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KickStarter BattleTech Pre-Release Thread

agris

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10:1 that pic is from russia
 

Love

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Spanning tabletop games, cartoons, VR arcade games, and a huge range of strategy and action titles for home computers, the BattleTech franchise has enthralled sci-fi fans worldwide since the mid-1980s. When we had the chance to talk with Harebrained Schemes co-founder Mitch Gitelman about his upcoming reboot, we stared by asking him what he believed to be the core appeal of BattleTech? “I think there are two things, really. It comes down to this: people love giant stompy robots. I mean, these things are enormous. Sometimes 100-tonne war machines with humans piloting them with neural helmets. They just like the massive mech destruction and the heavy metal mayhem that comes with it. So that’s one side of BattleTech. “The other side, and the side that I fall on, is the lore. With countless novels and source books, it’s this very rich gameplay universe, and a great setting, with all sorts of Machiavellian politics. It was written years before Game of Thrones, but really, it’s Game of Thrones in space, but instead of horses and armour it’s giant robots that the knights are piloting. It’s this cool mash-up of ultra-modern military with this ancient feudal system, and that’s very appealing to me. And, I think, to a lot of others.”
BattleTech doesn’t just depict a dark future – it depicts a civilisation in decline. “And what’s interesting also is it’s technology in decline. The idea that newer isn’t better. Newer is actually inferior. If you find old technology, it’s sort of like buried treasure.” While still in the early stages of production, Mitch’s team already has a prototype up and running, and he sounded quite satisfied with how closely it resembles the Kickstarter pitch video. “It’s fully 3D, and you’ll be controlling a lance of four mechs, maybe some other units, and it’ll be procedurally generated missions, along with an open-ended campaign. Along with a story campaign that’ll really get you in touch with the elements of the BattleTech universe that we want to highlight in this first title that takes place in the year 3025.” The combat will be turn-based. “We’ve got a new initiative system. We’ve found a way of making light mechs and medium mechs and heavy mechs and assault mechs all feel different, and all have their own combat roles on the battlefield. With things like indirect fire, a scout mech can run up ahead, find a good vantage point, and paint a target to allow a heavier mech that’s behind cover to just let loose with their long-range missiles.”

While not a carbon copy of the 1980s-era table-top rules, this new BattleTech will still force players to weigh all their tactical decisions in terms of managing ammunition and heat. “Everything you do, whether you’re walking your mech, whether you’re running your mech, jumping your mech, firing different weapons, generates heat build-up. These mechs are powered by fusion engines that need to be vented through things called Heat Sinks. And so the idea is, as you’re moving these incredibly powerful weapon platforms around the board, you generate heat, and the more heat that you generate within your mech, there are different disadvantages that happen. “For example, it could eventually slow down your mech, so it doesn’t move as far during a turn. Or give you a minus to your to-hit numbers. At the higher heat levels you can actually damage the MechWarrior piloting the mech. Or cause the mech to just shut down, right in the middle of combat. And so what you need to do is manage that heat carefully, by only firing certain weapons at certain times, or finding bodies of water to stand your mech in to vent heat, that sort of thing. It’s a real tactical gameplay element.” Mitch’s team has been paying close attention to the best strategy games of recent years, in particular the new XCOM games, and Frozen Synapse. Does that mean that they seriously considered making a game of simultaneous turn-based combat? “We’ve considered it. We’re not doing it, but we absolutely considered it. Yeah. We were considering everything. But we’ve narrowed it down. “We’re also hoping to implement our quirk system so that during the course of the game your MechWarriors develop certain eccentricities, that only become visible to you by actually playing with them, and you find out who your MechWarriors really are.”

As for the aesthetic, Harebrained Schemes is aiming for a more painterly style, with techno-medieval misery. “It is a universe in decline, but not only that, these MechWarriors have these ancient mechs that are handed down from generation to generation. It really means something. These mechs are often named by their family. And so that sort of feeling of nobility, and fealty, and obligation, is very important.And then the idea that these people are actually often fighting for their homeworlds in desperate battles. Let’s face it, the universe had been at war for hundreds of years. It all contributes to a really interesting tone.” Beyond the critical path, there will be randomly-generated missions that players will be able to grind at their leisure. “For me, personally, this isn’t a company line, I compare it in a way to Shadow of Mordor. Where you’ve got these story missions that go along, but you don’t really have to play them, if you don’t want to. You could just play the procedurally-generated missions, and have a great time for quite a while. Then you can go back and finish the story, if you’re so inclined.”

