Sunday, September 6, 2026
Confessions of an Automationeer, Part 263: A Sporty Daily Driver From 30 Years Ago
Thursday, September 3, 2026
Infinite Space Insights: Rebalancing a Hypothetical Sequel
Infinite Space Insights: Rebalancing a Hypothetical Sequel
- Currently, Gorgar's Garthan capital ship (one of the possible allies the player can encounter) may spawn even if the Garthans' home world (whose host star system is always a white F-type star, which is hotter than a yellow G-type star, but cooler than a bluish-white A-type star) and correspondingly higher Garthan fleet strength is not present on a randomly generated sector map. Preventing the Garthan capital ship from spawning under such circumstances would thus make such a scenario more challenging by reducing the potential maximum attainable score, but on the other hand, would reduce "wastage" of fleet slots (of which there are six - four for capital ships and two for fighters).
- Related to this, In Sea of Stars, it is possible to have a maximum fleet size of five vessels (three capital ships and two fighters) if the map contains Zorg and Muktian home worlds, but recruitable allies that fly Zorg and Muktian capital ships are absent in addition to the Damocles and Kestrel (both of which are quest-specific). while both the Zorg and Muktian fighters can be recruited from the map by visiting the systems where they are found (and in the former case, after transferring an item from your inventory to the mercenary owning said Zorg fighter). Preventing a Garthan capital ship from spawning as a recruitable ally under such circumstances would thus remove the possibility of potentially having too much dead weight on the player's roster.
- If any one of the Zorg, Muktian, and Calatian home worlds are present on a randomly generated map, the probability of negotiating an alliance with them should initially be 100%, by giving their respective allies a 100% chance of spawning on the map at the start of a game. To balance this out, such behavior should be incentivized by increasing the credit bonus earned through diplomacy.
- The probability of quest-triggering items, fleets, and discoveries spawning at the start of a game should be decreased from 100% to 20% or 25%, to reduce the probability of completing the corresponding quest and gaining its associated score bonus.
- If Esmerelda (who will steal a random item other than the Klakar Beacon from your cargo hold and deliver the former to the homeworld of a randomly selected faction, including your own, or your ship's towels if you have no such items) is present anywhere on the map at the start of a game, either or both of the only two items capable of capturing her (the Toy Robot and Lookout Frogs) must also be guaranteed to spawn alongside her, albeit in a different system from where she can be encountered in both cases. This makes it more likely for the player to earn her associated 500-credit bonus; to make this task even easier, both the Toy Robot and Lookout Frogs could grant the ability to detect Esmerelda's location on the map by marking it with a dashed blue circle (assuming the player has never previously encountered her), to allow the player to actively seek her out upon storing either item in their cargo hold. Neither item should be 100% guaranteed to spawn at the start of a game if Esmerelda is absent from the map, though, nor should they be able to detect other potential passengers (Phredd and Smetlov's Brain) - both of these rules are retained from Sea of Stars.
Thursday, August 13, 2026
MechDB Misadventures, Part 30: All-Pulse Laser Brawlgoyles
MechDB Misadventures, Part 30: All-Pulse Laser Brawlgoyles
Due to having an oversized 400-rated Clan XL engine in a standard frame encased in Clan Ferro-Fibrous armor (of which it can carry up to 13 tons), the Gargoyle/Man O' War OmniMech in MechWarrior Online is generally best used as a relatively fast brawler, with a large number of smaller, lighter weapons instead of a few larger, heavier ones. With the introduction of the GAR-M(TSP) variant, this philosophy can be taken a step closer to its logical conclusion by combining its left arm with the C variant's right arm and the E variant's side torsos to yield 16(!) energy hardpoints. One suggestion using all of these hardpoints is as follows:
Above: Mixing the Gargoyle M's left arm with the C variant's left arm and the E variant's side torsos gives the 'Mech at least 16 energy hardpoints - filling them with a 50/50 mix of Micro and Small Pulse Lasers, while using 8 additional Clan Double Heat Sinks to absorb their heat load and spare tonnage capacity, creates a tough, yet fast brawler that can eviscerate anything in a close-range combat scenario, especially against slower targets.
