Curveball idea to discuss - SLF pilot health/readiness

I've been playing a bit of mechwarrior 5 mercenaries this year, and they have crew mechanics for managing the other pilots in your "lance" ("wing" of mechs), but if the pilot loses a mech, they are injured and not available for a while until they are fully recovered. I was wondering about this sort of thing as an option for elite? I think for this to work the pay structure would need to move away from the percentage model, but its needed to move away from that for a long time. However, initially SLF pilots went down with the mothership, In January the pilots federation educated SLF pilots on the use of escape pods [/RP] so now you "rebuy" them like a module on your ship, I was wondering if we couldn't use the mech warrior 5 idea of pilots being injured in ejections, leaving them unavailable for a while? So if a pilot loses an SLF, no injury, if you or they lose the main ship they are on, they are injured, by a RNG percentage, and their recovery would be a time based process. This would give yo a legitimate reason to have more than one pilot on the roster, and bring back some of the grittiness of the games (supposedly) harsh galaxy.

As a "stretch goal" I'd also like the retweak of theSLF pilot mechanisms to also incorporate the ability to carry 2 SLF pilots on a ship with a class 6 or higher hangar, and thus launch 2 SLF's simultaneously.

OK, that's all I have for now, but I look forward to hearing your thoughts on the idea, and if it is predominantly positive feedback I'll flesh it out and make a suggestion post.

Cheers - Jay
 
This is a common mechanism in strategy games, and I'm for almost anything that makes those extra crew slots meaningful again.

However, I don't think Frontier cares, and the broader community doesn't seem to be interested in anything other than handouts and freebies.
 
This is a common mechanism in strategy games, and I'm for almost anything that makes those extra crew slots meaningful again.

However, I don't think Frontier cares, and the broader community doesn't seem to be interested in anything other than handouts and freebies.
Yeah, when I was typing the OP I was aware as the suggested new gameplay didn't pay the players >100m per hour, it was unlikely to gain any traction.
 
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