each mech in the field of effect. Think about that one for a second. Conversely, just to nerf it a bit, rear armour should be off limits to mortar fire (just as head damage is). It's a little unfair that you can ambush a Leopard dropping a lance of light/medium mechs with a few mortars before the AI can even move, and score lots of structural damage through rear armour hits (as it is you can lop of more than a few arms).
That's it for now. I took a 3 year break after backing its early development (before release), and it has become a fine product.
If the amount of salvage available is less than the contracted salvage, then don't make the user "choose" salvage by painstakingly dragging each piece of salvage and then end up giving all of it. For example:
Your contract guarantees you 5/19 (5 picks and 14 others). But through brutal and wanton destruction you end up with 17 pieces of salvage, because you didn't carefully pick apart the heads and/or legs of that flea and locust and 4 trucks with your UAC20s. Don't make the person drag 5 pieces of loot when they are going to get all 17 pieces; as soon as you load that screen make the determination and auto award all the loot. The person can still review the salvage received after its been awarded.
For most of the game, there are +/- bars, like mech armor in the mech bay or selling gear. It's fine for fine adjustment but if you need to make wholesale adjustments, or sell a lot of Single Heat Sinks and Standard Jump Jets (but not all of them), either a slider bar for coarse adjustment along with +/- buttons for fine adjustment, or even numeric entry, would be appreciated. You already have sliders in the settings menu.
NARC and TAG are horribly inaccurate, especially TAG since it is a laser. Give them a little more accuracy? If this off-balances the game lower the damage bonus(es). It's bad enough the ranges are so horrible for the weight that you carry, you don't really use them by the time you get them.
And finally, I wanted to thank the designers of the Allied convoy drivers AI that need to be escorted. After wasted hours of escort missions after escort missions, when the enemies are down but you can't autocomplete the mission because the next wave of reinforcements don't spawn until one of those little stompable vehicles make it to the LZ (but appear to take hours to think about it before moving, and still get stuck occasionally despite AI improvements), I repeatedly experienced the 5 stages of grief at waiting for the AI to finish thinking (Denial, Anger, Bargaining, Depression, and finally Acceptance). And then it dawned on me, the sheer coding genius required, to have modeled it after a real life road warrior. Thank you. You guys must have great road trips with this guy at the wheel.

Perhaps put in a hidden objective timer, where aforementioned reinforcements auto spawn either when a vehicle hits the LZ OR so many rounds have elapsed (whichever comes first). If nothing else, having that timer come in earlier than some players expected could make the mission slightly more challenging, which it needs to be. That way you can actually just kill the enemies and auto-complete.
Conversely, don't spawn reinforcements RIGHT IN FIRING RANGE of the base or vehicles you are supposed to be defending, so close that the light and medium mechs can destroy at least one building or vehicle before you even have a chance to move, eliminating (keep all buildings alive) contract bonus or outright failing escort mission. Because if you go with lights and mediums, the average player cannot take on the 2/3 heavy/assault lances that bring up the rear, and the Heavies/Assaults don't have enough initiative to move fast enough to prevent that first small or medium building being taken down. Most base defense missions are good about this, but there are one or two that are just ridiculous. If you want to make people pick lighter mechs force a tonnage restriction and/or don't put Assault mechs behind lights.
Mortar/Thumper fire should remove 1 evasion pip for each mech in the field of effect. Think about that one for a second. Conversely, just to nerf it a bit, rear armour should be off limits to mortar fire (just as head damage is). It's a little unfair that you can ambush a Leopard dropping a lance of light/medium mechs with a few mortars before the AI can even move, and score lots of structural damage through rear armour hits (as it is you can lop of more than a few arms).
That's it for now. I took a 3 year break after backing its early development (before release), and it has become a fine product.
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