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Grab Mechs
Gut Capellans
Last one is the real goal of any self respecting MechWarrior.
If your company is pretty much unbeatable and riding Steiner Scout lances, perhaps start a new game.
Get enough money to retire to Kooken's Pleasure pit. :)
So the objective battles are the campaign then. I sort of lost continuity of that jumping from faction to faction. I was worried they might be random generated forever because they don't follow any overarching strategy like clearing a conflict zone.
The campaign is a light connected story that works as a vehicle to guide you in a clockwise tour of the Inner Sphere with increasing difficulty, starting in Davion space, and working you around to Kurita at the end.
The rest is just finding the fun in stompy mech fights.
*Looks at 45 Million C-Bills*
*shrugs*
*buys 2 Hero Mechs for the doubleheatsinks and a Boars Head*
*looks at bank account*
"Alright, who does need need some warcrimes commited?"
Frankly, it is to get cool stompy mechs to get into some cool stompy mech action.
If you have the DLCs, those are nice, lorecompatible bites of "sometimes not even that bad variants of standard missions"
edit: Oh, I forgot. There is a main missionline. Some merc outfit with the innocent name "Black Inferno" killed your Dad. Or something like that? Its not like PGI could tell a story if all their lifes depended on it, so I would suggest to leftclick a lot. And have a lot of fun with "Distress Call" :)
Well I do have these annoying neighbors...
Honestly, if anyone needs a goal in the game, here's one I'm surprised wasn't an achievement.
Collect the whole mech catalog.
I've been going at it for a long while on my main save, and still can't find two heroes, and about seven core models.
Main game campaign is a revenge story.
"Kestrel Lancers" DLC lets you work for Feds Suns vs. Capellans, but the war will end up with the same results regardless of whether you participate or not.
"Rise of Rasalhague", haven't picked that up yet but similar I believe just different place/time.
Don't know if it's even possible to mod in something like having a more dynamic system of control where you can actually affect things by repeatedly siding with one employer, but haven't heard of anybody doing it. In any event, Blondie / Manco / The Man With No Name would probably point out that it's more profitable to be in the middle, working both sides. ;)
I would settle for something like at the end of MW4:M -- the ending where you side with katrina steiner and then leave her hanging after things go tits up. Where you take control of your own base just in time for the word of blake.
It would be part money sink (gotta pimp your base out amirite?), part defensive mission (you take control of an AI buddy you leave behind if your not there), and also help weld some things together like mech storage that keeps your weapons and upgrades for the mechs you keep at homebase, additional dropships, etc. Maybe some soft inner game lore like getting updates (messages) from christian mansdottir about the state of rashalague or mission or w/e if you take over a base in rashalaguegoga territory.
There would be a dozen or so worlds you can pick (you can only pick one for now), either related to story but after a certain point (like 14 or 15 rep along with some very very hard missions), each with their own unique layout with 2 to 3 per biome -- or not (lets say 250 rep which is beyond +5 faction rep), maybe a merc 15 rep mission from the guy who gave you the mission to get to rep 4 so cantina's come available?
Could also be a sneaky way to introduce clanners if you decide to take a base in the perhipery for someone like the oberion confederation.
No! No Jihad! Gods, I hated the damn Jihad. Worst universe reboot ever. Let's go kill off all the major merc units, all the popular characters, drastically change the game from shooty bang bang to punchy trash fight (dark ages), then spend the next two decades trying to convince people to come back to us because the Republic of the Sphere is kinda like how it was before the Jihad.
From the player's perspective it might seem like there's 'mechs everywhere, but a merc's perspective is skewed that way. Great Houses have passed their 'mechs down for generations and each one is a precious commodity. We live and breath mech battles, but we also have months of downtime between missions and make truckloads of money in about a day. That entirely passable mission that pays like 300,000 C-Bills? Yeah that's like the equivalent of $4,062,000 in real world money in 2023. So that'd make a MAD-3R worth about $89,839,592.50