Id like to get some feedback on some suggestions for MekHQ Atb, most are related to contract generation.
If any of them seem useful/practical ill post them on the MekHQ issue tracker. I did some preliminary searches for the suggestions on the issue tracker as well as the forum.
Suggestions:
1. An option in the unit market screen, limited to A rating units, that allows them to pay 1mil cbills (or some other figure) to get an expanded number of mechs in the unit market on the next roll. Basically just like option you get in the personnel market when outside a contract.
Id suggest having the new mechs be from the "factory line" and "mercenary auction" markets, due to them favoring newly produced mechs and mechs common with mercenary units. This would help with rebuilding units after heavy losses. It would help move a mercenary unit more towards recently produced mechs and mechs common with mercenaries rather than a more general IS layout. (Mercenary RAT rather than IS RAT)
2. After 3050, have the civilian units in Extraction missions be fast moving hover/land vehicles or fast/jumping mechs.
Making the battlefields smaller would also work, but then that would make it impossible to use Aerospace Fighters effectively on these missions.
Before 3050, most of the Extraction missions were possible due to the slower speeds and lower weapon ranges, but post 3050 that makes the old civilan unit list have a very difficult time avoiding IS forces, let alone a Clan force. In an Extraction(Attacker) mission, your likely to see the entire civilian force dead before you can even pass into medium range.
3. Have the enemy rolled in a contract occasionally be a Mercenary hired by the Faction. Have them use the Mercenary RAT with a bonus to enemy Quality in the contract. Currently by sitting on Outreach you can get mercenary contracts which have Mercenaries appear as allies in the contract. I would like to have them rolled as enemies occasionally too.
4. For Subcontracts(i.e. the ones that you get offered while on Garrison Duty), increase the number of of lances required to half of your normal max deployment. Also reduce the base pay to the same or less as the base contract.
Currently they only require 1 lance but still offer a higher rate than base pay, which isn't particularly unbalanced when your max lances deployed is 2-3, but when you have 6-8 lances deployed and a regiment sized unit, you can take several of these simultaneously and the retainer pay bonus stacks with the subcontract one, so the base pay becomes pretty absurd at times. Even reduced to the normal base pay rate they will still be lucrative and challenging for the player.
5a. Make it possible for A rating Mercenary units to roll Guerrilla contracts.
Currently in my A rating unit I never see the missions offered. If the Excel sheet is correct, I think its because A rating units get a +2 to the contract generation roll, but Guerrilla required 2 or less.
5b. In the same vein as 5a, make Riot Duty available.
I cant remember ever seeing a Riot Duty contract in my A rating unit campaign. I see them mentioned in the forums, so im not sure if they were removed or my unit rating is too high to see them. Either way, id like to see them come up ocassionally as options.
6. Make it possible to roll rebels(basically the same RAT as the employer) as an enemy on Garrison, Security Duty and Cadre Duty contracts
7. Remove the Morale bonus that you gain on monthly contract morale checks for being an A unit or penalty in the case of lower ranked units, or at least have an option to remove it. These make sense in the fluff universe, but in terms of balancing an ATB campaign, making it easier for B and A ranked units to rout forces just helps a force which is likely winning more battles anyway.
8. Make the first month of any contract force at least one battle in the first week, so you cant get contracts completed with no battles fought. (Lowered intensity in the options makes this more likely, but 7. also contributes to it)
Id also like to put my weight behind:
- (last post in this thread):
https://github.com/MegaMek/mekhq/issues/348On facing a persistent force, which the I assume the force generator might make possible, though obviously would take a lot of work.
I think this would add enormously to giving more meaning to contracts and your enemies in general.
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https://github.com/MegaMek/mekhq/issues/299On having some sort of objectives/areas on a world to fight over. Having a map seems impractical(to me), but a few named generic objectives you need to consistently win battles to take or hold over a 4 or so month period seems more reasonable.
edit: Fixed some line spacing issues.