I did installed BTCE last night to give it a go, and I like it A LOT. It adds enough depth on the strategic layer to keep things pretty interesting.
The full inner sphere map with changing borders from war and faction specific mechs has been a delight.
The notion of your mechwarriors needing rest after each engagement (x-com style) has really changed how i develop my argonaut. I rushed to get a full compliment of 8 mechwarriors so that I could run two missions at a time. Vanilla version had me ignoring the crew bays until i was overflowing with money.
Also some interesting bits where the great houses can screw you over. My starting lineup of mechs is… not great: Cicadia, Javelin, Urbanmech, Stinger, Wasp - so I’m grinding 1/2 star missions and 1 star missions. One mission saw me fight a Phoenix Hawk. I took it down and was excited to take the salvage. But surely enough, after the mission I get a message from the Federated Suns that they are claiming extra salvage from the mission - specifically all the mech salvage. I am given some options. I can accept this and take extra garbage salvage (in this case tons of heat sinks and small jet jumps). I can take a very small bump to my mission payout. I can pay $12k and dispute this in court and gain more salvage, or I can attempt to take the salvage for myself after and suffer a huge reputation hit in the process.
I try to take the Federated Suns to court, and they promptly destroy me and take all the salvage from the mission. Bastards!
The tactical battles feel a bit more challenging to me thus far, and money is far tighter. It feels more challenging to me to get upgraded mechs - especially because my settings require 4 mech parts to complete the mech - so I haven’t been as interested in gambling on tougher missions until i have a few more parts ready to rock for the few medium mechs that i’ve started on. It is hard enough that with my mech composition I completely ignore missions to destroy bases - the sniper and shredder turrets eat me alive.
The pilot panic system is nice - I’ve had a few enemies eject earlier than necessary when panicked after focused fire.
Melee is less effective overall, which has been nice. They also reduced the gunnery bonuses by a slight bit - which has made these early fights with low skill pilots and fast, high evasion mechs last longer and be more intense.
Finally, the pilot quirks add some much needed flavor to your team. There needs to be more here, but it is a good start.
Same with the mech quirks. So far I haven’t seen them come into play much - but it is nice to have some interesting distinctions on each mech. In this vein, I would love to have hidden quirks that only come out after a pilot has used the mech for awhile. In the books (if I remember) the mechs are basically cobbled together with whatever can be found to keep them running. That means that some mechs have funny characteristics that you wouldn’t expect - they run a little hot or have trouble when turning a certain direction, etc. etc. - It would be cool if those hidden quirks came out over time - or if you had to go buy a rare part of find a rare mech factory to get it permanently fixed.
Anyway, I’ve very pleased and it has breathed some new life into the game. Will play this for awhile and then give RogueTech a look.