You get the odd extended-length mission, and games like Darkest Dungeon use mission-length as a kind of level-check in itself, but you rarely have a tactics game that, instead of resetting the board, asks you to chain together a series of wins with diminishing resources and tools. What I’d love to see emphasized more in tactics games is endurance. I could always spend money and time to get everyone back on their feet, and run the same overall tactics that I always did. ![]() They’d be put back together before the next battle, good as new. It didn’t matter if my brawlers were getting torn to shreds every mission. Adaptation and improvisation, which had been such a major part of the early game where my squad was often under-equipped, began to fade out of the experience. I was always able to use my ideal custom-built tools for the exact task at hand. But despite all that tinkering the late-game began to feel a bit repetitive because just about every mission was self-contained. Once I’d unlocked a few extra slots for spare mechs, I also made a point to have a few mechs hanging around that were good for special situations like high-temperature biomes where overheating was a problem, or mountainous terrain where jump-capable mechs could easily outmaneuver their ground-bound comrades. Inevitably you’d find that your play style and your pilots didn’t quite mesh with the default weapons loadouts and you’d start tweaking them to fit your tactics. 'BattleTech' screenshot courtesy of ParadoxīattleTech was always a tinkerer’s game.
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