Pushing hard given the Ironman/my rule-set for the run had been both easy and challenging. My love of building up the perfect mech/lance and pilot roster was out the window from day one. Knowing the game and knowing my play-style it was hard challenging to accept mission outcomes after loosing 3 and a half mechs, with the last pilot crawling over the finish line. A win is a win. Ironman is Ironman mode and one self deleting save is one self deleting save. Gotta roll with the outcomes. Doing the hardest of settings on Ironman is so overly punishing, no fun in that for me. Fun is fun and each to their own. At least the game allows options for player play-style accommodation. I still feel the need to justify my Ironman rule choices.
Playing Ironman, the safeties are always off. You need to push and press hard. Technically all you need is one mech and one pilot to survive Storyline missions. Obviously that's a worst case outcome. Get too many like that it becomes unsustainable. A death spiral. Pickers can't be choosers, salvage and recovery is as always in the hands of RNG. I was lucky. For the most part..... In the successful run.
Thanks to 'my' rule-set, money and mechs were no real issue by mid campaign. There were a few occasions where the monthly cashflow was really on the line. RNG is RNG. There were more than a few occasions when my pilots were in mech's I'd not willingly have picked under normal circumstances; In a one in four knife to a gunfight kind of way. That mech would usually be on point/decoy/distraction etc. As interesting as it is to see such encounters unfold, it's not for the timid.
The campaign was halted in the early stages three times and twice mid game. 6 attempts worthy of note; Not bad all considered. Maybe I do know what I'm doing! I was persistent and did pour in a lot of hours to 'get it done'.
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