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KickStarter BATTLETECH - turn-based mech combat from Harebrained Schemes

Bohr

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https://www.pcgamesn.com/battletech/battletech-update-13-career-mode

BattleTech: Flashpoint comes with a free arcade mode and ally-only shops

battletech-flashpoint-1-580x334.png


BattleTech’s coming Flashpoint expansion will land on the same day as a free update, version 1.3, which will add an arcade-like Career Mode.

This mode sidelines the main story, and lets you “just test yourself as a mercenary commander flying around,” says game director Mitch Gitelman, speaking with us at Gamescom the other week. Career Mode will include a score, just like in the ’80s: “We’ll judge you!” laughs Gitelman. “Anywhere from green recruit all the way to legendary mercenary, maybe even beyond there. No tutorials, no nothing, just get in there, and without the story missions there’s no more big paydays of million C-Bills. So we’ll see how that goes.”

1.3 will also overhaul the reputation system. “One of the key things is you’ll be able to become an ally of one of the factions in the game,” Gitelman says. “That’ll give you access to an ally-only store, where you’ll get special equipment and discounts.” If you prefer the other side of the tracks, mechwarriors with a criminal background will be able to access black market stores, to procure goods of more dubious provenance.

Again, all of the above is free in update 1.3, which lands day-and-date alongside the paid Flashpoint expansion. We’ve already heard a little about what Flashpoint adds to BattleTech, with the titular feature being ‘flashpoints’. These are “BattleTech short stories”, Gitelman says: short strings of linked missions, each of which has a major branching decision to make. They’re time-limited, so you might be forced to choose between flashpoints, missions, long-distance galactic travel, and other pressing engagements.

Flashpoint will also add a new alien tropical biome, whose higher humidity will improve your heatsinks, and three new mechs. These are the Cyclops, a 90-ton assault/command mech; the Crab, a 50-ton medium mech; and the melee-focused, much-requested Hatchetman – the first mech desgined by original BattleTech artist Duane Loose.

The Hatchetman stars in the announcement trailer, which you can watch above. All of this content comes hot on the heels of the recent 1.1 and 1.2 updates (though the latter is still in beta), which between them add a memorial wall, tuned morale systems, the ability to name manual saves, and more.
 
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Cael

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This mode sidelines the main story, and lets you “just test yourself as a mercenary commander flying around,” says game director Mitch Gitelman, speaking with us at Gamescom the other week. Career Mode will include a score, just like in the ’80s: “We’ll judge you!” laughs Gitelman. “Anywhere from green recruit all the way to legendary mercenary, maybe even beyond there. No tutorials, no nothing, just get in there, and without the story missions there’s no more big paydays of million C-Bills. So we’ll see how that goes.”
You don't have cost for ammo. You let us create entire 'mechs from a foot, a thumb and a nose. There is no economy!

You stupid dickhead assmuncher! The top scorers would be those that played the game the longest.
 

tindrli

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what i really hate about battletech among other things is that video sequence ( movie) when traveling between systems. im just sick of it. also thinking of it they could show a map with our ship represented by moving DOT or something and all that video sequence put it right there in a form of small screen if tey want to show it so much ff. It would change everything for the better
ZYpFpXN.jpg
 
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Darth Roxor

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what i really hate about battletech among other things is that video sequence ( movie) when traveling between systems.

YES

It's completely fucking pointless (unless it's just another way to mask loading times but I have my doubts).
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
what i really hate about battletech among other things is that video sequence ( movie) when traveling between systems. im just sick of it. also thinking of it they could show a map with our ship represented by moving DOT or something and all that video sequence put it right there in a form of small screen if tey want to show it so much ff. It would change everything for the better
ZYpFpXN.jpg

This style of framed movie clips were in vogue for games in the 90's when the designer of this game still had a cock.
However cool and elegant this would be, I don't think she wants to be reminded of that era.
 

ZeniBot

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This style of framed movie clips were in vogue for games in the 90's when the designer of this game still had a cock.
However cool and elegant this would be, I don't think she wants to be reminded of that era.