Beyond tweaking out mechs between missions, refitting and repairing them, players will also explore MercNet to decide which missions to take next, and negotiate with different members of the great noble houses. “You know, ‘I’ll take less money, but I want more battlefield salvage.’ That negotiation phase should be an interesting part of the game between missions as well.” Mitch’s team has been poring over the many tomes of BattleTech canon, scouring both technical specs and the myriad novel spin-offs; do not be surprised if some of your favourite characters from the books make cameo appearances. “Not only that, Mike Stackpole, one of the most famous BattleTech authors, is writing a giant four-part serialised BattleTech novel, that links directly into the story of our game. So we feel really good about that. Mike’s been working very tightly with our writing team to make sure that we stay in synch on that.” Long-time BattleTech fans will recall that many of the mechs in early versions of the game had to be withdrawn due to copyright issues, as they looked remarkably like some of the giant robots from Robotech. But now these ‘Lost Mechs,’ or ‘Unseen Mechs,’ are set to return. “They’ve been redesigned so that they kept their unique flavour, but the art and stuff is changed, so that it’s reminiscent of the originals, but not the same as the originals. We’re bringing several of those back, along with MechWarrior Online and Catalyst Game Labs. All of us are bringing these lost mechs back. Things like the Warhammer, for example. The Marauder. Those’ll be in the game.” We’ll also see the return of the Catapult, and Mitch’s personal favourite, the Raven, though we don’t yet know the degree to which of its stealth abilities will be simulated in the new fog of war system.

Perhaps most impressive of all, Mitch is committed to keeping to a production schedule of just 18 months. “Yes. We’re insane. It’s true. But, you know. Shadowrun Returns, no joke. We had no code, we had nothing, when we started Shadowrun Returns, and we put that game out in one year. Now we’ve got a lot more technology under our belts, a lot more experience as a team under our belts. Harebrained Schemes has two speeds. Fast, and Faster. [laughs]” Mitch’s team respects the deep lore of BattleTech; it informs every decision, even something as arbitrary as the tech specs of the jump ship players will use to ferry their mercenary band between worlds. “It’s all very hard science fiction. We know how many Gs the thing pulls. We’ve been very pains-taking in our approach to the BattleTech universe.”
More than anything, Mitch wanted to stress to BattleTech fans that the franchise is in good hands. “It’s in the hands of people who really care. We are absolutely committed to delivering a turn-based video game that really feels like BattleTech, and it feels like the BattleTech that you remember. But more than that, it’s a BattleTech game that really brings the setting to life. “I don’t think there has been another BattleTech game like it.”
 

Mustawd

Guest
Perhaps most impressive of all, Mitch is committed to keeping to a production schedule of just 18 months. “Yes. We’re insane. It’s true. But, you know. Shadowrun Returns, no joke. We had no code, we had nothing, when we started Shadowrun Returns, and we put that game out in one year. Now we’ve got a lot more technology under our belts, a lot more experience as a team under our belts. Harebrained Schemes has two speeds. Fast, and Faster. [laughs]”

:greatjob:
 

Love

Cipher
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14610638992498-1.jpg

It never rains in California.

Perhaps most impressive of all, Mitch is committed to keeping to a production schedule of just 18 months. “Yes. We’re insane. It’s true. But, you know. Shadowrun Returns, no joke. We had no code, we had nothing, when we started Shadowrun Returns, and we put that game out in one year. Now we’ve got a lot more technology under our belts, a lot more experience as a team under our belts. Harebrained Schemes has two speeds. Fast, and Faster. [laughs]”

:greatjob:

I think it's the most joyful part about the interview and I'm quite certain that they are that reliable. We've heard so often about the two-year plan in most game projects and everyone already knows it will be at least three since that is a common problem with those types of software developments but the result isn't that much better anyway. I think most companies, including publisher funded ones, would benefit from a stricter schedule and I don't mean to be the omniscient judge in that case deciding who is to lax and slacks too much. But just take a look at that last wave of RPGs from the professional studios Larian, Obsidian and inXile. In the end they handed us a complete version of their games later just like Harebrained Schemes did.

Just stop fiddling with the stuff forever. You're getting this, Brian?
 

veevoir

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Shadorwun: Hong Kong BattleTech
Can mechs be included in romance option, for those of us not defined by oppresively limited categories of lgbtq?

At least one member of this forum identifies as an attack helicopter, I know it will welcome the idea of sweet forbiden love wih ground armored units.
 

Mustawd

Guest
Can we have genderfluid mechs? I don't like the idea of my Mech being confined to only being a male mech or female mech. Maybe an option to have a rogue scientist implant programming for both or something?
 

Love

Cipher
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I am a bit disappointed in this deccision to be honest. I had hoped we would be able to put conquered cities to the torch, rape their women and children and put their queer pilots up for target practice.

But since I have no clue about the lore of that period I'll just concentrate on those military campaigns instead of behaving like a degenerate freeborn.
 

