Jump to content

A Hero Stands Tall


149 replies to this topic

#61 Sennin

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 459 posts
  • LocationColorado

Posted 18 October 2012 - 02:50 PM

Some people might be confused about the configuration of Yen-Lo-Wang. So here is a short history lesson. There are two variants of note. The first is the Level 1 Variant (3025 Era) that belonged to Justin Xiang Allard and it boasts the following...

CN9-YLW
2 x Medium Laser (1 Forward CT, 1 Rear CT)
1 x AC/20 (RA) w/ 3 Tons Ammo
1 x Hatchet (LA)
200 Standard Engine (Top Speed 64KPH)
8.5 tons Standard Armor
10 Single Heatsinks (Base)

The second variant is Level 2 tech, a refit devised by the NAIS in 3051 as a thankyou gift from Victor Steiner-Davion to Kai Allard Liao (Justin Allard's son).

CN9-YLW2
3 x Medium Pulse Laser (2 LA, 1 Rear CT)
1 x Gausss Rifle (RA) w/ 2 Tons Ammo
1 x Hatchet
200XL Engine (Top Speed 64KPH)
Triple Strength Myomer (Increased top speed to 81KPH when sufficiently heated)
8.5 Tons Standard Armor
10 Single Heatsinks (Base)

Yen-Lo-Wang eventually passes to Danai Liao-Centrella around 3120 as gift from Kai Allard Liao (her Cousin) in respect for her fearlessness and skill while serving with Cenotaph Stables on Solaris. All three Mechwarriors went on to be Solaris Champions using the famous Centurion. There have been other modifications made throughout it's history but none that pertain to the immediate timeline in CBT Record-Sheets.

#62 curic125

    Rookie

  • 2 posts

Posted 18 October 2012 - 02:54 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.



#63 Davoke

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 618 posts
  • LocationFending off an entire RCT of Cappellans with a lance of Atlai

Posted 18 October 2012 - 02:59 PM

Posted Image
Just sayin, the finger doesn't protrude like that. An that end looks a lot like a handle...

#64 Avarice1of2

    Member

  • PipPipPipPipPip
  • The Territorial
  • The Territorial
  • 194 posts
  • LocationSitting in a the cockpit of a mech whose pilot is no longer with us with Bitching Betty telling me my loadout is not usable.

Posted 18 October 2012 - 03:01 PM

I know that Centurion, later on it will get triple strength myomer. What I read the book, so dont hate me

#65 Slystone

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 220 posts
  • LocationUSA

Posted 18 October 2012 - 03:08 PM

Sad.....

Edited by Slystone, 18 October 2012 - 03:09 PM.


#66 Mr D One

    Member

  • PipPipPipPipPipPipPipPip
  • Star Colonel IV
  • Star Colonel IV
  • 1,266 posts
  • LocationMmmmmm yes

Posted 18 October 2012 - 03:11 PM

lol. I thought it was about me for a second. B)

#67 Aurelios Salcedo

    Member

  • PipPip
  • The Guide
  • The Guide
  • 49 posts
  • LocationLong Beach

Posted 18 October 2012 - 03:15 PM

yen lo wang?

#68 Davoke

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 618 posts
  • LocationFending off an entire RCT of Cappellans with a lance of Atlai

Posted 18 October 2012 - 03:17 PM

View Postwulf of awe, on 18 October 2012 - 03:15 PM, said:

yen lo wang?


99.99% chance.

#69 Victor Morson

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 6,370 posts
  • LocationAnder's Moon

Posted 18 October 2012 - 03:27 PM

I'm going to get angry only if they go back on their word and make hero 'mechs have beefed stats, opposed to just being a different skin. In particular if they are only purchasable with MC.

#70 PropagandaWar

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,495 posts
  • LocationCalifornia

Posted 18 October 2012 - 03:32 PM

View PostBLOODREDSINGLE, on 18 October 2012 - 02:14 PM, said:

Im sorry but for someone that was used to MekTek unloading 10-15 NEW mechs every patch this is a bit of a disappointment. It really shows who here is a Mektek patch user and who isn't if your actually praising PGI for this. Laziness..... pure and simple.

Mektek builds did not have the amount of detail (Cockpit,armor damage, Animations, performace) Put into them that MWO has. These mechs feel like mechs way more than MW4 ever did.

View PostVictor Morson, on 18 October 2012 - 03:27 PM, said:

I'm going to get angry only if they go back on their word and make hero 'mechs have beefed stats, opposed to just being a different skin. In particular if they are only purchasable with MC.

