• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

JamesMac

Corporal
5 Badges
Dec 26, 2018
39
0
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
Basis:

I have noticed that there are no few players who complain, often emotionally, about the game and how it works. Most of this seems based upon a lack of understanding how the world of Battletech funcitons. I haven't seen much in the way of instructions and learning resources attached directly to this particular iteration of the Battletech/Mechwarrior saga, but there is an entire mountain of resources out there for it. Currently the most effective are the hints displayed in the upper left of the screen, but these are very limited.

Background:

Battletech is both a game and a world which is based upon two major points: Tactics and the activities of certain major players in the world of the Inner Sphere. I use the word "world" to denote an environment vice a planet in this case. Tactics refers to two specific types, those being the combat tactics used on missions and the tactics used in the political environment that exists in the Inner Sphere. Both should be very important because they determine the survival of the player's Mercenary company on the battlefield and it's long term survival in a very political universe. The major players in that universe are the major houses, the Clans, and of course Comstar.

Suggestion:

My suggestion is two fold, covering the need for players to be able to understand the workings of the game and for the game to better support the viability of player immersion into the game. The player needs to actually understand the strengths and weaknesses of their equipment, both mechs and equipment in order to balance their unit and develop good tactics as they advance through the game. And the game needs to draw the player into the game as they advance and develop a positive attachment to the game for the game itself to survive in a world where new games pop up every day.

So first, I would suggest adding an option to the game that gives access to the specs on all vehicles, mechs, and gear (weapons, armor, defensive and support equipment), as well as things like turrets. Give the players a 3D view of the item, a list of stats, and some bit of information on the item that tells them ways that they can use it. Such as "The large laser, while much heavier than the smaller medium laser, is an excellent choice for sniping targets at a distance". Much easier to learn where and when a large laser is a good choice to use than giving them the specs that shows 5 medium lasers do much greater damage than a large laser, but generate a tremendous amount of heat and require much closer range to the target to be effective.

Second, enhance the mission system. Create a better chain system that uses the results of one mission to create more missions. When something happens involving a mission in the Inner Sphere (or the Rim, etc) there is somebody behind it, most often either one of the major houses or somebody tied to a major house. Nearly all major operations, which means something involving battlemechs, is the result of the big powerhouses maneuverings. Providing a visible link to more missions allows the player to run their mercenary company more effectively and to follow the money/work through farther. The player gets to "see" the heart of the world they are playing in, make choices in how they want to play it by either choosing sides or being neutral and just earning a living. The game becomes more fun and more involved for the player at that point, giving them a positive attachment to the game. Maybe they decide they want to side with Hanse Davion against his sister Katrina and follow missions that aid Davion against Steiner, or whatever.

Involvement is good for the game's survival. Having a means to develop the skills and understanding of how it works along with being made to feel like they are part of the world they are playing in makes for a good game, even in a turn based version.


Additional:

Simulator training. The Argo has the simulators which, conditionally, give experience to the mechwarriors on the Argo. It would be a nice option for the player to be able to actively use those to learn to play the game better. i.e. the player assigns up two or four pilots to train in the simulator and sections a mission type. The pilots are evenly split against each other, with the player getting to control one side and the other side is AI. The player gets experience for their mechwarriors and also gets a chance to learn how things work. It's a simulation so no real damage or deaths and of course no money earned, but the player can actually learn the game better. Have it consume a day of time to do it so there is balance in the game, but don't limit the training value when using the simulator actively.

EDIT:

To the simulator idea I would add the option for informational flashes of text, such as "Left Arm destroyed, damage transfered to Left Torso Structure". Something that helps the player understand how it works and how to use that tactically. (Thanks to Gravedancer and Chefcook90 on Steam for triggering the idea in my head.)
 
Last edited:
Upvote 0

JibSail

Sergeant
Jan 2, 2019
71
0
I have to say, that I like the idea of a glossary of the weapons and units. It would be kind of cool to view the 'things.

