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.
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.
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. ; )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
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...
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.
Please believe, there is no shortage of work around here.
Stay tuned.
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As a matter of fact, they do: http://harebrained-schemes.com/careers/Need another game developer...?![]()
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.
Mrs. Havamal has been trying to get me to embrace the West coast anyway. Alas I do not have the requisite skills for development.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.
Maybe remote working wouldn't be impossible?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.
Maybe remote working wouldn't be impossible?
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.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.
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 harderTruism 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.![]()