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KickStarter BATTLETECH - turn-based mech combat from Harebrained Schemes

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
597
Sup guys, we still talking about that Battletech game?

Myself, I gave up on it three or four main missions in.
Honestly, I am having a difficult time identifying who is this game intended for.

Tabletop fans aren't pleased with all the simplifications, or so I gather from the resident 'sperglings.

If you're queer for strategy, like yours truly, one lance per mission doesn't really offer too much complexity. Sure, you can diddle with loadouts a little bit, scour the galaxy for +++ weapons, etc,
but from what I saw, the depth of strategy boils down to knock a guy down and finish him off, rinse and repeat. Not a lot of going on as regards electronic warfare as well.

For those who want a challenge, granted, I only did 3-skull missions, but it didn't feel very challenging unless you go ironman or some other form of challenge game. Bankruptcy was never a serious concern
unless you go way overboard with buying stuff with hefty upkeep. But then again, why would you? I don't see myself ever needing 16 mechwarriors in this game, nevermind 24.

Storyfags will get a bit of text to go through, with tootlip encyclopedia to boot, but does the writing really deliver? I remember rolling eyes pretty hard when they pulled the "they killed him, and then he got away, he still died tho".
The dialogues were nothing special, and I don't remember character background doing anything useful aside from false choice dialogues.


Biggest gripe I have with this game is that is seems intent on wasting my time. Combat turns take forever because all the 2-second delays between actions add up and become minutes. By comparison, I remember being shocked
by the Xenonauts 2 demo, so it is possible to be done with an enemy turn in a matter of seconds?
Unless something serious is done about it, I don't see myself going back to the game, much less paying money.

Pretty much. I guess its intended for that mythical wider audience person that just finished (their) latest Candy Crush Saga playthrough and is just dying to play some turn-based tactical game based on Battletech but with pronouns.

Btw, played like 20 or so matches in multiplayer and its shit ofc.

Takes forever to make a new lance because the lance composition is on one screen, mech list in on another and mechlab for each mech is ofc on the third screen, but each piece of equpement you place on mech in mechlab affects its total cost which influences wheter or not you can take this mech to fit lance cost limits. Oh, and there is no option to show only custom mechs in the list. Thats some genius level UI.

Then there is no lader or automatch and not even a global chat to organize games so it usually took around 10 to 20 minutes to get an opponent for me. And then it might turn out that opponent has a 25M lance and you have 15M lance, so one of you has to exit multiplayer, and spend 20 minutes making a new lance.

And then because there is no tool ot organize games the opponent may turn out to be a total scrub, or leave the game after losing the first mech.

:fallout3:
 
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Bohr

Arcane
Joined
Nov 20, 2012
Messages
1,878
Sometimes I wonder if stuff like this isn't trolling by a disgruntled intern


XdZFNcbT_o.png
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,341
They are still women, you just need to get out of your troll cave now to see them. Or use porn videos on interwebs.
You mean woman like this?

M6puzKg.jpg
Nope that is not a woman. That is the reason why you cannot no longer depend on games, shows and movies to see the real women. But there are plenty of them on the streets, clubs, concerts. Just stop being a lazy geek.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Infinitron SRR peak players was ~25k, and sold ~1.1. million. BT has hit ~36k peak players, does that indicate success?
 

Cross

Arcane
Joined
Oct 14, 2017
Messages
3,037

Kamea! She is so special to me. Not only was I able to concept the hero but she was also a badass and she is a queen, not to mention a bunch of awesome attributes the writers gave her. She's just such an all around "my jam" type character.
She's apparently such a special and distinct character that he seems to be unable to come up with any qualities to describe her, other than her role as hero, her title as queen and a descriptor as generic as 'badass'.
 
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Stavrophore

Most trustworthy slavic man
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Strap Yourselves In
It comes with the base game, it is pieces of equipment I should have named it "melee dmg equipment".
There are "Arm mods" that give +10 / +15 dmg to melee and "Leg mods" that increase DFA (death from above) dmg to enemy or reduce dmg taken to your own legs.
I found an "Arm Mod ++" that add 60 to melee damage. +M Might be worth creating a 'mech that has some long-range weapons but otherwise relies on punching the enemy.