As far as the story goes, the campaign is brilliant. I had a blast playing it and enjoyed the characters and their struggles.
There was a predictable plot turn, but still fun.

The Flashpoint system is a happy medium between a story and short contract driven gameplay.

I hope they add in more campaigns in the future, but I'm quite happy with the suite of storytelling devices the game has.
 

JamesMac

Corporal
5 Badges
Dec 26, 2018
39
0
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
I agree as far as the campaign mode is concerned, and the flashpoints are nice but limited as I have only seen the set 5 or maybe it was 6 of them, and once completed I never see another flashpoint after those initial ones. I would like to see more of them and in a much larger variety of locations on the map.

Career mode I believe is where some expansion to the mission system to include a more story line base would be a great improvement. More so if the adhoc story line is affected by the player's choices of missions and if they succeed or fail.
Consider this. (Calling them track or linked missions, just to give some terminology to make it easier to follow the idea. A mission track means the mission is part of a end goal for some House or major faction. Individual missions would be created as the track progresses and would affect a wide range of locations. Linked missions would be a series of missions that only come into existence based upon the result of the current mission and would be more localized, such as to a single star system or that star system and a nearby star system. They wouldn't affect a faction directly nor an entire region.)

The idea is to have key starter missions that just look like normal missions do now. However, upon completing one of these types of missions the employer would either give you some speech such as "As a result of your success (or failure) I have been given the green light to offer you the chance to help us with XYZ (or to offer you the chance to redeem yourself (if you failed the current mission) by performing this job for us". Or the employer could just leave you a bread trail to follow or not follow that leads you down the rabbit hole of the track or link. Each step the employer would give you some kind of hint at what is really going on, such as a link to a news story about some activity or chaos in a region or on a world. If you keep it as a text system with variables for key points in the information it would be easy to reuse for a PG track/link mission system, that is directly affected by the player's choices. This makes it more enjoyable because it is less repetitive and the player actually has a direct affect upon the environment they are playing in. Even the choice to NOT pursue the linked/tracked path would have an affect, as that may be the end of the path and as such the side the path was working for lost some leverage or power in that region, their enemies grew stronger, etc. You would need to add persistent values for Influence and strength to each map location for all factions and houses, but that would allow for a greater range of options, including struggles between houses within a faction. If you think about it, the Campaign mode is based upon just this type of thing.

I am fairly sure that all of the basics already exist in the game's coding, so the first steps to implement something like this are already done. Not that it would be easy, per se, but I personally believe it would be worth the effort.
 

JamesMac

Corporal
5 Badges
Dec 26, 2018
39
0
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
More information that would be good to have in the Stats section for equipment/mechs/vehicles area of this suggestion.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

The stability bar is "whatever the maximum stability of the mech is". That varies by weight class. Lights have 100 stability, Mediums have 130, Heavies have 160, and Assaults have 200.

You can't take a mech from "stable" (no triangular warning sign) to knocked down in a single attack... no matter how much stability damage you do. At best, it will go from stable to unstable.

Bulwark has nothing to do with stability. Bulwark used to grant Entrenched which gives 50% stability damage reduction. It no longer does. Entrenched is granted by Sure Footed (Pilot5 ability) now. Guarded (Brace / Vigilence) still grants Entrenched. Sure Footed grants Entrenched after any regular move (not sprint, jump, or melee). Mud (a terrain feature) also reduces stability damage by 50%. So that 320 stability damage per King Crab will be knocked down to 160 by any opfor Pilot that has the Pilot5 ability. On an Assault mech, 160 translates to 4 bars.

Thanks to the General for providing this in another post.

EDIT:

Add into this enhancing the system screens when you click on a system icon. Include additional information of if the system has been visited as well as if you have visited the local planet/moon. It would also be nice if there was a store icon to view the store at that location. Comstar could relay such information anyway.

(I guess this is an evolving suggestion.)
 
Last edited: