Hard Light Productions Forums

Hosted Projects - Non-FreeSpace => MechCommander OmniTech => Topic started by: Avarclon on June 21, 2011, 01:11:40 pm

Title: Greatings, Congrats and some ideas
Post by: Avarclon on June 21, 2011, 01:11:40 pm
Hi people, i just found this while checking FSO project state and i tried this revisioned MC2. It looks promising and i wish to make some observations and throw some ideas away:

I know you guys want to keep this game difficult balanced and such and the know issue with tonnage mission limit ( which gives you great money if you lower it ) will be addressed soon, but i think you should think about the current cbill rewards for the mission objetives completion. I mean... the player is just a merc, and mercs do this for money. If they dont get enough to buy new assets and buy spares or new equipment they packup and leave to another place looking for more profitable contracts. Im sure there is a way to keep its difficult balanced without make the player poor man and keep him going.
The salvage currently is getting a wrong way imo. You just allow the "combat salvage" in mid-battle to deploy a salvage craft, patchup a fallen mech cockpit and bring it back barely operative, being limited by RP and free pilots. Meanwhile the usual and, lets say, more "cannon" salvage way of deploy that salvage and recovery team than any merc team have and get the spoils from the field.
I would add some ideas here:
Title: Re: Greatings, Congrats and some ideas
Post by: Karl on June 26, 2011, 04:43:10 am
Hi Avarclon,

Thanks for your input. I am fairly certain that 99% of people are not satisfied with the MC2 salvage situation mostly because it can easily be abused to generate large amounts of c-bills very quickly but also because the game neglects the effect of battle damage on the mechs (even player owned mechs) which is very unrealistic. Currently we have plans to modify the salvage system resulting in a more MC1/MCG style salvage system. This I believe is part of the general revamp of the logistics that Magic is currently working on which will see the logistics being a lot more strategic (the way it should always have been). We have internally discussed the use of salvage vehicles but currently there are no plans to implement salvage vehicles into MCO. As for salvage craft usage, we are not going to alter this to my knowledge, we will still allow the mission designer to decide if they would like to make the salvage craft available to the player in-mission (If you have a play with the editor in the mission menu there are options to disable and allow all the different resource point driven game dynamics for the current mission you are designing)

Once again thanks for the input as a team we really enjoy the interaction and exchange of ideas

Karl