Is it possible to get a version that has the structure 4x increase but armor repair still takes a bit of time? like 0.01 instead of 0.05? There is a new mod adding random delay between multi mission ops, kinda wanted to try to deal with some armor repair needed in that time frame but the other mod doing this doesn't increase structure cost/time, thanks!
It seems like instant armor repair makes it a little too easy for multi part missions. Having it take a day or so would still require you to have additional mechs and wait until the following mission to re-use the same mechs with full armor.
There is a prep time mode that gives you a limited random amount of days between multistaged mission you can use to repair like 8 days, that would fit very well how i percive the lore descriptions of field repairs that Armor is rather quickly but not instantly replacable but all other stuff takes ages.
Would be great if this mod was adjusted so that armor repairs take a short amount of time and become synergetic with the prep time mod...
Would the "Lore Style Day 1 Armor Repair" mod overwrite the values of this mod? That would be a quick and dirty short term solution if so...
Thanks for making this; it literally made the game feel fully playable, to me. I don't mind the 2X vs. 4X penalties too much; it's enough to get 'mechs through missions and be able to get their armor refreshed before the next fight!
Really like the mod, but feel 4x time and cost is a bit excessive. Could you tone it down a bit to 2 or 3x. Maybe an optional file? Heh seems I've repeated another post. Sorry about that. :-)
+1 for making a second version of this mod where the internals repair is only 2x more cost and 2x more time. Also maybe a version where the internals repair has the 2x increased cost but no increased time.
Obviously I don't agree! Being able to repair the armor is crazy overpowered by the games balance. Normally to do multi missions would run 12 mechs and all the costs that come with that. Monthly mech and internal damage repairs for multiple mechs. The time is really to make you live with the damage. Its funny i just finished a massive campaign with friends and in about 10 hours play we ended up with 15 x 100 ton mechs and over 37 million c-bills and we were talking about increasing it to 8 times normal, as 4 times was interesting but did not make the game any harder.
I think it just sounds more scary than it actually is, but at the end of the day! It is your game and you can play it however you like :D Optional file added for only double internal time and repairs.
4x or more would be ok if it was only field repairs. I suppose there's no way to only make it only work in the field and not in industrial zones as you're not doing field repairs there. Oh, and thanks for the work you're doing.
I love this mod! Thank you! I like that it makes internal damage a bigger deal. Really makes long tours in conflict zones more consequential! I like that it forces me to go into more fights at not 100% if I don't want to sit and wait for repairs forever.
I only have one problem: trying to convince my more casual playing friends that 4x internal repair penalties is not that scary and a fair trade for zero-time armor repairs. I keep telling them its worth it to be able to do multi-missions with only 4 mechs, but they won't listen to me. lol.
Would it be too much to ask to make a second "toned-down" version that keeps the zero-time armor repairs, but reduces the internal repair penalties to 2 or 3x version? Maybe somewhere in-between? You could add it to this mod page as an "optional" version.
I can't change their soft boi ways, but I think they would find an easier version more agreeable and I would still be happy because it addresses the lack of armor repair option with multi-missions. ;)
Does not seem to work for me with the latest build, not sure if I'm doing some thing wrong but just go into the load out and repair amour only still gives a timer on completion and is not 0 days.
I'm afraid that is not much to go on! I would say check the mod is active and that you have restarted your game. All so that only armor repairs are what you are actually selecting at the end of mission. All so ensure there are no conflict warnings in your mod panel. Other than that, the mod seems to be working fine for me and my friends so i can't see why it is not working straight of the box.
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P.S.: I'm staying in version 1.1.300 with Heroes of the Inner Sphere only as i like playing modded and we all know updates and DLCs break mods :D
I believe it will still work with YAML though.
Completely necessary mod:)
It seems like instant armor repair makes it a little too easy for multi part missions. Having it take a day or so would still require you to have additional mechs and wait until the following mission to re-use the same mechs with full armor.
Would be great if this mod was adjusted so that armor repairs take a short amount of time and become synergetic with the prep time mod...
Would the "Lore Style Day 1 Armor Repair" mod overwrite the values of this mod?
That would be a quick and dirty short term solution if so...
Love the way you balanced it out.
I think it just sounds more scary than it actually is, but at the end of the day! It is your game and you can play it however you like :D Optional file added for only double internal time and repairs.
I only have one problem: trying to convince my more casual playing friends that 4x internal repair penalties is not that scary and a fair trade for zero-time armor repairs. I keep telling them its worth it to be able to do multi-missions with only 4 mechs, but they won't listen to me. lol.
Would it be too much to ask to make a second "toned-down" version that keeps the zero-time armor repairs, but reduces the internal repair penalties to 2 or 3x version? Maybe somewhere in-between? You could add it to this mod page as an "optional" version.
I can't change their soft boi ways, but I think they would find an easier version more agreeable and I would still be happy because it addresses the lack of armor repair option with multi-missions. ;)