FYI, I am working on the French translation of your great project, and we found some mistakes: - Post Game Sequence Sheet 1.1: It is written in table 1 : "3 RP for each OP achieved". That's actually 4 PRs. - Rules 1.1.1, p8: The example for the Personal Development Table does not match with the text in the table. If you have 7 and 18, you get Regeneration or Immunity (Critical) and not Forward Deployment and Regeneration. Except some unclear sentences, which my level of English can't help to correct, I didn't find any other mistakes. On my side, while working on the French version, I made parodies to create a mini-comic (photos of Komagataheavy) and an artwork of cyberpunk 2077 which was duzed : Spoiler: comic praxis rampage Spoiler: Cyberpunk 2077 has been Druzed For the French version, I'm working on the mod to make a nice book, I have still to create a mercenary company background section and a hobby/gallery section, then I'd like to tinker a codeone version. If you're interested in seeing what your mod looks like in French, the temp files are here: https://www.dropbox.com/sh/o05aybsfz0p4at7/AAD2Qe1IxsraoXuZABYUXiPYa?dl=0
Thanks for catching the errors! Going to fix them as soon as I'm able to update the document. The layout you applied is truly impressive. Really, congrats for the work! Do you think it could be used as well for the english version of the rules as well? :) In the meanwhile a little update about the project. I had to put it on hold for some time as I had several IRL things to solve. But now I'm back, yay! Right now I'm working to improve the rules with all the feedback I received. In the meanwhile a little spinoff project was born from the guys in the IGL discord, and they're almost ready to publish a variant of the rules, with a different twist and playstyle. The new variant (let's call it "Mercenaires IGL ruleset") will not replace the baseline rules, but will give another approach to play it, with a different focus. Stay tuned for new updates coming soon!
In which direction is your thinking? That I give you permission to take the .docx files and copy/paste the text in English? Yes of course, that's what I was thinking of, the layout is yours. If you want I can do it, you'll just have to tell me if I do it now before your corrections (and i correct the example of the Personal Development) or if I do it after your corrections.
Here is a temporary zip file with the English version of my layout (at the same time, I corrected the mistakes that Word detected and those that I had indicated). https://cjoint.com/c/LFrpUnGypxU
Hi there! Version 1.2 is now live! Aaaand I totally forgot to add the fixes I received as feedback, duh. Sorry guys, I'll remember next time. So, with the new version I tried to put a different weight on victory point mechanics. Now the final value used to calculate the victory of a company doesn't rely anymore on Equipment (and way less on RP in general), but it takes in consideration the Company performances, calculating Objective points achieved during the campaign. I believe this change will be able to solve few things, and help balance the game better: it reduce bloat on units, as equipping them don't automatically gave them more points it avoid too much abuse on RP-generation mechanics (booty, support staff) Support staff mechanics will be less impacting on later matches as the general renown of the units will be much lower than previous versions, and it will award experienced units (with active service) rather than bloated ones (avoiding the "RP generates more RP" problem) It puts more weight on troops active service (xp gain) and company performances through the game (OP) and indirectly buff Services as they help to keep the units competitive rather than be considered a rp-sink I'm really eager to listen the feedback on this change, as I hope it will solve some deep flaws still remaining :) Now I'm working on putting a few fixes in the contracts, and improving some side-mechanics to improve the general feeling of the game. I hope I will be able to publish them soon!
The new rules and formatting look great! I'm hoping to use this in the Fall/Winter period to introduce people to N4. I'm definitely a big fan of rewarding active play and growth of people in the company. Would the system still work using 15-point layouts in ITS missions or has the system outgrown it? I want to streamline the cognitive load for people who can't play Infinity that often so I'll probably be looking at some of the simpler ITS missions available.
I think ITS missions could work, even if they're not optimal. Not having many specialists (especially in the early phases) could hurt a bit the game, and not having twists in place could create a mono-directional match, in which the Company with the best tools will win without issues. Still they could function, so try it and let me know :)
Yeah, I missed it when updated the company starting points. Thank you to point it out, going to fix it asap!
Hey quick question, does the Network Support command development allow you to use an EVO program without an Evo hacker? Or does it just allow you to active an EVO you have?
This rule is in the Mercenary IGL ruleset spinoff, so unfortunately I cannot answer that (as I'm just a little consultant in that project) :p You should ask to Drey or Perzan in IGL Discord
My small group found this recently and just started. We love the idea, and its a great way to get back into Infinity. Is this project or something similar still being worked on? I was thinking about allowing units purchased with swc. Some equipment and units are unavailable because of swc requirement. Was there some feedback about buying units with swc that I should consider?
Check out the IGL discord, they've continued to develop the rules and regularly organize ongoing campaigns on this mod. https://discord.com/channels/855561217280442438/925111617199439992
The project is basically concluded at this point. I planned on working on additional missions and optional frameworks, but I pretty much left infinity since last year, so additional works are on a hiatus, at the moment. There's a design consideration behind how the swc mechanic works in Mercenaries: it creates a pretty defined barrier between what you can start from what you can invest during the campaign. Prices for equipments in the game are much higher than the real cost for that weapons in the army list, and the swc barrier forces the players to do roster purchases based on skills and "lesser equip" rather than heavy weapons loadout. If you want to do roster purchases with swc feel free to run it, but I can anticipate two main issues with this mechanic: fresh troops will be much more effective than experienced one, as heavy weapons can be acquired with less points (and sometime swc) than the "growing units", and you could run into more bloated "all-around" units, with several heavy weapons that could cover different usages and rangebands (eg: buying a Spitfire unit and giving them a multi sniper). About IGL framework, the guys are doing an awesome work to keep the project alive, but the design considerations went on a different way, and the game is more manageable with a digital support (TTS), as it adds several layers of complexity. If you plan to play IRL, the original version should be more manageable :)