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Handing over control to an NHP

A topic by Villamvihar created 77 days ago Views: 618 Replies: 4
Viewing posts 1 to 4

Hello! I played a bit of the game and I would like to request a feature, if it is possible: When handing control over to an NHP, I think there should be an toggle-able option for the player to retain control of the mech.
I understand that the current system was likely made with the limitations of Sekhmet in mind so it is easier to force a character to act according to Sekhmet limitations, but I think it does not make sense for other NHPs.

Thank you very much in advance!

Developer

Hi, thanks for the feedback!

So: the only reason we included the “hand over control to an AI” action is to give a cute in-universe method of not having to control as many mechs, to reduce player mental load. Both here and in the TTRPG it’s totally disconnected from anything else mechanically (Sehkmet doesn’t require you having handed it over); handing over control doesn’t do anything except let the AI run things.

I’ve actually been considering removing the action because it’s such a niche utility and is confusing, but that would make the COMP/CON GMS system completely useless. Would love to hear what you’re trying to do / what you’re picturing handing over control does if not computer-control of characters.

Hello, thanks for the quick reply!

I am not sure if you intend to include this in the game, but there are two specific cases where players retaining control over their mechs could be beneficial, even if they hand it over to an NHP:

The first case is when there is an objective that requires the use of manipulators, but the pilot in question doesn't have any. So they can exit the mech, hand it over to an NHP, all the while the mech can continue to act under player direction.


The second case involves the Technophile + Black Thumb combination. I know the latter is not officially in the game, but it would be great if the game supported the ability to pull off this combo in the first place. In the TTRPG, the appeal of this combo is retaining access to talents while the pilot is outside, cooling / applying overshield to the mech. Handing control to the NHP, but keeping it under player control is a sensible interpretation in my opinion.


On a last note, part of the appeal of Technophile in the TTRPG is that you get to leave your mech to act while your pilot goes something important elsewhere / interacts with things that mechs can not interact with. I think it would be cool if this got implemented, though I do understand if it is out of scope. 





Developer

Agree, good points! But we’ve made the decision to not implement pilots dismounting mid-combat. In my experience, pilot combat in Lancer starts relying much more on theatre of the mind and human flexibility of what’s allowed. My understanding is that it was added as a release-hatch for giving players something to do if their mech is destroyed. Since LT is a lot snappier than tabletop & single-player to boot, pilots on the battlefield ended up being too many edge cases and pitfalls for too little gain. I know skipping it makes the titanfall fantasy impossible, but Lancer wasn’t ever really set up well to do that anyway.

Re Technophile+BT, it’s possible for Black Thumb to figure out how to adapt its rank 1 on its own without requiring the rest of the game to include dismounting for it. I believe the modded version of BT does something like a custom action that adds the pilot as riding on top of the mech + being able to shoot a custom small weapon. They could also implement or enable “hand over control” as appropriate for that specific case as well.

The Black Thumb mod actually DOES hand over control to the NHP, which can create some problems since the AI often has no idea how to pilot a user mech if it includes anything complex. I can understand wanting to retain control even when you hand it over to an NHP, because the AI struggles, but in the specific case of the Black Thumb mod it's probably best if the mod creator just doesn't make it a "Hand Over."