But seriously, whats HBS up to...?

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TostitoBandito

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Need more map variety. After playing a fair amount you realize that there's only so many terrain layouts for each biome and it gets old to be on the same map time and time again with the enemies in similar places and so forth.
 

Dark Khaos

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Need more map variety. After playing a fair amount you realize that there's only so many terrain layouts for each biome and it gets old to be on the same map time and time again with the enemies in similar places and so forth.

Would be great if maps were more dynamic in generation so when you drop you think “hey, where’d the lake go that’s normally in the middle of this map or how’d that mountain range appear on the eastern border??”
 

TaurianMerc

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I'm only guessing here, but I think at least one of HBS (not mentioning any names) is sat at his desk carefully placing a quadmech miniature in front of him, smashing it, brushing the debris into a bin and repeating the process whilst whispering "not in my game you won't". :p
 

Prussian Havoc

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This is just a guess but i am assuming that Urban Warfare is going to include more flashpoints missions and as we already know new mechs and a city map
I agree. HBS has Mech, Biome and FLASHPOINT pipelines / processes already proofed and in place. I sincerely hope they make the most of all three for URBAN WARFARE. The “Urban” Biome is already the inside favorite of becoming my favored Biome / map / Arena set. We got two Tropic Multiplayer Arena Maps, I hope we’ll see another pair of arenas under URBAN WARFARE. ; )
 

Jonathan8883

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The mech configuration files include "Omni" as an option for hardpoints. I expect BattleTech to eventually continue all the way up to the Clan Invasion on this engine, assuming the expansions continue to grow well.

Mind you, I don't expect we'll see Kerensky's Krazy Kiddos for another 3-5 years real time...
 

Havamal

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Greetings Mechwarriors,

Off-topic review tangent moved here.


Thank you
 

AngeliDiAvanti

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The mech configuration files include "Omni" as an option for hardpoints. I expect BattleTech to eventually continue all the way up to the Clan Invasion on this engine, assuming the expansions continue to grow well.

Mind you, I don't expect we'll see Kerensky's Krazy Kiddos for another 3-5 years real time...

Preparing for Omnis doesn't mean that they are working on Omnis. MWO had this problem that they made Battlemechs that were essentially Omnimechs and when they introduced Omnimechs it was suddenly really hard to give them different game-mechanics from Battlemechs.

Also, there is a certain game I refuse to talk about, whose devs totally [mod edit: no foul language please] up this process: They promised expansions, stuff they would add years from now, but the whole game was never designed to leave the door open for those expansions.
Any of those expansions would have totally broken maps, game-mechanics, balancing AND meta and would have made it necessary to overhaul the whole game from the ground up. Now the expansions have been silently cancelled (they have stopped talking to the community) and all the devs produce is cosmetic DLC and shitty maps.



Lesson: When programming a game, plan ahead for the stuff you might add one day.




EDIT: Sorry, for foul language, won't happen again.
 
Last edited:

Gauntlet

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MWO had this problem that they made Battlemechs that were essentially Omnimechs

In my opinion, that's been the problem with the video game version of Battletech/Mechwarrior from Day 1.

The use(d) the construction rules instead of the customization rules (which, from what I've learned are strikingly similar). Since they let any type of modification happen instantaneously and with no type of consequences, people became used to it. Now, when they *do* try to impose some kind of limits/constraints/consequences, the internet burns down with "OMG! you ruined my fun!!!".

That type of behaviour resulted in Omni mechs being rendered inferior due to the fact that they're one claim to fame, the ability to be modified in minutes instead of hours or days, was rendered moot because of the unlimited upgradability and versatility of the standard Battlemech.

And while I'd wish for a bit more granularity and consequences from BATTLETECHS customization system, I'm just happy that they actually implemented a time/cost instead of turning Battlemechs into Omnimechs. And trust me, there was *a lot* of . . . discussion . . . around that decision.
 

MeiSooHaityu

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In my opinion, that's been the problem with the video game version of Battletech/Mechwarrior from Day 1.

The use(d) the construction rules instead of the customization rules (which, from what I've learned are strikingly similar). Since they let any type of modification happen instantaneously and with no type of consequences, people became used to it. Now, when they *do* try to impose some kind of limits/constraints/consequences, the internet burns down with "OMG! you ruined my fun!!!".

That type of behaviour resulted in Omni mechs being rendered inferior due to the fact that they're one claim to fame, the ability to be modified in minutes instead of hours or days, was rendered moot because of the unlimited upgradability and versatility of the standard Battlemech.

And while I'd wish for a bit more granularity and consequences from BATTLETECHS customization system, I'm just happy that they actually implemented a time/cost instead of turning Battlemechs into Omnimechs. And trust me, there was *a lot* of . . . discussion . . . around that decision.

It sounds like PGI is taking a cue from HBS when it comes to the MechLab in the upcoming MW5:Mercs (@16:03)...

In some ways it sounds more restrictive than HBS. It will be interesting to see how well this goes over. I myself am ok with it, however there is a lot of BattleTech fans that are fans through the MechWarrior franchise, that might feel a bit put off by this.
 

Havamal

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Please note Mechwarriors, MW5 as a tangent is off-topic for this particular thread.
 

stjobe

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Need another game developer...? :p
As a matter of fact, they do: http://harebrained-schemes.com/careers/

At least one long-time BattleTech fan has already made the transition from fan to dev (HBS_Eck), so if you think you've got the skills and aren't dissuaded by a move to Kirkland, Washington, by all means apply for one of the listed positions or just send them your resumé.
 

Codezombie

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As a matter of fact, they do: http://harebrained-schemes.com/careers/

At least one long-time BattleTech fan has already made the transition from fan to dev (HBS_Eck), so if you think you've got the skills and aren't dissuaded by a move to Kirkland, Washington, by all means apply for one of the listed positions or just send them your resumé.

Not sure my wife would be happy about moving to the US. But I do have 18+ years games dev experience (mainly at codemasters), so a couple of those jobs are well within my remit.
 

Havamal

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Not sure my wife would be happy about moving to the US. But I do have 18+ years games dev experience (mainly at codemasters), so a couple of those jobs are well within my remit.
Mrs. Havamal has been trying to get me to embrace the West coast anyway. Alas I do not have the requisite skills for development.
 

TripleStrengthMisnomer

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Its getting more common, we have a couple of people on our team (Dirt Rally) who work from home, while elsewhere the Project Cars team famously nearly all remote work.
Depends on the studio and how they allow access to resources. Some do not allow external or VPN access to protected data during and post production. Very common in animation and film.

However.....remote could work and if ever there is a requirement for onsite, well.....just get in the Leopard and plot the waypoints for the ARGO...easy..:D
 

Codezombie

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"well.....just get in the Leopard and plot the waypoints for the ARGO...easy.."

Truism in game dev is that the hard tasks usually turn out to be easy, and the easy tasks often turn out to be the hardest. :p
 

stjobe

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Truism in game dev is that the hard tasks usually turn out to be easy, and the easy tasks often turn out to be the hardest. :p
You game devs have it easy; for us not-so-glamorous back-end devs it's more that the hard tasks turn out to actually be hard, and the "easy" tasks turn out to be even harder ;)