1. Replace time limits with lower power caps.
- The time limits serve only two purposes: first, to force you to reload your save from the beginning of the mission if you run out of time, and second, to prevent you from turtling for power.
The first is nothing but an annoyance, and adds nothing to the game, and the second can be achieved with a low a power cap.
In some campaign maps (like Evacuate), a time limit makes sense; I'm just removing time limits from the other ones.
- Should help campaign players adjust to skirmish faster, and vice versa.
The biggest problem will probably be in the first few missions, when you have very little weapon variety. MG is more of a generalist weapon in campaign, but very specialized in skirmish. This isn't that big of a deal, since skirmish-MG is effective against all the enemies you come across (cyborgs, wheeled vehicles, and soft structures)...
...until you get to Alpha 5. In Alpha 5, you meet the NP, and their hardpoints. MGs do 75% damage to hardpoints in campaign, but 50% in skirmish. Doesn't seem like that much, but it's a pretty big difference when it comes down to it.
Easy fix is probably just to move Light Cannon earlier in the game.
Other major change is probably Nexus's Angel Missiles. Let's just replace them with more ripples.
- I'm not sure if we want Auto-Repair, Nexus Link, Uplink Center, or LasSat in campaign, but the others definitely need to go in.
Heavy Repair Turret especially. EMP Cannon and Seraph, too. Twin Assault Gun/Cannon. HL/Stormy. Plasma Cannon. Upgraded bombs. Super Heavy cyborgs. Wyvern/Dragon (Dragon would take two transport slots).
- I'll make the "scavenger outpost detected" and the blinking red light come up when you first enter the area, so you won't miss it. It seems a lot of people get stuck on this level since there's a scavenger outpost in the corner that no one ever finds.