I bet you a dollar it wont have beefed up stats. That's been a promise from day one.

View PostPropagandaWar, on 18 October 2012 - 03:31 PM, said:

Mektek builds did not have the amount of detail (Cockpit,armor damage, Animations, performace) Put into them that MWO has. These mechs feel like mechs way more than MW4 ever did.


I bet you a dollar it wont have beefed up stats. That's been a promise from day one.
But if they try and charge Atlas prices for him ill laugh at them and walk away from it.


#71 Alex Wolfe

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,359 posts

Posted 18 October 2012 - 03:39 PM

View PostDavoke, on 18 October 2012 - 02:59 PM, said:

Posted Image
Just sayin, the finger doesn't protrude like that. An that end looks a lot like a handle...

Where would the rest of the hatchet be? I doubt PGI would be showcasing the infamous Disappearing Hatchet Glitch in their screenshot, no?

Also, nope. I'm afraid this YLW is all thumbs.

Posted Image

Edited by Alex Wolfe, 18 October 2012 - 04:45 PM.


#72 MacKerris

    Member

  • PipPipPipPipPip
  • 198 posts
  • LocationWisconsin

Posted 18 October 2012 - 03:57 PM

View PostSlystone, on 18 October 2012 - 03:08 PM, said:

Sad.....

worse than sad

#73 GySgtMurphy

    Member

  • Pip
  • Liquid Metal
  • Liquid Metal
  • 15 posts

Posted 18 October 2012 - 04:06 PM

Weren't jump jets also installed while Yen-lo-Wang was on Outreach, where the other upgrades were applied?

#74 datonkallandor

    Member

  • PipPip
  • 39 posts

Posted 18 October 2012 - 04:08 PM

This is pretty much PGI-making-stupid-decisions in a nutshell.

"Let's make a Hero Mech!"
"Let's do a Centurion famous for having a Melee Weapon!"
"We don't have melee in our game..."
"Let's do it anyway!"

Edited by datonkallandor, 18 October 2012 - 04:10 PM.


#75 Solis Obscuri

    Don't Care How I Want It Now!

  • PipPipPipPipPipPipPipPipPip
  • The DeathRain
  • The DeathRain
  • 4,751 posts
  • LocationPomme de Terre

Posted 18 October 2012 - 04:35 PM

View PostAlex Wolfe, on 18 October 2012 - 01:44 PM, said:

And if YLW lacks lower arm actuator like AC20 loadout would suggest, it would have no moveable arms to go along with its smaller torso twist. If it has the lower arm actuator, then it's still not much of an advantage because of how weapon convergence is messed up currently with regards to leading targets.

Well, the left arm has all it's actuators, even if the right arm doesn't - maybe PGI will give it a third reticule! :D

#76 Alex Wolfe

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,359 posts

Posted 18 October 2012 - 04:47 PM

View PostSolis Obscuri, on 18 October 2012 - 04:35 PM, said:

Well, the left arm has all it's actuators, even if the right arm doesn't - maybe PGI will give it a third reticule! :D

A reticule for every family member! You get a reticule! And you get a reticule!

Well... I guess it'd be pretty easy to slave RA to the cross and LA to the circle. Truth be told I was half-counting on "nobody bothers to do that" for this one.

Still, for all talks of inferiority, saying "it's a Centurion, duh" is pretty much a "nuff said". 'nuff sad :huh: .

#77 Name140704

    Member

  • PipPipPipPipPipPipPipPip
  • 1,196 posts
  • LocationBehind You

Posted 18 October 2012 - 04:47 PM

You could have at least shown it to us. It's not like we haven't seen a Centurion before.

Gray Norton's Rifleman(II?). This I can see being too small to see the details of. Yen-Lo-Wang? It's pilot(s) are what made it special.

#78 Mister French

    Member

  • PipPip
  • The Fearless
  • The Fearless
  • 22 posts
  • LocationNew York

Posted 18 October 2012 - 04:55 PM

Looks nice, very cool shot

#79 BitTwist

    Rookie

  • 6 posts
  • LocationSeattle

Posted 18 October 2012 - 04:57 PM

Check this link, and the date of the comments.

http://sightsonyou.d...m-Art-288470760

#80 Null Wing

    Rookie

  • 3 posts
  • LocationWazan

Posted 18 October 2012 - 04:58 PM

I don't like the look of the centurions in game, the concept art looks awesome, but I think they look short and wide in game (like a dwarf, not to be confused with a commando... that's a midget). It doesn't look quite as awesome in game as it does in the concept IMO.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users