GarfunkeL

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The period of time that this game depicts is mostly pass that rape, burn and pillage stage, as the Inner Sphere was so devastated by earlier wars that it was in everyones' best interest to minimize collateral damage.
 

Agesilaus

Antiquity Studio
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Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
There were personal relationships in Crescent Hawk's Inception, and the player character definitely had a thing for the princess.

It's still the best battletech game ever made, although the original Mech Commander is a close runner up.
 
Last edited:

Quigs

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It's still the best battletech game ever made, although the original Mech Commander is a close runner up.

The in game art of Revenge is great. Gamewise, Commander is probably the best singleplayer, and the old AOL MPBT the best multiplayer.
 
Weasel
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Hmmm.

https://community.battletechgame.com/forums/threads/2398/comments/38765
  • Azuvector


    9 hours ago
    Starting to wonder, as I've noticed a few comments like this one where the thread has gone,

    Q: "How will feature X work?"

    A: "We're probably not going to do feature X, because of the UI."

    In some cases, sure, okay, in others, nearly all feedback in some cases is expressing leeriness of this, and raising a lot of valid points...

    The changes to turn order and initiative are an example that I think was handled well; things were explained in detail and even demo'd via DFA...

    A poster in the thread above put it well:

    "@Mead:

    The UI needs to adapt to the feature set, not the other way around.
    So, what is this UI like, and why is it so important that it's apparently vetoing gameplay features"


    Not meaning to sound confrontational about it, or to pick on @HBS_thratchen in particular, more just wondering if we can help out with brainstorming how to represent things in it, or in redesigning it, so it can adapt to the feature set, rather than the other way around?



    HBS_HighCommand
  • https://community.battletechgame.com/users/19


    6 hours ago
    No worries. You don't sound confrontational. UI isn't a person, so it doesn't veto anything. McCain, @HBS_thratchen, and Jordan - along with our UI team - make informed decisions based on their training, experience, and information that folks on the boards may not have.

    I appreciate the sentiment of The UI needs to adapt to the feature set, not the other way around." but that's not a fact, nor has it been proven to me in my 25 years of making games. Rather, I've seen cool features obfuscated by UI, made confusing by UI, or made intimidating by UI. We could blame the UI/UI designer but lemme tell you, good UI is *hard*. Most games I've developed have gone through more than one *major* UI overhaul before they're done. Time consuming and expensive and even then, we often wish we have time for another.

    Can y'all help brainstorm? Respectfully, no. We love coming here and sharing info about the project but this isn't design by committee. The best thing folks can do is talk among themselves - it's very useful for us to see you debating issues so we can read detailed perspectives from different sides of an issue.

    Thanks,

    Mitch
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The UI argument sounds like a poorly chosen excuse. Not allow multiple attacks per turn is a core design decision (a perfectly valid one, I might add).
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
They should design Ui around their core gameplay features, not the other way around.

I believe they want the touchscreen consumers, therefore UI consideration is a bigger concern for them.

After they already disregarded them for Shadowrun: Hong Kong, I don't see much reason to believe they're going for tablets with this game, which seems much more complex.

Again, most likely, the developers never intended to allow multiple attacks per turn in this game in the first place, and simply used the UI as an excuse to placate grognards. Except it was a poorly chosen excuse that made them look worse ("what, the UI dictates game design?")
 
Last edited:

mutonizer

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Well at least they stick to their gun and their own "vision" of things, even if it's shit, gotta give them credit for that. As someone else said, they seem very efficient at spawning simple and focused products and they got the brands to work with. Their Shadowrun games were pretty lame overall, very simple and survived due to the brand and hype mostly, so why not this.

edit:
No a critic, on the contrary. I don't like their products but the more companies understanding their limit and working efficiently, quickly and on tight and controlled budgets the better.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
You sound upset, and if that's the case, I'm sorry. We want you to be happy and excited about the game we're making. The team is doing their best to develop a game that satisfies a wide variety of BT fans - Tabletop, Lore, Fiction, Crescent Hawk, MechWarrior, MechCommander, etc. Like we said in our Kickstarter FAQ:

"Our goal is to craft a combat system for BATTLETECH that’s the perfect blend of tactical depth, speed of play, and meaningful unit customization. As we did with our Shadowrun games, we intend to capture the *spirit* of the original tabletop rules, while designing the best PC game we can. "

We may still have multi-target in the game - we'll see. It's still in development and LOTS of things will change between here and release. The tabletop game was the birthplace of BattleTech and the folks making the game care a lot about TT players. They're working hard to satisfy those fans while making a great PC game that will bring more fans to BattleTech. Because BattleTech deserves it.


Mitch
 

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