Battletech is already a good game one can enjoy for many hours (thank you HBS!). I have recently finished my second play-through with mods and was thinking about what was missing.
One of the most common criticisms you encounter with current Battletech from players in Steam Reviews, from streamers, online magazines - and one I am agreeing personally to as well - is that Battletech is still, generally speaking, a game where you bring your four heaviest Mechs to battle, walk towards the enemy and stomp them. Or put differently: The game does not give you many big tactical choices that win the day. Instead, you get a myriad of small ones.
Sure, there is terrain, there is ammo, there is heat management, there is different weapon ranges there is mobility, there is facing, your load out etc. However, in the big scheme of things you end up with four of your beefiest Mechs with maybe a Hopper in between for gaining LOS and drawing fire. It will rarely feel like you won the battle because you had a better lance composition, or because you outmaneuvered the enemy or you had the better strategy in the course of the mission or your pilots had a higher quality (which they have on top of all things at the end of the game).
You can`t just build a lance of eight 50to Mediums to fight the four 100to Assaults.
You can`t use a hand full of cheap tanks to block the path of the enemy lance and flank them with lighter and faster Mechs.
You can`t place a minefield or call an airstrike in the advancing path of the enemy reinforcements.
You do not have interlinked objectives like having to capture and hold one point with one lance and at the same time push for another objective in a set amount of time with a different lance or fail the whole mission. There is no need for this kind of complex mission design. It is always do A then do B then do C. Search & Destroy.
I guess most of you are already seeing where this goes. I believe that in order to make Battletech a truly excellent game, we do not only need more of the same in a different garn (though that is always a nice touch). One should expand the game in dramatic and meaningful ways that take full advantage of the systems in place and make it tactically more interesting from the perspective of a commander.
- Transform the 4-Mech-limit to a real tonnage limit.
- Introduce playable tanks and infantry and strategic tools like artillery fire.
- Expand the lance limit up to a Company of 16 vehicles.
- Increase the size of maps (simply unlock more space of the current maps?) to open up more tactical possibilities.
- Expand the flashpoint concept to a multi-lance, multi-objective, multi-mission customizable editor so the community can get creative and we can put the whole power of our mercenary company into the field when necessary.
- Factor in pilots abilities. A lance of rooks should be cheaper to deploy then a lance of your best pilots.
- Open the game up for multiplayer (Solaris expansion?)
I think in the past HBS has spoken out against expanding the scope of combat like this because they want to stay focused on the lance level tactical combat and keep it to the 30-minute frame for one mission.
However, I say this has proven too one-dimensional for many people. Why fight this point when clearly there is demand for this in the community?
Sure, you could say loading times will be long; turns will take 15 minutes instead of one minute; the already challenged AI would totally crap out. Low spec PCs would melt. Idk.
Still, I think I would take it. Just for having the chance to play this game on the next level. It feels like the lance limitation & gameplay is but the tutorial on a greater scheme of gameplay.
Maybe all/some of this needs to go into the specs for Battletech 2.
What are other players thinking?
Completely happy with the current plans? Or do you think there are opportunities lost with the limit to one lance and the fixed 400to setup? Did the DLC (Flashpoint) alleviate the Assault onslaught S&D syndrome?
One of the most common criticisms you encounter with current Battletech from players in Steam Reviews, from streamers, online magazines - and one I am agreeing personally to as well - is that Battletech is still, generally speaking, a game where you bring your four heaviest Mechs to battle, walk towards the enemy and stomp them. Or put differently: The game does not give you many big tactical choices that win the day. Instead, you get a myriad of small ones.
Sure, there is terrain, there is ammo, there is heat management, there is different weapon ranges there is mobility, there is facing, your load out etc. However, in the big scheme of things you end up with four of your beefiest Mechs with maybe a Hopper in between for gaining LOS and drawing fire. It will rarely feel like you won the battle because you had a better lance composition, or because you outmaneuvered the enemy or you had the better strategy in the course of the mission or your pilots had a higher quality (which they have on top of all things at the end of the game).
You can`t just build a lance of eight 50to Mediums to fight the four 100to Assaults.
You can`t use a hand full of cheap tanks to block the path of the enemy lance and flank them with lighter and faster Mechs.
You can`t place a minefield or call an airstrike in the advancing path of the enemy reinforcements.
You do not have interlinked objectives like having to capture and hold one point with one lance and at the same time push for another objective in a set amount of time with a different lance or fail the whole mission. There is no need for this kind of complex mission design. It is always do A then do B then do C. Search & Destroy.
I guess most of you are already seeing where this goes. I believe that in order to make Battletech a truly excellent game, we do not only need more of the same in a different garn (though that is always a nice touch). One should expand the game in dramatic and meaningful ways that take full advantage of the systems in place and make it tactically more interesting from the perspective of a commander.
- Transform the 4-Mech-limit to a real tonnage limit.
- Introduce playable tanks and infantry and strategic tools like artillery fire.
- Expand the lance limit up to a Company of 16 vehicles.
- Increase the size of maps (simply unlock more space of the current maps?) to open up more tactical possibilities.
- Expand the flashpoint concept to a multi-lance, multi-objective, multi-mission customizable editor so the community can get creative and we can put the whole power of our mercenary company into the field when necessary.
- Factor in pilots abilities. A lance of rooks should be cheaper to deploy then a lance of your best pilots.
- Open the game up for multiplayer (Solaris expansion?)
I think in the past HBS has spoken out against expanding the scope of combat like this because they want to stay focused on the lance level tactical combat and keep it to the 30-minute frame for one mission.
However, I say this has proven too one-dimensional for many people. Why fight this point when clearly there is demand for this in the community?
Sure, you could say loading times will be long; turns will take 15 minutes instead of one minute; the already challenged AI would totally crap out. Low spec PCs would melt. Idk.
Still, I think I would take it. Just for having the chance to play this game on the next level. It feels like the lance limitation & gameplay is but the tutorial on a greater scheme of gameplay.
Maybe all/some of this needs to go into the specs for Battletech 2.
What are other players thinking?
Completely happy with the current plans? Or do you think there are opportunities lost with the limit to one lance and the fixed 400to setup? Did the DLC (Flashpoint) alleviate the Assault onslaught S&D syndrome?
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