Did you just assume Xi's Gender? I'm reporting you to the Reddit Gulag.
Really though, fuck those cutscenes right out of the game. The sandbox expanded map mod was the Battletech game I was expecting. Their story was garbage. All they had to do was remake Cresent Hawk's Inception. That story alone shits all over this games. Westwood ftw.
 
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tindrli

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it would make that map meaningful. not to mention that most of the time we would be watching that map so they could add tons of stuff on it and make it interesting for a change
 

Destroid

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what i really hate about battletech among other things is that video sequence ( movie) when traveling between systems. im just sick of it. also thinking of it they could show a map with our ship represented by moving DOT or something and all that video sequence put it right there in a form of small screen if tey want to show it so much ff. It would change everything for the better
ZYpFpXN.jpg

This style of framed movie clips were in vogue for games in the 90's when the designer of this game still had a cock.
However cool and elegant this would be, I don't think she wants to be reminded of that era.

That was only for technical reasons, they all secretly wanted to do full screen video but the hardware of the time didn't allow it.
 

Cael

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That was only for technical reasons, they all secretly wanted to do full screen video but the hardware of the time didn't allow it.
They would have had the time if the cock hacker didn't have to spend time in the hospital for his bout of self-mutilation.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-2-flashpoints.1118721/

Internally we’ve been describing the Arano Restoration campaign as “the BATTLETECH movie”, with the idea that we’d then be able to do “the BATTLETECH original series”.

To make this happen, we needed to add some additional infrastructure to our content systems -- a framework to manage the various contracts and conversations and events. In the original Kamea campaign, we used a mechanism called “milestones” to manage the flow of gameplay through the content. For our new infrastructure, we needed to expand, polish, and make generic the milestone system.

We call the new system "Flashpoints", and it’s kind of like a Swiss army knife for creating longer-form content than our single encounter model. Flashpoints represent a sort of "campaign construction kit", with all the parts needed to build small, bite-sized episodes of story, and then tie those episodes together into longer narratives.

When we talk about how the game is procedural, that’s a misnomer; we don’t actually randomly generate our content. The maps are hand-sculpted; the encounters are placed on them by hand, and the contracts that layer story over the encounters are authored one at a time. The apparent randomness comes from the way these parts work together to make an actual game experience. We call it "curated procedural content": content assembled from carefully designed components.

The Flashpoint mechanism is an extension of the "curated procedural" idea into longer-form stories. We have encounters and their contracts, which are the basic building blocks of a story - you fight a patrolling lance of ‘Mechs; you assault a base; you escort a caravan of rescued prisoners to a pickup location. Within the Flashpoint structure, we connect those into a single, continuous story - you fight a patrol to clear a path to a base where your employer’s people are being held prisoner; you assault and capture the base, neutralizing its defenses and the lance guarding it; the prisoners are loaded into vehicles and you escort them to a pre-arranged extraction point, defending their convoy from the enemies that had captured them in the first place.

In addition to the sequenced contracts and encounters, we’re also adding branching conversations to the Flashpoint infrastructure, to provide both story context -- a briefing from your employer, or a conversation with your crew -- and moments of choice. The Kamea campaign was necessarily linear, because we were building highly-specific content, bespoke encounters on bespoke maps, and that doesn’t leave a lot of room for variation beyond minor cosmetic things. By assembling these short episodes from the curated building blocks of encounters and contracts, we streamline the fiddly technical work of putting a story together, and we’re able to focus on the storytelling. Maybe your employer has a side job she’d like you to look into on the way. Maybe there’s an ethical line your employers are crossing that you’re uncomfortable with. Maybe you can choose a larger strategic goal -- destroy a logistical base, or capture a communications station -- with different repercussions to the overall campaign.

Flashpoints have two other exciting aspects as well. The first is that we’re introducing the idea of rare rewards for completing Flashpoints, in addition to the normal rewards and salvage, because they’re longer and more complex and more difficult than one-off contracts. In some cases, we’ll be asking you to do multiple missions back-to-back, with no chance to repair or heal up your pilots, so you’ll need a much deeper bench of both ‘Mechs and MechWarriors to handle them. But you’ll have the chance to find rare weapons, ‘Mech upgrades, and even LosTech items as possible rewards, on top of the usual c-bills and salvage. So branching choices and cool bonus rewards are what make Flashpoints something you’ll want to play.

