In crazy+ missions, do the numbers indicate the minimum and maximum number of mechs per player, or the combined total of all players in that instance of the mission?
The limits are about 1/3 a regular mission, and they're per-base limits.
Are starting mech parts, weapons, and crew always freely available?
Any time you are not in battle. If you switch something up, it does not take effect until the next battle, however, between any battles, changes can be made.
Is there any limit on the amount of spare parts?
Not yet, which I probably won't get to implement this.
If the answer to both is no then the best course of action would be to fill your hangars with mechs and then strip them down for spare parts until you had a satisfactory amount of of workshop space.
Defence seems a bit awkward to me. It is useless unless attacked and has rather specific requirements. if 5 mechs with 2 ERMS-01s each attack an undefended wall then it needs, on average, 38.25*10*5=1912.5damage=20 defence blocks, and damage is likely to increase faster than wall hit points. Obviously a battle would deplete time, ammunition, and the number of attacking mechs, but it is quite possible that the defender could win and not need a wall at all, especially if they placed their resources towards getting more or better mechs. Perhaps defence could add mech component storage, maybe twenty items plus five per point of defence, to give it more frequent value, and a role within battles, perhaps as a barrier that blocks weapons and only defenders can move through, or it could grant a small accuracy bonus to mechs that remain still behind it. A 100 hit point wall could be relatively easily destroyed, while an attacker might be more inclined to accept the disadvantage than spend ammunition destroying a 500 HP wall. And, of course, if the defender is stuck at the wall then the attacker is free to choose what range they engage at.
Defenders must first defeat the non-wall, and depending how many turns that takes, they only have so long to defeat the wall. So that if a team takes longer they get less turns- the formula would most likely involve team mech numbers, so that if a team of 10 takes 6 turns to defeat a team of 6, it gives a lot less time than 6 mechs defeating 10 mechs in 6 turns. THis is yet another unimplemented factor.
Does research give you an unlimited supply of your new part? Or just make a single item.
One single item. You can spend more research points on making another, and this takes considerably less points- if a rifle takes about 100 pts to create, it probably only takes 20 to recreate.
This doesn't mention exchanging parts in a mech. Also, I never really thought about the mech stat increasing bit before, can an engineer do both? How much exactly can an engineer do over a given day? For now I will just assume that engineers can do one thing per day and are required for everything that requires an empty hangar.
This was slated for removal, but you can use research points on a part you have to increase it's stats... I was thinking like 20 points for one increase? HP+5, Shields +5, speed +1, the like. I think you can only do this thrice per part, for balance reasons.
Can shields be reactivated if they had more than 0 Hit points when they were deactivated?
When exactly does shield regeneration and energy regeneration occur and what order do they occur in?
No. Deactivating them cuts them off, bringing them to 0. Generators take a while to re-form a shield, and you will not have that kind of time in battle.
Energy regenerates then shield regenerates, and it's per turn- once every single unit has moved or done it's action, everything is regenned.
If a rifle had an accuracy of 50% at a range of 3, what would its accuracy be at a range of 2? The formula here is literally (50)x(0.
. I think that results in 40.