Contract difficulty variance battletech

Locks the system difficulty throughout the campaign, and changes the base difficulties for the various planets in the system, I tried to keep things relatively simple by having planets owned by factions and not independent around 3-4 while having the independent ones vary more. INSTALLATION: Install the BattleTech Mod Loader from here.

Seems to be that the skull variance really should start small and ramp up either with the contract difficulty, time elapsed, total XP earned, total money earned, or some other measure of progression. A four-skull mission actually being five skulls of difficulty is likely less problematic than a 1.5-skull difficulty mission when you literally just started and are looking for a .5-skull mission Battletech Contracts These contracts come in different categories, employing you to perform unique tasks. Apart from their nature of objectives, these also have varying difficulty levels. All contracts will be lost when you leave the current system, except the travel contract you've taken (if any). Contract difficulties are based on the system's difficulty and the story (the further in story the harder), but there is still a wide range because of luck, mission type, terrain, and other variations. Contracts are .json files that contain a series of events and data related to a Contract type, the actual contents can be fairly varied and most of what is below is currently a guess based on what is known by looking at the file.

5 Dec 2018 'BattleTech Flashpoint' Turns Up the Difficulty and the Drama A mission screen from BattleTech featuring contract terms and a character's�

Contracts would be a lot more fun if the difficulty wasn't tied to campaign progress and had more modifiers. I'm sure others have said it, but it would be nice to have some milk runs instead of every contract being 3.5+ skulls after getting a few Heavy Mechs. You can change the contract difficulty variance to fit whatever you like. The default value is too low for me but I find the postgame to be much more enjoyable since I played around with that and found a balance that I like. Contract Difficulty Variance . Set your Choice of Maxium diffculty Difference between generaterd contracts EAch number is half skull difference to your gloabal difficulty Select between 0 to 10 Contract Payment . This setting controls the amount of C-Bills paid by contracts across the entire game Reworked the mod and added the new Skip Tutorial feature. BT 1.2 compatible. Version 1.1.1a1 Advanced difficulty menu brings to you the default settings and much more. Made from LadyAlekto's modding resource, with all the orginal options up to 25 total. Ive integrated my faster repair and refit settings into this as well. Its unlikely I would bring that option back, without the additional lances for higher difficulty levels you would get either extremely long load times or infinite loading while trying to drop on contracts. Post-Campaign Contract Difficulty Range. Question/Help. Hey all, Do you know if HBS has altered (or plans to alter) the distribution of contract difficulties after the campaign ends? When I searched the sub I found posts that are more than a month old and I'm curious about updates. Ever since I saw the trailer of BattleTech 2018 being

Contracts - You get 50 points for every level of contract difficulty you complete. 1 skull = 2 levels of difficulty. Mechwarrior Experience - You get 1 point for every 50xp gained by your mechwarriors.

The contracts interface. Contracts are the source of income for any mercenary company across the stars and yours is no exceptions. Contracts are taken out via the command center on your dropship and offer you the ability to earn C-bills and salvage. No shame in save scumming. The missions are new enemies each time you start it. So if you reload the same mission 3 times in theory you have a chance of different enemies. Had a mission where it put me against 8 heavy mechs and an assult mech boss. Was doable but took 2 losses and thrashed my mechs. The contracts interface. Contracts are the source of income for any mercenary company across the stars and yours is no exceptions. Contracts are taken out via the command center on your dropship and offer you the ability to earn C-bills and salvage.

Contracts - You get 50 points for every level of contract difficulty you complete. 1 skull = 2 levels of difficulty. Mechwarrior Experience - You get 1 point for every 50xp gained by your mechwarriors.

So to have a chance of maximum difficulty (10) contracts, we need a variance of at least 4 (system (5) + global (1) + variance(4) = 10). This also means that the minimum will be system (5) + global (1) - variance (4) = 2 on a 5 difficulty system. 2-10 is a pretty huge variance for a 5 skull system. The contracts interface. Contracts are the source of income for any mercenary company across the stars and yours is no exceptions. Contracts are taken out via the command center on your dropship and offer you the ability to earn C-bills and salvage.

Contract Difficulty Variance . Set your Choice of Maxium diffculty Difference between generaterd contracts EAch number is half skull difference to your gloabal difficulty Select between 0 to 10 Contract Payment . This setting controls the amount of C-Bills paid by contracts across the entire game

29 Apr 2018 Basically what this does is edit the milestone files that increase the difficulty after doing INSTRUCTIONS- Copy to BATTLETECH\BattleTech_Data\ StreamingAssets\data\starsystem Now I'm getting a nice spread of contracts of varying difficulty. I changed contracts to 10 which is working, also variance to 3, seems to be� Contract Difficulty VarianceEdit. Set your Choice of Maximum difficulty Difference between generated contracts; Each number is half skull difference to your� 2 Jan 2020 Contract difficulty is still there, contract variance is not you mean the modloader from the battletech devs is 1:1 the same thing as the "non� 11 May 2018 Q&A: Building and balancing Battletech 's procedural missions Additionally, when contracts are generated, we vary the difficulty by -1 to +1, run away', and the potential variance in contract difficulty feeds into that mantra. 14 Dec 2019 Seems to be that the skull variance really should start small and ramp up either with the contract difficulty, time elapsed, total XP earned, total� 5 Dec 2018 'BattleTech Flashpoint' Turns Up the Difficulty and the Drama A mission screen from BattleTech featuring contract terms and a character's� 13 Nov 2019 The +10% / +25% bonus to contract payout from optional mission 4) Set your Mechwarrior Experience difficulty to Normal if you want to max�

The contracts interface. Contracts are the source of income for any mercenary company across the stars and yours is no exceptions. Contracts are taken out via the command center on your dropship and offer you the ability to earn C-bills and salvage.