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Thus resource points captured could be replaced with cash rewards.Ħ. You could force players to buy salvage VTOLs, repair trucks and minelayers, artillery modules and sensor modules for game cash, with items purchased available to drop in game, subject to a mission cap variable per the mission.
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As spam salvaging is a 'tactic' for the game it may be desirable to raise the tonnage limits in later scenarios if salvage is to be limited.ĥ. I recommend a hard limit on salvage VTOLs, and a hard limit on after action salvage too, you could combine both into a salvage limit, so if the salvage limit is three and you salvage two mechs in game, you can only buy one wreck.Ĥ. Please re-point resource expenditure to encourage such things as artillery modules, airstrikes etc. Smart players learn to you resource points for mech reclamation only with a nod to repair vehicles and the situational minelayer. This could be justified by claiming a limited supply of clantech basic supplies like particular grades of lubrication oils, clan ammo.ģ. It might help if you had a hard limit to how many clan mechs you can field at once, starting at one, rising later to two or three. I refused to do so for game colour reasons. Because of the superior punch per ton taking clan mechs only is a no brainer. This does mean you can get in 'trouble' if you accidentally switch back your tonnage limit but you can always reload to the previous end of battle save to reset this.Ģ.
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I like the option to buy additional drop weight, however the benefit for lowballing should be no more than 3000 Cbills per 5 tons, incrementing at 10000 CBills the other way as usual.
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