Eh, it's alright. I do remember looking everywhere for the game a few months ago. I was hoping to find it in someone's bargain bin for about 5 bucks. No luck.
Anyways, I would really like for someone to make a Mechwarrior game based on the actual ruleset in Battletech. I mean, not an actual straight port of the rules, there's no real need for hexes on the computer, but turn based would be a big plus, and it would definately need good pilot and mech customization.
If I had to make a quick layout of what I'd like to see:
-Turn Based or maybe a highly Tactical Real-Time system.
-A galaxy-wide metagame. You control force deployment, weapon research, etc. This is the part where you raise and train your troops. Most worlds can draft small time militia, but you'll need one of the big manufacturing planets if you want the high tech assault mechs. Then there's also the logistics involved with keeping a planet like that going.
-There'll HAVE to be some sort of political or diplomatic gameplay here, that's the life and blood of Battletech. Make it different from the way the history was written too - maybe House Liao makes an agreement with Smoke Jaguar and a lane to Sol is made for the Clans - Smoke Jaguar doesn't get annhilated and House Liao gets to keep some autonomy under Clan rule. Next game things are different.
-Actual combined arms. It's not just an army of mechs running around, you'l have mechanized infantry, mobile artillery, airborne cavalry, and the logistical assets required to keep those operating on a world. Just like present day warfare.
-Fleet engagements, and following them, orbital bombardment, including the use of giant asteroids to render the surface effectively uninhabitable for the next couple hundred years.
-Battlefield gameplay that involves good use of tactics; High ground, ambush, ECM, using hills to keep your forces hidden, ordering tanks to go hull down, having artillery that actually reaches several miles, and so on. Specifically no Command and Conquer or Starcraft style 'build your force on the battlefield and zerg rush/tank rush the enemy.' Your forces consist of what you have at that location at that point in time - just like it would be in reality. If the enemy launches a massive offensive on a backwater planet with a small militia guard, you're going lose that planet. It's war, things aren't going to be fair, so keep your enemy off balance.
-Guerilla warfare. Not exactly sure what ways are good but I have some ideas:
A planet with a population loyal to your cause is going to be rebellious when they are conquered, people might steal some tanks or mechs and fight back. The AI handles day to day problems [terrorist attacks, small engagements, raids on military stations] by itself. [If the player takes a planet and has problems with rebellion, he can choose different strategies of dealing with it] Control of the rebels goes to the player if he or she attempts to retake a planet under control of the enemy AI, so long as the rebels are organized enough and loyal to the player. [Control is only possible if the player is able to communicate in some way with the rebels.] Possibly allowing for first strike operations by rebels on the surface that enable an orbital force to attack a weakened enemy, or land without getting shot to bits. The rebels could be another sort of diplomatic faction, and an entrenched covert ops network can help maintain communication with these rebels, as well as reduce or eliminate rival operations. [I'm thinking along the lines of getting an agent undercover to meet with rebels on a planet, and discussing strategies with them - "Launch an attack on this date at these facilities, don't worry, we'll be in orbit and ready to attack." [Naturally, something might come up that prevents you from being there, or getting word to the rebels that plans have changed. They'll still launch an attack - and possibly get wiped out if you're not there to save them.]
Okay, I'm going to stop there because it's late, and I'm probably incoherent and rambling.