The other really exciting part of this new structure is that Flashpoints are all data-driven. They’re built in human-readable JSON in the exposed and easy-to-access asset directory. That means it would be pretty simple for someone to use the structure to create their own Flashpoints. Or even a longer campaign. Which we don’t officially support, of course! But… just saying.
 

santino27

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My team has the sexiest and deadliest waifus you can recruit.
It might be because I'm not a Battletech purist, but I actually enjoyed the game (system transport cutscene not withstanding) quite a bit. Flashpoints and user-created mini campaigns sound good to me.
 

Bohr

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New dev diary, touching on loot in the Flashpoint expansion and "diving into a big revision to Stores that’s going to appear in our next big free Update, 1.3."



Shop Revisions

Hi! For those of you just joining us, I’m Kiva, the Lead Designer on BATTLETECH. In our third dev diary, we’re diving into a big revision to Stores that’s going to appear in our next big free Update, 1.3. I’ll also talk about Flashpoint Rewards and how the new Store system factors into them.

An interesting tension in the development of BATTLETECH has been the opposed forces of “story campaign game” and “simulation sandbox game”. From the beginning we knew we wanted to do both, but a lot of the early design work was squarely aimed at the sandbox. Shops are an excellent example of this design focus.

If you’re a modder, you’ve seen the jumbled way we assemble the contents of a shop. The intent isn’t to create a consistent shop experience, but to give a random cross-section of possible gear and weapons and supplies that seems appropriate for the location you’re in. “Appropriate for the location” is the key phrase there -- the underlying principle is that we don’t have to look at each individual planet to construct its shops. We could, for instance, expand the game to cover the whole Inner Sphere, and as long as we tagged all the systems in reasonable ways, the shops would just naturally work themselves out.

Unfortunately this approach collided with the story campaign very early on, when we realized we wanted to provide a path for people uninterested in sandbox play a route through the campaign. That meant scattering ‘Mechs -- the Griffin and the Dragon, in particular -- in front of the campaign player, where they could buy them and fill out their roster. Sandbox players would be gathering parts of ‘Mechs from side content, and increasing their drop tonnage organically, but campaign players were in for a nasty surprise if they tried to take their Weldry-capable lance to Smithon.

We had to break the shop concept for those ‘Mechs, in those systems. Modders, again, will see the hacky work-around we used, in which a special shop file looks for a tag that contains a system’s name to include itself. It’s ugly, but it worked. But it got me thinking about how I’d like to control shops if I had the chance to go back and revise the system.

The new model for shops is far more deterministic and structured. Rather than a large pool of undifferentiated items, we’re creating weighted tables of items, and a given planet will have a selection of tables on which it “rolls” to pick out what will be in its inventory. Instead of hoping that particular items will show up, we can directly force them to, or we can let random chance pick a handful of interesting things from a given category. (Old school nerds: the process is very much like rolling up loot on the treasure tables in the back of the AD&D Dungeon Master’s Guide.)

Here’s an example of the shop table, for minor Liao systems.

ASSysoDJvWrY4E5c4OHu8FGBNY7UVS15jhB8siKktF2CDEwYhIcevZPJIAoSmFNdtEFYbBJja9dlwGAtRo9tCfEXeNgV6ybAjMqqex0NNE80EBS1YEfE42mEg3rTvgM2PSUc9KnL


The system’s shop will include all possible base ammo types (that’s what the 0 means -- a Reference type, plus a 0, means “include the entire contents of the referenced table”), and all possible base components, meaning jump jets and heat sinks. It will also include 5 “stock” weapons, chosen at random from the named table, and 2 non-stock weapons from Liao-specific manufacturers.

Here’s the shop table for “Weapons_Liao_common”:

DdNKb5jFnmwVynf_aM671NRFnimDU8mD_1aAkWAl0epOgYr0xy4g_6-1SrLNoxr8bgMEAGGwjSwv6Ieo3qIeksJWweQNbdsO_WnjaYjOLZHFN0eCBKr3uVaJkXy1rLAw3L9STe2j


You can see that we’ll be picking from manufacturers with a strong presence in the Capellan Confederation: Mydron, LongFire, Ceres Arms and Holly. We’ll get one roll on whichever manufacturer’s table we happen to choose when we pick one of these entries at random.

