As we all know, official development in the game ended a long time ago. Apart from modders, the vanilla game is done.
I'm curious, though. What were some elements you wanted to see in the game that never made it to the final version? Have any modders addressed the idea?
For myself, I wanted to see multi-lance deployment to allow for larger missions. Once all upgrades are done to can have 25 mechwarriors and 18 active battlemechs available, so it seems strange that you only deploy one lance at a time. Even with the fluff of having only one Leopard-class dropship for deployment, you could have a staggered deployment with scout or skirmisher lance going in first, followed by a fire or assault lance for the heavy lifting. There's dozens of potential scenarios that would benefit from more than 4 mechs, as the game shows in the allied-deployment missions. I understand there's at least one mod out there allowing for a second lance, and I'll check it out one of these days.
I also have a fondness for the Savannah Master hovercraft from the TT game, and I would have loved to see them in the game. Yes, they are small and relatively fragile, but on the right maps and missions, and in the right numbers, they could be a devastating opponent early-game. You've got to love a vehicle that ignores most rough terrain and is faster than a Locust, packing a medium laser. (The original fluff story from the Technical Readout 3025 is a fun read, too.)
On a related note, especially with Urban Warfare, I would have loved to see infantry integration. One of the unique points of the old CityTech TT game expansion was presenting an environment where infantry were a viable force against battlemechs. They had squad-portable SRMs, Infernos, autocannons, and other support weapons of all types, as well as vibrobombs to create anti-mech minefields. The game already has artillery strikes in some missions, and infantry can "paint" targets for more precise strikes, including strikes against mechs. Cities gave them the cover they needed to not get immediately wiped out by a mech's superior firepower, and that made any experienced mechwarrior hesitant to engage in urban operations if they could be avoided.
I'm curious, though. What were some elements you wanted to see in the game that never made it to the final version? Have any modders addressed the idea?
For myself, I wanted to see multi-lance deployment to allow for larger missions. Once all upgrades are done to can have 25 mechwarriors and 18 active battlemechs available, so it seems strange that you only deploy one lance at a time. Even with the fluff of having only one Leopard-class dropship for deployment, you could have a staggered deployment with scout or skirmisher lance going in first, followed by a fire or assault lance for the heavy lifting. There's dozens of potential scenarios that would benefit from more than 4 mechs, as the game shows in the allied-deployment missions. I understand there's at least one mod out there allowing for a second lance, and I'll check it out one of these days.
I also have a fondness for the Savannah Master hovercraft from the TT game, and I would have loved to see them in the game. Yes, they are small and relatively fragile, but on the right maps and missions, and in the right numbers, they could be a devastating opponent early-game. You've got to love a vehicle that ignores most rough terrain and is faster than a Locust, packing a medium laser. (The original fluff story from the Technical Readout 3025 is a fun read, too.)
On a related note, especially with Urban Warfare, I would have loved to see infantry integration. One of the unique points of the old CityTech TT game expansion was presenting an environment where infantry were a viable force against battlemechs. They had squad-portable SRMs, Infernos, autocannons, and other support weapons of all types, as well as vibrobombs to create anti-mech minefields. The game already has artillery strikes in some missions, and infantry can "paint" targets for more precise strikes, including strikes against mechs. Cities gave them the cover they needed to not get immediately wiped out by a mech's superior firepower, and that made any experienced mechwarrior hesitant to engage in urban operations if they could be avoided.
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