Not really. Ive tried melee mechs, they are highly inefficient.
 

Bohr

Arcane
Joined
Nov 20, 2012
Messages
1,878
New beta patch, incl fixes for the stuck high/low spirits bug.... and, of interest to Codexers, "Fixed hair shader to better support brighter colors in character creation, tweaked some hair and beard textures, and added some brighter color swatches." :shittydog:

Thank you for playing BATTLETECH! We appreciate your patience and support as our team works to quickly investigate and address reported issues with the game. Release 1.0.3 is now available for users on the “public_beta” Beta branch on Steam and GOG. If you are experiencing any of the issues listed in the Release Notes below, we recommend opting in to the public_beta branch at this time. If you are experiencing any issues running the game that aren't listed below, or if updating to public_beta does not address your issue, please contact Paradox Support here: https://support.paradoxplaza.com


Release 1.0.3 Notes, 5/10/2018

  • [WINDOWS] [STEAM] [GOG] Added an optional BATTLETECH Launcher that can be used to configure the following options before launching the game: Borderless Windowed Mode, Exclusive Fullscreen Mode, Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. To use this launcher, run the BattleTechLauncher.exe in your installation folder. In GOG Galaxy, you can open the More menu next to the Play button and choose Other -> Configure BATTLETECH.

  • [STEAM] Added a warning popup that appears if the Steam API fails to initialize on game start.

  • Added text to the video settings screen to indicate that some settings will not be applied until the next game load.

  • Added an option in video settings menu to show unsupported display resolutions (defaults to off).

  • [macOS] Support for non-standard Steam install directories (directory paths with special characters like "=" in them.)

  • Fixed some hitches when destroying units and buildings during combat.

  • Memory management improvements around 'Mech destruction.

  • Fixed an issue that could cause MechWarriors to become permanently stuck in the High Spirits or Low Spirits state.

  • Fixed an issue where saving the game immediately after salvaging enough parts to complete a new 'Mech could cause that new 'Mech to disappear upon reloading that save game.

  • Fixed an issue that could cause allied units in Escort missions to fail to move into the extraction zone under certain circumstances.

  • Fixed an issue where choosing to store a 'Mech with an active work order, then cancelling the warning popup, would cause the screen to become unresponsive.

  • Fixed a few issues with starting location spawn points on procedural missions.

  • Fixed hair shader to better support brighter colors in character creation, tweaked some hair and beard textures, and added some brighter color swatches.

  • Added new portrait presets and customization options.

  • Fixed an issue that prevented completion of the "Rock 'Em" and "Sock 'Em" achievements.

  • Fixed an issue that could prevent completion of the "Complete Roster" achievement.

  • Fixed an issue that trivialized completion of the "Laser Show", "Bullet Farmer", and "Raining Fire" achievements.

  • Fixed artifacting issues present on a subset of "Mercenary MechWarrior" custom Backer Emblem rewards.

  • Made the Backer Atlas "SBA" prefab available for the Atlas II-HT (in addition to being available for the standard Atlas AS7-D.) Made the Shadow Hawk "Umbra" prefab available for the Shadow Hawk 2H. Made "Valhalla" prefabs available for their respective chassis variants.

  • [SKIRMISH] Alternate prefab 'Mechs are now considered stock, and display in the Stock 'Mechs list in Skirmish Lance Config.

  • [SKIRMISH] Copying an alternate prefab 'Mech now correctly preserves the 'Mechs variant appearance.

IMPORTANT: If you switch to the public_beta branch, please note that when playing Multiplayer Skirmish, you will only be able to play against other players on the public_beta branch. The Lobby browser does not currently denote which players are on the public_beta branch and which are not (but will in future releases.) If you switch to the public_beta branch and then want to create a multiplayer lobby, please add [BETA] to the front of your Lobby name.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,075

Kamea! She is so special to me. Not only was I able to concept the hero but she was also a badass and she is a queen, not to mention a bunch of awesome attributes the writers gave her. She's just such an all around "my jam" type character.
She's apparently such a special and distinct character that he seems to be unable to come up with any qualities to describe her, other than her role as hero, her title as queen and a descriptor as generic as 'badass'.

