So much of HBS's BATTLETECH can be captured at a glance with this HBS Kickstarter graphic:
:Bows:You're so much nicer than I am. I'd have just answered with "yes"
Just so newcomers understand what this means: the beta just had a lobby of games with info like which map the battle would be on, the maximum cost of a lance you could bring, what the turn timer would be (if any), etc. It supported public games or password-protected games with friends. They may have iterated on this since then, but that's the minimum we know they've developed.the Friend-based PvP that so many of us enjoyed during the Backer Beta.
I would also add that until recently BATTLETECH was going to shoot for an e-sport level of competitive balance. The official word is: That focus was dropped in favor of 'fun', and the impact RNG has on outcome. However, I hold out hope that with enough telemetry they may once again consider a competitive PvP arena.
I want success. People need to buy more Battletech.That's part of why you hear people say "In success!" around here a lot, because if the game is successful and sells well there are lots of features that are possible.
I want success. People need to buy more Battletech.![]()
I kind of hope they don't.
Every game that releases doesn't need to be an e-sport and a lot of the fun and enjoyment seems, or feels, like it gets sucked out of the game to be sacrificed on the later of "esport" and "competitive gaming" when games try and do it.
I think this game can enjoy a lot of "in success" just by being fun and enjoyable.
From my point of view, the "Random" element of Battletech has been one of the underlying fundamentals from TT days and throughout every iteration of Battletech games (not Mechwarrior). The random chance that an AC 20 shot to the head kills an undamaged assault mech, or a single hit from an LRM barrage damaging a fast movers leg, or a random crit on the MG ammo etc etc etc.I have to ask, why wouldn't you want a keen focus on balance, and shift from RNG to strategy? The biggest risk/challenge is balancing meta builds, but to me that is a plus for both MP and solo play.
For a multiplayer, table top game, that random element works well. The unlikely outcomes add to the enjoyment.From my point of view, the "Random" element of Battletech has been one of the underlying fundamentals from TT days and throughout every iteration of Battletech games (not Mechwarrior). The random chance that an AC 20 shot to the head kills an undamaged assault mech, or a single hit from an LRM barrage damaging a fast movers leg, or a random crit on the MG ammo etc etc etc.
These things combined always gave Battletech the feel of "Best laid plans" type situation, where it doesn't matter how good/big you are, a lucky shot from a lowly grunt could end it all. The ultimate equaliser.
Look at the MW games. They were shooters. Oh sure you had elements of heat and stuff that affected it, but ultimately it was just a FPS where how quickly you could move the mouse/twitch is more important than the actual abilities of the dude shooting.
Which is a very different type of game to Battletech, which is about the tactics of how you use the units rather than how quickly you can spam the fire button before overheating.
I have to ask, why wouldn't you want a keen focus on balance, and shift from RNG to strategy? The biggest risk/challenge is balancing meta builds, but to me that is a plus for both MP and solo play.
For a multiplayer, table top game, that random element works well. The unlikely outcomes add to the enjoyment.
However, a computer game with a substantial single player campaign works a bit differently. Random occurrences which can catastrophically ruin the team, such as a through armor crit to the ammo, aren't nearly as much fun then.
Some RNG makes the game more interesting. Too much RNG makes the game unpredictable and frustrating. I think HBS has done a good job hitting the sweet spot in between the two ends. There is still enough RNG that you can have surprises (like a Jagermech body slamming through the cockpit of my Awesome), but it is focused so that player strategy is still very important.
Just so newcomers understand what this means: the beta just had a lobby of games with info like which map the battle would be on, the maximum cost of a lance you could bring, what the turn timer would be (if any), etc. It supported public games or password-protected games with friends. They may have iterated on this since then, but that's the minimum we know they've developed.
Originally they planned a big tournament-style PVP experience with matchmaking and rating based on the lore of the Solaris VII Grand Tournament, but they scaled back their plans to just a "friendly" casual PVP lobby. They may do more competitive tournament-style play in a future expansion if the game does well. That's part of why you hear people say "In success!" around here a lot, because if the game is successful and sells well there are lots of features that are possible.
The community is trying to pick up the slack in this regard, with efforts to organize third party tournaments, and a discord server to help with coordinating matches for those who would rather not just face whoever joins your public game.