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Thats right! I went there as a one man army and crushed Piranha games!
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Now that the studio is mine, I shall proceed with the road map with some explanation about my though process.
First of all, on the left you can see what was the previous piranha game demographic and what is my player base demographic.
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Thats right, instead of the aiming to retain and bait the developers children into my game I choose over them the old folks that founded and always loved battletech. Im also aiming for the others old folks that just discovered battletech and also love big stumpy robots shooting lazers! Basically, my target is anyone adult. Since they are the kind of people that actually spend money on this game I believe they are more beneficial for my company.
Also, Im aware this game is for a niche and expecting world of warcraft number of player is delusional. So, as long as you guys give us enough money to pay the bills and continue the development I will be happy and I wont try to bait a demographic that dont give a **** about this licence.
Road map
Now its time to reorganise this mess! Piority is UI2.0 and CW, so I shall put the developer force toward that.
I will leave minimum of programmers on current problems such as HRS, bug and glitches while I will take all the remaining programmers to work on UI 2.0 with a third of the artist team. It is primordial to have a good bunch of them work on the UI so we can proceed further on CW as soon as possible.
Then I will put a minimum of artist on battlemech creation so we can have some money flow coming in each month. Clan tech is halted until CW preparation is done and you are all refunded. Thats another third of the artist team. While they are introducing some missing popular IS mech like the crabs they are tasked to work on old mech customization and hitbox.
Then the last bunch of artist I place strictly on map creation. But instead of working on unique map which are work load expensive they focus on pumping on as many map as possible with the current assets we have. Meaning they will pump out generic map such as mountainous battlefield or city approach in preparation for CW.
CW warfare without a giant variety of map is just the same old death match but with points and a planetary map. Its dull and repetitive. Instead as stated above they are tasked on making many different layout of maps with the current assets available to fasten the development process.
For example. The flow will be as follow in preparation for CW.
Landing > Advance toward the enemy position > Urban area > Military complex
For river city we only have 1 map, and its the urban area. Using the same art style of that planet we now make a map for example in a country side area for the landing, then a battlefield à la tourmanline but with the river city art style, after that current city expended and to finish a meaningful objective such as a military complex or a factory.
Point is to make a logical combat flow with a minimum of resources. Everything needed is already ingame, just need a little bit of imagination. Unique maps like HPG manifold will make a come back after we have enough maps for a good conflict flow. But so far lava, snow, mountainous, lunar, desert and tropical are more than enough for a good variety.
Next patch
January 15 patch notes
- mech scale is getting updated to linear scaling directly related to tonnage.
- Battlemaster CB variants unleashed.
- Awesome max engine cap increased to 385 for the 8V,8T,8R,8Q.
- Awesome center torso further size decreased by 15%Awesome shoulder now count as arms hitboxes.
- Pretty baby quirk removed permanently.
- New laser hard point on the left arm of the pretty baby.
- GHOST HEAT REMOVED (it was called ghost heat for a reason, it was instinctive and with the heat adjustment on the PPCs it is not fulfilling its purpose anymore)
- THIRD PERSON VIEW ONLY ENABLED IN TUTORIAL/TESTING GROUND (For exploit reasons)
- Command console removed temporarily from the mechlab.
- Jumpjets jump distance is now increased proportionally to the number of JJ installed the the first JJ no longer add a disproportionately big jump distance compared to the subsequent JJ. For example the first JJ on a CTF-3D add 6 meters jump distance, same for the rest to a maximum of 24 for the 4 total jumpjets allowed on this particular battlemech.
- NARC can no longer be removed before its full duration of 30sec which after that it fall by itself.
- TAG is now by default toggable. No longer need to hold down the button.
- Flamer heat generated decreased to 0.5 from 1.0
- Flamer heat generated on enemy mech is now a static 3 heat every seconds. (not final, need more testing)
- Small pulse laser heat generated decreased to 1.2 from 2.4 and CD to 2.0 from 2.25*
- Medium pulse laser heat generated decreased to 3.0 from 5.0 and CD to 2.5 from 3*
- Large pulse laser heat generated decreased to 5.0 from 8.5 and CD to 3 from 3.25*
- LB 10-X AC now have a spread cone which make pellets very tight from 0 to 200 meters and spread linearly from that point to current spread at its maximum range of 1,620.
- ULTRA AC/5 jam on first shot is null and increase every consequent shot by 5% to a maximum of 20%. (1 shots = 0%, 2 shot = 5%, 3 shot = 10% , 4 shot = 15% and finally 5 shot 20%)
- ERPPC heat generated decreased to 12.5 from 15
- AC2 no longer shake the cockpit
Thats it folks! Merry Christmas!
Broken forum is broken... oh well!
Edited by BlackIronTarkus, 18 December 2013 - 09:19 AM.