Culture and heritage, eh? A white boy drawing an Asian female written by white soy boys.

I don't know about you, but I believe that the soy boys have a term for such things: cultural appropriation. I suppose it is OK so long as that is done by the "right" people, just like every other thing they cry about ;)
 
Joined
Jan 1, 2011
Messages
618
She's apparently such a special and distinct character that he seems to be unable to come up with any qualities to describe her, other than her role as hero, her title as queen and a descriptor as generic as 'badass'.
Hey, she has some character traits. Entitled, easily manipulated, not very good at ruling. I guess the writers never actually realised they were the only traits she had though.
I've seen some people suggest that they could fluff the reason you never hear about the Aurigan Coalition outside this game is because it just falls apart as soon as she gets back in charge. You get rid of the competent guy and replace him with someone who's not qualified for the job, after a war which wrecked the place. It's all downhill from here.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,075
She's apparently such a special and distinct character that he seems to be unable to come up with any qualities to describe her, other than her role as hero, her title as queen and a descriptor as generic as 'badass'.
Hey, she has some character traits. Entitled, easily manipulated, not very good at ruling. I guess the writers never actually realised they were the only traits she had though.
I've seen some people suggest that they could fluff the reason you never hear about the Aurigan Coalition outside this game is because it just falls apart as soon as she gets back in charge. You get rid of the competent guy and replace him with someone who's not qualified for the job, after a war which wrecked the place. It's all downhill from here.

:updatedmytxt:

And so Calderon completed his conquest of the Aurigan Coalition after the lamentable rule of Princess Kamehameha, and turned his attention to the Federated Suns. The Suns was just recovering from the devastating 4th Succession War and ComStar Interdiction, was especially vulnerable. The 4th was mainly fought by Crucis March units and many of those were still on conquered Capellan worlds. The Crucis March was as weak as it has ever been. The St Ives Plan, aid given to the new Capellan ruler, Chancellor Candace Liao, would slow down the Federated Sun's recovery. Calderon could afford to wait and consolidate his forces before striking.

In late 3038, he struck. Unbeknownst to him, Davion had been moving forces towards the Kuritan border for an invasion to be scheduled for 3039. This, coupled with the completely unexpected move by a Periphery power attacking a Great House, allowed for a fast and unexpectedly successful initial advance by Concordant forces. Waterly, now Primus of ComStar, saw this as an opportunity to further destabilise the Federated Commonwealth and granted covert aid to the Concordant forces. With few options, Davion called upon the mercenary unit, <<insert player unit here>>, to rush to his Periphery border into the teeth of the Concordant storm while he move his forces back to reinforce his realm. And so, the War of 3039 begins for one lone unit on one lonely planet at the edge of nowhere.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://www.gamasutra.com/view/news/...attletechs_procedurallygenerated_missions.php

Q&A: Building and balancing Battletech's procedurally-generated missions

Fitting procedurally-generated elements into an RPG means walking a tightrope of careful balancing and tuning, a task that’s made even more challenging when the RPG in question is as nuanced and complex as Battletech.

It makes sense, then, that lead designer Kiva Maginn and the team at Harebrained Schemes attacked generating content for the recently-released strategy game in a layered, complicated way.

Procedurally-generated missions weren't actually a core part of the Battletech game Harebrained pitched on Kickstarter; they were one of the stretch goals, and when the campaign raised enough money to merit their inclusion, the team had to decide how best to incorporate them into a hand-crafted strategy game with a core storyline.

Gamasutra recently reached out to Maginn to hear more about how she and her compatriots implemented a procedurally-generated mission system that can reliably present players with a believable setup and, perhaps more importantly, an interesting challenge.

Her answers were so fascinating (and so detailed) that we thought you might enjoy reading them for yourself, in full, below.

How are the game's side missions designed/generated? How much of the content in them is set, and how much is procedural?

