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BattleMech 8 - Awesome


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#321 Dihm

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Posted 03 April 2012 - 12:17 PM

I like how he "liked" your comment Mason.

#322 petrel

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Posted 03 April 2012 - 12:28 PM

He he, comment made me laugh, I couldn't resist clicking like....

Anyway, let me know if you want it removed Mason

#323 Alex Falconheart

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Posted 03 April 2012 - 12:57 PM

View PostInnerSphereNews, on 23 October 2011 - 07:32 PM, said:


Welcome to Dev Blog 0!

Why is it called Dev Blog 0? Well, a lot has happened in the two years since we first announced MechWarrior back in 2009, and we felt a quick recap would help bring everyone up to speed on the events of the last 2 years. In order to make this blog a little more personal, we have referred to many people by first name.
The usage of we generally refers to:
  • Jordan Weisman founded FASA and co-created BattleTech. Jordan has also been responsible for numerous other ventures including WizKids, and Smith & Tinker.
  • Russ Bullock, Owner/President of Piranha Games Inc.
  • Bryan Ekman, Owner/Creative Director of Piranha Games Inc.
  • And sometimes the entire team at PGI, some 50+ awesome developers!
So let’s go back to the beginning before the 2009 announcement, when Piranha Games first began working with the MechWarrior license.
Rebooting Piranha Games

Three years ago, during the summer 2008, we put in motion a new strategy for Piranha, one that would focus our efforts on building killer original action games. With this ultimate goal in mind, we focused on three key areas.
  • Only take on action based work-for-hire games, such as Transformers 2 and Duke Nukem Forever.
  • Build an experienced development team, capable of creating fun and engaging products.
  • Develop a game by acquiring or licensing an existing intellectual property (IP).
With these goals in mind, we began identifying properties that fit the bill. In October 2008, while looking into the MechWarrior rights, Russ, learned that Jordan was working on a new venture at Smith & Tinker. Jordan, through S&T had licensed some of the digital FASA rights back from Microsoft. Not long after the initial call, we began working with Jordan on a new concept, a major update to the MechWarrior franchise.
Rebooting MechWarrior

The initial ideas revolved around revitalizing or rebooting the series by focusing on two areas:
  • Increasing the overall graphical fidelity of the entire game, especially the BattlMechs.
  • Solve some of the long standing gameplay issues from previous MechWarrior games.
From these two key areas, early design pillars emerged in the form of:
  • Urban Combat to address circle strafing and long range sniping.
  • Dynamic Battlefield further expanded on the concepts of Urban Combat and mechs having roles.
  • Dynamic pacing, introduced an early version of one of the final pillars, Information Warfare.
It would be designed for the Xbox 360 and PC. The game would take place on the planet Deshler, in the year 3015. Single player would revolve around Adrian Kohl and his exploits during an invasion by Kuritan forces. A gritty series of missions, designed to draw people deep into the rich vibrant and treacherous world of BattleTech. Multiplayer was a blend of features from previous MechWarrior games and modern FPS experiences. The package as a whole was the first step in making MechWarior cool again.
We continued to iterate on the design for several weeks, then started developing a plan of action.
Early on we decided to produce a marketing video that would demonstrate many of the core features and rebooted art style. We had three goals:
  • Announce the project and generate a major buzz within the gaming community.
  • Generate publisher interest.
  • Increase Piranha’s profile as a quality developer with publishers and the community.
The marketing campaign contained 3 teaser videos , the final full length trailer, and a feature interview on IGN. We rolled out the plan during the second week of July, 2009.
The reaction was overwhelming. We anticipated the announcement would generate a lot of buzz, however the end result outperformed even our highest expectations.
Oh Yeah, Harmony Gold

Contrary to all the press and speculation that Harmony Gold was getting in the way of a deal or development, this had no impact whatsoever on development or signing a deal for MechWarrior.
Closing a Deal

The hard work began in earnest after the video release. We had an aggressive schedule to visit publishers and gauge interest. In the month of August we met with all of the major publishers, pitched the MechWarrior game to a captive audience and waited. The answers rolled in slowly, starting with the smaller publishers. Then word showed up from the big five. The answer was no.
We knew going in, there were two major risks. No PS3 version due to a Microsoft restriction, and the epic market collapse and major recession. In the end, it was mostly the lack of a PS3 option that did us in. The scope and budget required to develop a console reboot needed the support of a PS3 SKU and we just couldn’t convince publishers to take a risk. By late fall 2009, our dreams of making a MechWarrior game, began slowly drifting away.
Through the end of 2009 and into 2010 we rallied numerous times, reducing scope and budget, re-pitching the concept as a LIVE only title, etc. etc. In the end, nothing stuck.
To be honest, 2008/09 were some of the hardest times this company has ever seen. We spent a lot of time, resources, money and energy on MechWarrior, and it wasn’t looking good.
Then, in the spring of 2010, we secured the Duke Nukem Forever contract. This was a huge achievement and a cornerstone in our development history. MechWarrior played a large role in helping us secure the deal. A few key hires filled out our incredibly talented multiplayer AAA team.
MechWarrior took a back seat, as we focused on a very challenging and time compressed project.
2010 ended, and we rolled into 2011 without much fanfare as Duke Nukem Forever entered the final phases of development.
The Birth of MechWarrior Online

