Initial Response: The ideas being presented are wonderful... this post is about the issues or features required to make it happen.
NOTE: Only down to Kentares so far... Edits no doubt in future.
AtB fight: *SNIP* Fleeing units Units that have fled count as destroyed (but can't be salvaged by the winning party).
Rescue mission: There's a designated (infantry-carrying) DropShip landed on the map. *SNIP*
For the BV %/kill count make sure to adjust it for Leadership. AtB 2.31 rules Campaign System A428.
Each point of Leadership on the battle commander (highest ranked officer) increases in 5% the need numbe of Merc+Allied forces that need to be destroyed for the OpFor do win the scenario.
There is an outstanding RFE to show BV % on the End Turn Info this might help everyone...
Show BV
https://sourceforge.net/p/megamek/feature-requests/1312/Perhaps even expand it by showing the current status of Victory Conditions. Kills = N (N = Kills, ejects, fled)
There is currently no way to get Spheroid DSs off the map. There is an RFE outstanding for allowing them to Climb to X altitude thereby leaving the map.
https://sourceforge.net/p/megamek/feature-requests/1247/For AtB I would not use BV as a basis for victory/defeat as the BV of units can vary wildly. In some cases where victory is destroy half the enemy force then you can actually gain a victory by taking out the highest BV units which may only account for a fraction of the actual force number. Remember AtB was not design as an integrated HQ product originally. There have been trade offs trying to get AtB into HQ to begin with. Some things just don't translate well :-\
Strongly disagree! Many Princess forces in AtB use a lot of tanks (depending on options and Level) Killing the 4 light tanks shouldn't be a win when there are still 4 Medium Mechs on the field.
As for scenarios... Will have to think about that, but the usual destroy unit X or building Y or even keep X from being destroyed, hold location Y for X amount of turns.
I see this as allowing for scenarios such as convoy protection. Convoy vehicles A, B, C, D, E, F are targets and 50% must survive and flee off board to win.
Hold location X could be to keep a communications building from being captured (infantry entering building would be a capture) or some other strategic target.
Issue... right now there is no way to designate building X, Y, or Z... all maps are Random Generated in AtB and don't exist until everyone DONES out of the Lobby. There would need to be a new feature... generate objectives which would link to the MapGen and Mission Type. Hold Location X is the same problem. The Random Map generator would need an upgrade. Not the least of which is being able to Generate the Random Map and fix it in place in the Lobby. Then display the map as normal and select the Objective or Generate an intelligent objective.
There needs to be a way to tag units in the lobby as well as buildings.
*SNIP* Primary and secondary win conditions. Blowing up the ammo dump (a feature I would like to see) might be your primary objective while a secondary might be to destroy the infantry/armor unit sent to reinforce said dump.
This would make little or no difference in AtB 2.31 as written. +1 for win... -2 for loss. If it is a Player Campaign they would know Primary and Secondary win conditions. Which could be so widely variable as to not be definable in code. At the risk of being rude... why bother?
BV scenarios = All BV % winning conditions could be supported (it doesnt matter if its AtB or not). Also wouldnt hurt if it could track 3 or 4 opposing forces (like the Big Battle free for all in AtB - got one of those yesterday). Also unit count would be nice instead of BV. Also "X" units destroyed in "Y" turns for example.
Again runs into the totally Min/Max ahah! I will kill the 4 Skulkers and leave the Assault Lance of mechs alone issue. The Race thing... Kill X in Y turns could be neat. Shock and Awe FTW!
Target objective = Destroy something (somewhere) in map and retreat in "X" turns. Could be a unit, a building/bridge or a hex (or row of hexes for those scout scenarios).
See above for the need to load a map and select such stuff in the Lobby. Even if the Map is Random.
Taking items = I know that MM doesnt support (yet) items but it could already be a thing to think about. Like Rescue/Extraction but instead of units is one or more items.
There is currently no THING that can be picked up except for Limbs and Trees. If there was... we go back to AtB Random Map needs to be fixed/saved in lobby. If map is selected then need placement for said item. Then we need to talk about the nature of the object being carried. Does it require 2 hands on a Mech, Vee with cargo/infantry space, 1 hand Mech? How many turns to load? A turn is 10 seconds so... things could get complicated. Does the object have HPs? The Unit carrying it takes some damage... how to resolve? How resistant is the object to damage.
Traitor Unit = One or more units changes sides after a specific event or turn (dont know if this is possible in MM).
It could be done but there is nothing in any code to support it. There are no event triggers. Could be done on Turn Count.
Is there a flag in MM that distinguishes a retreated unit (force withdrawal) from a fleeing one (extracted) or its the same for the program?
If it gets off map there is nothing distinguishing between the two. Fled off map is fled.