![]() so I change somethings and try to keep it pretty accurate) Mechs have been re-balanced with close to correct loadouts (no narc, ams, case, etc.Many of the in game stats are changed in this mod. Generally speaking, the aim is to not have the loss of a mech cause a cascade failure for the company you deployed. Some missions are heavily scripted, others very straightforward. In some, you will be outnumbered more than 10 to 1, others missions you will have numerical superiority. Also, levels are wildly different in terms of challenge and style. Active in the Carver system are 2 warring Fedcom militias (Katina and Victor loyalists), Capellan nationalists, pirates, Comstar, and the Word of Blake. The Grenadiers have been deployed to bring Carver V under Marik control, but not through outright conquest. The game limits you to dropping only one company at a time (spoils the fun a bit), but I have tried to write these missions in such a way as to make the fact that you are only dropping 1/3 of the battalion make sense. You play as Gerald Tarrant, CO of 2nd Battalion of the 1st Orloff Grenadiers. As such, you will have 36 mechs and 36 pilots at the beginning of the game (after the first four intro missions). ![]() I made this campaign to give people a different experience in Mechcommander, that of a battalion commander of in Inner Sphere army.
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