In the winter months of 2011 we assessed the state of MechWarrior. We came to the realization that any further work on MechWarrior would come at great risk to PGI. If we planned to take on significant risk, we needed to control the IP. After several sessions of deliberation, we decided to plunge in head first. Russ approached Smith & Tinker with regards to licensing the MechWarrior rights and within a few weeks, we signed a deal.
Not long after signing, we quickly realized licensing the rights was one of the most important and future sighted decisions made by us in the last 12 years. Offers were coming in from all over the planet, especially to make or license a free-to-play MechWarrior game.
Because of the overwhelming interest, we decided to spend some time researching what a free-to-play (F2P) MechWarrior game would look like. We spent some design cycles adapting our previous concepts and quickly realized a synergy between F2P and the BattleTech universe. We worked hard through spring, negotiating, designing, and rejecting a few potential partners. As it turns out, we didn’t have to look very far.
During much of the past 12 months there was a local group that also had a large amount of interest in developing and publishing a MechWarrior title. Once Piranha had become the license holder they came over immediately and met with us. From this point onward we decided to combine our efforts with Piranha as the rights holder and with them as the Publisher. After about 6 months of hard work together, funding had been secured, Infinity Game Publishing was born and development could begin.
The most positive thing that can be said about the relationship between Piranha and IGP is that both companies wanted to make the same game and Piranha was free to execute upon our vision.
The road to this Blog was an adventure filled with many hurtles and momentous occasions. We are excited and proud of the direction MechWarrior is taking as a PC F2P game. It offers us the ability to make a successor worthy of the MechWarrior name, and one that fans will enjoy for years to come!
Welcome to MechWarrior Online.



#324 Virgo

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Posted 03 April 2012 - 03:15 PM

An alpha strike is simply firing all weapons simultaneously. Since it's not actually specified to be only coined for Assault 'Mechs, a Commando can technically also Alpha Strike. I'm just glad the second Assault 'Mech isn't the Annihilator - a.k.a. "The most frustrating thing from MW3"

#325 moorehead

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Posted 03 April 2012 - 06:56 PM

can someone help me play the game i cant find it

#326 Der Kommissar

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Posted 03 April 2012 - 10:28 PM

View PostVirgo, on 03 April 2012 - 03:15 PM, said:

An alpha strike is simply firing all weapons simultaneously. Since it's not actually specified to be only coined for Assault 'Mechs, a Commando can technically also Alpha Strike. I'm just glad the second Assault 'Mech isn't the Annihilator - a.k.a. "The most frustrating thing from MW3"


Not much risk of that. Considering that the devs (seem) to be hewing pretty close to TT, you probably won't see the Annihilator any time soon.

Its oldtech version's top speed is the same as your average assault mech's WALKING speed, and its armor is a bit on the thin side.

And yes, all mechs can alpha strike (though many, if not most, should not). As you say, all it is is the simultaneous firing of all weapons. A Commando has a nasty one for a SW-era light mech, too.

Edited by Der Kommissar, 03 April 2012 - 10:29 PM.


#327 StORmTrAin

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Posted 05 April 2012 - 03:27 PM

I think larger heat sinks would look even better. Previous versions of the Awesome, I assume, had large heat sinks on each shoulder, since it is mainly a laser boat. Possibly have larger heat sinks with some kind of enclosed fan built-in. Like a fan tail on a tail rotor.

#328 TheRulesLawyer

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Posted 06 April 2012 - 09:08 AM

I'm glad it finally made it into the game!

#329 Snowflake

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Posted 06 April 2012 - 12:44 PM

I Cannot wait to fire all three ppc at once! There was no better mech in Mechwarrior 2 Merc then the good old reliable Awesome 9M for smoken the Smoke Jaguers! Oh Yea!

#330 SystemCritical

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Posted 07 April 2012 - 11:40 AM

I see that atlas in the back! XD

#331 Amolas

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Posted 08 April 2012 - 06:26 AM

I love this mech. :)

#332 BLACKFIRE

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Posted 08 April 2012 - 05:36 PM

This version of the mech makes me wonder what the Zeus would look like in this game.

#333 Sven Svenson

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Posted 09 April 2012 - 12:26 PM

Good looking mech not far removed from the original. I am a bit of a traditionalist in terms of mech design. Now how about giving the Liao some love, Vindicator please!!!

#334 ak12546

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Posted 09 April 2012 - 05:40 PM

So we get a gold plated Awesome...sweet

#335 Benden

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Posted 10 April 2012 - 10:05 AM

I did not like the Catapult redesign but it still was OK, but this time, nope.
The awesome is one of my fav. mech and really I dont like the way they re designed it. I hope it will be change to look more like the original version.

#336 flying1ace

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Posted 10 April 2012 - 04:49 PM

this thing is awesome!! the new design is new.... lol

View PostAmolas, on 08 April 2012 - 06:26 AM, said:

I love this mech. :)

me to

#337 Troma Lorane

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Posted 11 April 2012 - 01:28 AM

hmm coulda sworn awsome had a ppc in both arms....

#338 Dihm

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Posted 11 April 2012 - 04:34 AM

View PostTroma Lorane, on 11 April 2012 - 01:28 AM, said:

hmm coulda sworn awsome had a ppc in both arms....

Nope, only 1 variant does, the AWS-9Q, which isn't introduced till '57.

#339 FatSpiderman

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Posted 14 April 2012 - 10:19 AM

meh. I like the design. Still rings as a mediocre mech to me.... Nice intro for the mech though ^_^

#340 coyote69

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Posted 15 April 2012 - 04:47 AM

when can i play mech online i cant find it
:lol:





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