Comments (3)
One of the things that the lore has always supported, but the rules never have is frankenmechs. From posting by some people who play the game (and weren't very good at it) they were fielding mechs armed with whatever guns they could scrape together and stick on a mech. So I'd like to at least write in the support for people to play that way with engines as well.
Of course, the second requirement would be to actually balance things better, so that optimal and non-optimal designs are much closer together.
Of course, this style may not interested everyone. That's part of the reason I'm including so many switches in the setup section. For example, you can AllowNonIntWalkValues = false, and that will greatly limit the number of engines per mech you have to look at.
from mechengineer.
frankenmechs
yea thats what #5 would even support more
balance
#13 created that issue where one can discuss balance
this ticket is just to make sure we don't add anything that we don't want to stay added for the lifetime of the game
from mechengineer.
I reduced the number of engines down a bit. Right now the game slows down considerably the more items you have. There is a rumor going on that HBS is trying to fix these issues, but I'm not sure about when or how.
Adding engines is now easy, since there is a script that can generate engines component jsons.
from mechengineer.
Related Issues (20)
- NRE caused by specific hardpointdatadef HOT 4
- infinite loading with customised base game mechs HOT 10
- BLR-1Gb LA hardpoint lacking model HOT 4
- SLDF mechs not being migrated to ME modules correctly HOT 6
- Gauss Rifle++ misses out on critical slot adjustment HOT 1
- Better MechLab Vehicle support HOT 2
- Weapon Damage Immunity HOT 3
- Introduce Expanded Critical Damage HOT 1
- CASE not working if CustomUnits loads first HOT 1
- AttackSequence might be null and throwing exceptions
- Ammo Explosions in Head exceptions
- Omni Hardpoint as own icon HOT 1
- Allow per-mech override of prefab mapping HOT 2
- DynamicSlots Moveable slots has no UIName HOT 2
- Engine heatsinks not counting towards heatsink capacity during tutorial HOT 8
- CB/CAC compatibilty issues
- Head destruction -> Cockpit destruction
- Mechengineer creates 2 duplicates of the AC10 HOT 1
- Idea: ComponentExplosion for Armor/External Damage
- Multiply engine weight factors HOT 6
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from mechengineer.