Prior to the introduction of the M variant of the Gargoyle, one of the closest pure energy-based pulse laser brawl configuration to the one shown above was as follows:
Above: Before the GAR-M(TSP) debuted, this was closest we could get to a pure pulse laser-based brawling setup for the Gargoyle, and compared to the one above, it has longer range but is more heat-intensive, wiht only 20 heat sinks instead of 24.
There are other pure pulse laser-based builds based on this chassis besides these two, but the Small/Micro Pulse Laser-based one could well be one of the most effective ones MWO will ever see - as long as you leverage its 12.5 tons of armor and 81.0km/h speed to absorb or evade incoming fire while keeping your cluster of tiny little lasers trained on whatever victim is unfortunate to get in your sights.
Thursday, August 6, 2026
Confessions of an Automationeer, Part 258: Generations II Five Years On
Confessions of an Automationeer, Part 258: Generations II Five Years On
- Round 1 (1955): $15m
- Round 2 (1962): $20m
- Round 3 (1967): $25m
- Round 4 (1970): $30m
- Round 5 (1975): $35m
- Round 6 (1982): $40m
- Round 7 (1987): $45m
- Round 8 (1992): $50m
- Round 9 (1999): $55m
- Round 10 (2002): $60m
- Round 11 (2007): $65m
- Round 12 (2013): $70m
- Rounds 1-6: -$5m (budget)/+5m (prestige)
- Rounds 7-12: -$10m (budget)/+$10m (prestige)
- Budget: Lower-priced cars (compacts and subcompacts, regardless of body style) and lower-end performance cars of any kind (including sport compacts, which should ideally be a separate trim of an existing budget model). Smaller SUVs/crossovers and pickup trucks also belong here.
- Prestige: Higher-priced premium and luxury cars (including any high-performance variants of either), as well as trucks, crossovers, and SUVs. This also includes (usually) higher-end sports cars and grand tourers, in addition to supercars and hypercars.
- Standard: Includes mid-range family cars (sedans, wagons, hatchbacks, and minivans) and performance cars of various types that are priced between the budget and prestige brackets (including muscle/pony cars). Mid-priced utility body styles (trucks, SUVs, and crossovers) fall into this category.
- Rounds 1-4: 6 Points
- Rounds 5-8: 8 Points
- Rounds 9-12: 10 Points
- Rounds 1-8: Base price of $2000 + $500 per techpool point
- Rounds 9-16: Base Price of $5000 + $1000 per techpool point
- Round 1 (1946): $5m
- Round 2 (1952): $10m
- Round 3 (1956): $15m
- Round 4 (1962): $20m
- Round 5 (1967): $25m
- Round 6 (1970): $30m
- Round 7 (1975): $35m
- Round 8 (1982): $40m
- Round 9 (1987): $45m
- Round 10 (1992): $50m
- Round 11 (1999): $55m
- Round 12 (2002): $60m
- Round 13 (2007): $65m
- Round 14 (2013): $70m
- Round 15 (2017): $75m
- Round 16 (2020): $80m
- Round 1: No changes
- Rounds 2-8: -$5m (budget)/+5m (prestige)
- Rounds 9-15: -$10m (budget)/+$10m (prestige)
- Round 16: -$20m (budget)/+$20m (prestige)
- Rounds 1-4: 7 Points
- Rounds 5-8: 8 Points
- Rounds 9-12: 9 Points
- Rounds 13-16: 10 Points
Infinite Space Insights: Graviton Beams and Their Tabletop Counterparts
Infinite Space Insights: Graviton Beams and Their Tabletop Counterparts
Tuesday, August 4, 2026
MechDB Misadventures, Part 29: Using Component Armor to Absorb Unused Mass
MechDB Misadventures, Part 29: Using Component Armor to Absorb Unused Mass
- 0.5 tons for each shoulder actuator (to make each arm more difficult to blow off)
- 0.5 tons for each hip actuator (to make each leg less likely to fall off in the event of a critical hit)
- 1 ton for the cockpit (thus forcing any attacking unit to score two critical hits to destroy it)



























































