(for the devs/HBS) A gamer´s wish unfullfilled....

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Kreuzberger

Recruit
May 6, 2018
4
0
The gaming industry really ignores a type of strategy game, which many gamers want. For example, in a similar game to this, Battle Brothers, many players asked for a chance to conquer something for themselves, a kind of base like a castle or village in the low magic medieval scenario the game was put in. Devs said no, they wanted the game to be just pure mercenary, get contracts, fight, get money. But it would be logical...you have a battleproof troop aka military power. It would be extremly easy to set up in no man´s land or to dominate some farcast settlement.

Long story short....whereever you look in the field of strategy games, you have either empire builders or games, which are very narrow tunneled in options from the position of a mercenary or organisation.

But a strategy game at the other hand, where you start as nobody and carve out a tiny kingdom amongst the giants, trying to do business and survive?

The only games I found so far, that came close to this idea of a strategy game, was Kenshi and Mount and Blade(which was a sucess). And even Kenshi is very limited in the "interaction" with the ai world around it. You get attacked from time to time and you can trade food....Mount and Blade surely offered more game options. Also in the same discussion on steam forum, someone mentioned a very old game...Birthright. This old pearl could give much inspiration for future ways of the game Battletech.

Now back to this game....wouldn´t it be a realistic possibility for a sucessfull merc commander, who thinks outside of his standart mercenary business to aquire some "space" and assets for his company, that helps him maintaining it? Right in the first story mission you get a shining example of what is possible in the mechwarrior world. A pirate setting up base next to a derelict supercarrier ship from the alliance era. And the base was not small! So here my idea for a dlc, that should be manageable for the player as high end game content.
It could look like that:
1. Investment.....the player uses tons of c-bills and searchs for a place in space, that is not charted. Then he builds, whatever is needed there...be it a base or a mine for example.
2. Conquest....the player just takes over pirate or smuggler installations. If they can operate rather undisturbed, because the local government is to weak to dwart them and calls in mercenaries, what would the government say, if a lawfull trustworthy merc company sets up tent in their place?
3. Gratitude.....governments or noble houses offer you land to settle for serving them well.

Then this could follow:
With option 1 and 3 the player just expands and build up and wide. Simple.
With option 2, the player could choose to expand and even replace the local government. In places, the game calls "backwater systems", this should be possible, even more with having heavy/assault mechs + mechwarrior veterans.

Then, keeping in mind, that the mechwarrior world is a mixture of medieval structures and future space tech, the player could slowly build up and rise in hierarchy, founding a house/dynasty. Options would be expanding to other worlds or aristocratic marriage/diplomacy. I have to admit, that then the player slowly starts to shift from a mercenary´s playstyle to the existence of a local lord. At the other hand, in your background you are something like the offspring of a noble family with a heritage mech, so what? And maybe a family tree? Your own kid as a mechwarrior at your side? :p

One thing.....if HBS would make such a dlc for this game, I would buy it in a nanosecond. And the game itself would make a big step in the field of playing options for the gamer, away from it´s repeatednes it shows at the moment.

Thank you for your attention.
 
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