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Elementals and vehicles


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#41 xxx WreckinBallRaj xxx

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Posted 30 June 2012 - 08:51 AM

I would naturally expect to see tanks and turrets defending our bases while the big boys go offense.

#42 Herzog

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Posted 01 July 2012 - 12:09 PM

I agree: conventional forces would make sense as NPC's.

#43 Ogre Magi

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Posted 01 July 2012 - 12:35 PM

the thing is with Battle Tech the game focus was the Mechs, in the 3025 game vehicles are rather fragile, undergunned and under armored. but thats what makes the battel mechs so good. Simply put, this game should be more developed with the features and bugs worked out and a SIZABLE number of mechs aviable to the players before we even consider adding other units.

That said then we have to see how they will work in this game, as stated before, other BT games the vehices, aerospace units ect tend to dominate the gameplay and that is something that i think shoulld be avoided to keep the viable.

Part of the problem is that BT is a BOARD GAME. When translated to a computer enviroment some of what makes BT viable is its querky rules that give the MECH and advantage over vehices and other units. There is a trend to not include those elements into the electronic version and for whatever reason it and vehicels, aerospace units, elementals are more powerful than they should be. My belief is its easier to easier to code it that way or the DEVs simple didnt take the time to find the balance.

My own experience with it is with a MekTeck combat version that used vehicles with mechs, Gaussrilfe Vehilces tended to dominate the gameplay, especially those that had heavy armor, because the DEv didnt add in the critial hits factors for vehicles which in Table Top BT cause vehicles to become immobolize rather quickly and suffer critical hits much faster than Mechs. After looking at the data and experincing the effects i asked the game Dev about the lack of Vehicle critical hits and got the answer it was to hard to code.

So in summery, No for vehicles, battlearmor, or aerospace till the mechs are working and there are a lot of choices and then ONLY IF the vehicles are properly coded for critical hits.

#44 Buck Rogers

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Posted 01 July 2012 - 01:10 PM

It seems like a lot of battlemech engagements in-universe happen without aerospace support. If mechs are prized rare vehicles in the Inner Sphere in the 3025 era, heavy anti-armor mechbuster aerospace fighters seem even rarer, so I think they can stay out of the game for a good while. Tanks are different though. In universe they're supposed to be abundant.

Everyone likes MechCommander, right? Well, why not have some tanks just sitting around the area you're trying to defend, and the commander can control them RTS style? It wouldn't be a whole new game. We're talking a hand full of vehicles, some of which might be tiny wheeled SRM carriers. Think of it as a mini game that might increase the odds of victory, but could never achieve victory for the team on its own. Having the commander issue all commands RTS style would mean the devs wouldn't have to mess around with AI either.

I agree that you shouldn't be able to drive tanks. This is Mechwarrior, not Tankwarrior, and all effort should go towards making the Mech experience better and better, not farting around letting us drive vehicles.

However I would argue that if 80 foot war machines only fight other 80 foot war machines, then there is no sense of scale and power. These are Battlemechs. You are supposed to feel like king of the battlefield when you command one. At this point, you wont, because there are no non-mech vehicles to make you feel that scale.

Throw in tanks, SRM carriers, and the like, and suddenly you will feel like the towering legged war god you are.





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