Here’s the table for “Weapons_LongFire_common”:

fbg5hjTcpWB2aCJ-sjKJ0ywyyNd6fqqq0jrJq-95AkmImxwNTiUzbbtZUniCY5jDaMr17G6qeomGw_BCfWF4gkiB1TLrNKkSMz0wC5PqENKDOPTCI8_-npp00hH9ySLTHS3aKM3u


In this table, there’s a new wrinkle: the final column, Weight, isn’t all the same. That means that when we roll on this table, there’s a higher chance of getting an LRM5 than an LRM10 or 15. (The chance is 10/24, if you’re curious.)

By creating a lot of these tables, in a lot of detail, we can get extremely specific about what items are in which shops. We can include extremely rare tables, with items you’ll almost never see, and sprinkle them like seasoning across a few important systems. Here’s a sneak peek at a table you probably won’t see very often in play:

UXwh1TQrjboG1z52dllaeLTjgBgGlHFD--dKlBrxToHAQpah-T5qgq869k0X2P-aDCFq4_Bi5WEhnyYEhK6vlAXTPewBNApaAjtuAeGyYIxu5LHFrsFuTIqKHxquxrOAvaax34u_


What you will see in play is much more highly tailored shops, including both black market shops for the criminally-minded, and faction-specific quartermaster shops only accessible to closely-allied mercenary groups. You’ll be able to predict a shop’s contents a bit more easily, and we’ll be able to create very specific content-driven shops for interesting planets, Flashpoints, and story locations.

Flashpoint Rewards

We’re going to be using shops a lot more aggressively as rewards, as methods for getting interesting items into the game, and as a way to gradually introduce new items into the game economy. And we’re going to use these Item Collection mechanics for something else entirely: random treasure rewards for completing Flashpoints in our first Expansion.

We think loot is cool, and it’s a great motivation to finish a Flashpoint. But it serves an additional purpose as well. When flying around the Periphery earning your mercenary pay, mission choice is often a matter of trying to predict what ‘Mechs will be present, with what weaponry, and withdrawing if the OpFor isn’t interesting to salvage. So we want a way for you to predict -- at least partially -- what kinds of loot you’ll get from doing so.

SElV86iT8WZD9IFBt755U9SW9S9qP0gqKD_aM6xGQ3QCZPUb-benMsZB81oY1OyI2Oh3GSUA28bba9FFMYsphs6ZnO5s71hoVsKDQKLu9dpl4aMTFZrE6lLRxwOhTgwmMwYk9K-2


I mentioned previously that this was very much like treasure tables in the Dungeon Master’s Guide, and that’s not accidental. A weighted table for picking items is a useful way to construct shops, but it’s just as easily used to construct a random reward or collection of rewards.

Perhaps you’ve completed a major Flashpoint for the Draconis Combine. You’ll get the payout that was agreed on -- c-bills and salvage, as usual, as well as their gratitude. But this Flashpoint was hard, and had you doing back-to-back missions with no time to repair or refit. You want more than just the usual rewards to take a risk like that.

And the Kurita rep agrees: you’ve done a great job, and you should get three of these:

HxZDNIdwW3uugZ-8trsvbiJeNaWlyQBhZYNdboC86eg4a4vrDAsz2LjW8oascLqsrVPVAXB6BrzbnSE318cICwYq56jkvsPKhJHXlhZoMbFjR1_53wA0PQfWoSE889OGQrXh5x6F


Throughout all the Flashpoint content, we’re going to be including special rewards like these. You won’t know what you’re going to get in advance; in this example, you might be told that you’ll get “Rare ‘Mech Parts”, but otherwise the specifics of the reward aren’t known, and will be different each time you play the Flashpoint. Different factions will offer different rewards, depending on both their power and influence, and what sorts of technology they’re likely to have on-hand.

We’re pretty excited about how this new model will allow us to fine-tune both shops and rewards, and give you interesting reasons to choose one Flashpoint over another, or visit one system over another. If you have any questions, we’ve got a livestream coming up shortly and I’ll be on hand to give you answers!
 

Infinitron

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https://www.kickstarter.com/projects/webeharebrained/battletech/posts/2300152

Linux Beta is LIVE!

The long-awaited, much-anticipated Linux version of BATTLETECH is now available in Beta on Steam! When it goes live, the official Linux version will release on all supported distribution platforms. If you are a Steam Linux user interested in participating in our Linux Beta, you can opt-in to the "public_beta_linux" branch on Steam.

If you're interested, we've also published release notes along with our live Update 1.2.1 release on Win/Mac.

Please post Linux bugs in the Paradox BATTLETECH bug report forum.

Linux Known Issues
  • When customizing the name of a ‘Mech or a Lance, the characters you type are doubled. So a W would appear as WW. Some menus may be extra light or extra dark depending on your system’s screen resolution.
  • Some menus may be extra light or extra dark depending on your system’s screen resolution.
  • Hyperlinks are not functional on SteamOS only.
  • Logging into a Paradox account always ends in a failure on the first attempt on SteamOS only.
  • Multiplayer on SteamOS has intermittent connection issues (better as host than joiner). Refreshing the save game list can sometimes hang on the main menu. Restarting the game should fix the issue.
  • Refreshing the save game list can sometimes hang on the main menu. Restarting the game should fix the issue
How are the Localized versions of the game coming?

We are still hard at work on the French, German, and Russian versions of the game and our translators have delivered a full first pass of all the text in the game. We still have a lot of testing, bug fixing, and adjustment ahead of us, but this is a big milestone!

If you weren’t aware, this thread is the place to find the latest news on the state of localization.

Thanks for your patience and your support!

- HBS
 
Unwanted

Slavegal

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You know, they hired a dedicated AI programmer for this game.
Has this been any kind of visible in the gameplay?
Last I've seen, if you meleed a mech onto the ground, he would stand up and run away unstable with his back turned just so that he could meleed and knocked down again...
 

Bohr

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Sandbox mode in the upcoming 1.3 update

https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-4-career-mode.1123028/

Hi, folks! It’s your very own Design Lead, Kiva, back for another developer diary. This time we’re talking about Career Mode, the free 1.3 update feature that will allow you to explore and play in the Aurigan Reach with no story pressure or travel constraints.

Since very early on in the development of BATTLETECH we’ve been thinking of the game as a sandbox. Here’s this big swath of space dotted with almost 200 star systems, each of which has interesting tags and details and descriptions and missions. Our game systems are designed to function at that scale, with procedural construction of shop contents, mission availability, and difficulty.

When we started talking about how we wanted the game to play, we soon realized that there were two different gameplay styles we were trying to present simultaneously. In the game as implied by the system design, players would wander all over the game space, looking for missions that interested them or that would offer rewards they needed. In the game as implied by the narrative design, players would stay in a relatively confined region, pursuing important story goals and advancing their mercenary company primarily as a means to become powerful enough to succeed in the next story segment.

In the end, we decided to emphasize the narrative design choices, because we recognized that this would be a lot of players’ first experience with the BATTLETECH universe, the ‘Mechs, and the weaponry. There’s a lot of complexity and depth to the setting, and that depth wasn’t going to be easy to explore without a well-marked path to follow. The Kamea Restoration campaign (in addition to being a good story!) accomplished that goal: it gradually introduces factions, technology, and setting concepts, giving a new BATTLETECH fan time to take everything in.

But! That doesn’t mean we forgot the overall sandbox concept. Far from it; as we talked about our plans for the future of BATTLETECH, the open-ended nature of the game was always foremost in our conversations. The space in which we set the game was largely unused, despite all the work we put in detailing every single planet and star system in that space. (We have a spreadsheet that includes the stellar class of every one of the 170 systems in the Aurigan Reach.)

When we were planning our first big expansion to the game, we knew we wanted to return to that initial sandbox concept, and see where it would take us. Enter Career Mode. In Career Mode, you can go wherever you’d like; there are no restrictions on your travel. You can take any mission from any faction, assuming they like you well enough to be willing to offer it to you. Difficulty slowly scales up as you become a more widely-recognized mercenary commander, rather than scaling up by story milestones. Without the Restoration missions and their huge payouts, you’re scrambling for the C-Bills to pay salaries and upkeep; you’re also not receiving any ‘free’ ‘Mechs from the plotline.

Career mode isn’t necessarily more difficult, though. There’s no pressure to complete story objectives, or get powerful enough to take on some of the nastier Restoration missions. You can wander around in the less-dangerous parts of the region, taking on routine challenges to build up your bank account balance.

An obvious question is “How is this different from playing the game after the Restoration campaign is complete?” We asked that too, and we looked at what people had to say about the post-campaign gameplay. What we saw most often was ‘there isn’t much to do after the campaign.’ We’ve talked a lot about Flashpoints, and that’s one of the key ways we’re addressing that question, but we also thought a lot about other open-ended games -- Sid Meier’s Pirates and Civilization came up -- and we decided to include a scoring system.

For every area of achievement in the game, we assigned a possible score. For instance, we give a point value to each c-bill you ever earn in the entire game. We assign points to each contract you complete, based on its difficulty. Collecting ‘Mechs, visiting all the star systems, upgrading the Argo; all told, there are more than 15 different ways we rate your overall performance. Some of them are quite simple; you should have no trouble maxing out your Morale bar. Some are very, very difficult, and you’ll need to struggle to get them all and receive the highest possible mercenary rating. (Mitch and I will give you a sneak peak of the ways you’ll be rated in an upcoming livestream.)

The catch, of course, is that there’s no end point to the game. You can keep playing as long as you want, letting decades of game-time pass. To make scores meaningful, we needed to limit that open-endedness. So we’ve added a time limit of 1200 days. You can keep playing after that, but at 1200 days we calculate your final score and display your final ranking, and then we stop tracking score. This means that if you choose, you can compare your final results with others, share screenshots of your ultimate ranking, and compete to try to beat the scores of others.

Why 1200 days? Because that puts the game date somewhere around mid-3028, and we’re well aware of the lore events of 3028...
 

Country_Gravy

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So at what point do I go back to this and start over and rip through the campaign?

Are they going to open the entire IS with Sandbox? That sounds like the game I want.

I wouldn't mind finding some rare "signature mech pats" and putting together some of the famous mechs from this era.
 

ArchAngel

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So at what point do I go back to this and start over and rip through the campaign?

Are they going to open the entire IS with Sandbox? That sounds like the game I want.

I wouldn't mind finding some rare "signature mech pats" and putting together some of the famous mechs from this era.
Still not the game you want. It will become aimless and pointless repeat of same missions trying to stay above your monthly upkeep.
They need to add much more than just go anywhere and compete vs other players in 1200 days.

They need to add factions being able to conquer other faction planets with or without your help. Then some special missions connected with special goals, like being able to get rare mech gear through completing them.
Or special missions that let you steal enemy Mechs.
Then they need to add other mercenary companies that you meet here and there on missions and they remember you and after a time become your adversary, even show up on random missions to try to fuck you up (and you can do the same to them).
And game needs more basic mission types, what they have now is not nearly enough to play sandbox with.

And many other things.. I don't expect them to add any of that shit, but maybe some really motivated modders do.
 
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Bracing for the inevitable comparisons of Career Mode and Roguetech mod.
The biggest problem with Roguetech is all the OP Losstech they just have lying around. That stuff breaks the game in two. Enemies with it can destroy you in a turn and if you have it you can steamroll the entire map. If they just took that out it'd be much better.
 

Trithne

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Bracing for the inevitable comparisons of Career Mode and Roguetech mod.
The biggest problem with Roguetech is all the OP Losstech they just have lying around. That stuff breaks the game in two. Enemies with it can destroy you in a turn and if you have it you can steamroll the entire map. If they just took that out it'd be much better.
> Roguetech not being a pile of broken OP kitchen sink bullshit.

Hah.

RT is the poster child for why most mods are shit. It's so memory intensive if it doesn't straight up crash your game on launch it'll run like shit, they fucked all the math because "muh difficulty", threw in a shitload of barely canon shit because it's cool, and half the mod is just other mods slapped in there, but if you call it out on this you'll get dogpiled by the Roguetech defence force.

My favourite part is that you can't even discuss the vanilla game without an influx of Roguetech evangelists telling you how you should play the game.

And there's nothing remotely "Rogue" about it.
 

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