Maginn: The procedural missions are built out of three layers. At the bottom layer is the map itself. Maps are hand-created by a designer, using assets created for us by the environment art team, and tools built by our technical art team. Then the environment artists go back over the map and polish it, adding details, filling out areas, sticking rocks all over everything, and so forth. The maps are intended to be large enough that we can stage several encounters on a map without you realizing it’s the same place, and there are some additional mechanics that allow us to switch what structures, facilities, roads, and so forth are on the map on a per-encounter basis.

The middle layer is the encounter. It’s a generic, flavor-free mission, one of eight types. We’ve tried to capture what we think are the most common scenarios in a BattleTech context -- a straight-up battle, a convoy ambush, a targeted assassination, and so forth. All the logic and scripting that makes an encounter work is embedded in the generic version. Designers then use the Unity prefab system to stick copies of the encounter and all its fiddly bits onto the maps. We move spawn points around, drag patrol paths into place, and generally get the encounter properly set up for the terrain it’s going to be on.

The final layer is the contract. A contract contains all the flavor bits that aren’t part of the raw mechanics of the encounter. So if you’re blowing up a warehouse full of weapons, that information is in the contract layer. The encounter just knows this is a mission where you’re going to destroy a base; it’s the contract that supplies the text to describe it as a weapons warehouse. Contracts are aware of the encounter they’re written for, so they map directly onto all the mechanics of the specific encounter; that is, if the encounter calls for two groups of enemies to spawn, the contract must specify what’s in those two groups.

The nice thing is, while maps and encounters are all part of the Unity scenes, the contracts are a JSON layer over the top of that, so they can be built and edited in a text editor. On top of that, I wrote a simple markup language to make contract creation even simpler, and that markup is parsed into the actual JSON the game uses. So we can rapidly create and iterate contracts, and (maybe most importantly) diff them against each other in git.

Battletech%20(1).jpg


When you go to take a procedural mission in game, the game looks at the star system you’re in to figure out what maps are available. If it’s a frozen ice world, it’s going to look for an arctic or tundra map; if it’s a desert world, it will look for a desert or wasteland map. Then it looks at all the encounters on that map, and picks one. Then it looks at all the contracts that fit that encounter, and checks to see if you meet the contract’s requirements -- difficulty, reputation, and so forth -- and then picks one. It also looks at the possible employers and targets in that star system, and picks one of each for the contract.

I think the best way to describe the entire process is ‘procedurally generated from hand-created, curated parts’.

How do you balance the side content to be appropriate for the player's power level, without knowing specifically what the structure of their lance looks like? How do you use main story progression to throttle player progression?

Trying to figure out how strong a lance is turns out to be the great white whale of BattleTech design problems. There have been multiple different Battle Value metrics, with lots of complexity behind their valuations, but nothing has ever really been comprehensive. Our solution was, largely, to stop trying to understand the strength of a lance, and instead focus on what resources we expect you to have available.

There are two ways we control the overall player power and challenge level: the global difficulty, and travel restrictions. Global difficulty is a value from 1 to 10 that indicates how heavy the enemy ‘Mechs you face are likely to be. We’ve got over a hundred different lance definitions, each one rated by its difficulty, and each one specifying the weight and role of its members. When we spin up a new mission, we decide what enemies to spawn by taking the global difficulty and finding a lance that matches that difficulty. There’s a bit more complexity there, as the contract is allowed to modify the difficulty before it goes looking for a lance to fit, but that’s the basic structure.

Battletech%20(3).jpg


The difficulty ticks up at specific events throughout the story, so that as you progress you face harder opponents. The way we handle loot, though, means that an increase in difficulty also means an increase in player power. If you meet a heavier ‘Mech than you’re used to, you have a good chance of being able to salvage it for yourself. So when we tick the difficulty up, we’re also expecting you to grow to meet that difficulty.

At the same time, we give you a fair bit of control over how tough you want your fights to be. Each star system has its own difficulty adjustment; some places are nastier than others. You can always fall back to easier locations if you’re getting overwhelmed by the battles, or push into harder hotspots to up the challenge. Additionally, when contracts are generated, we vary the difficulty by -1 to +1, giving you a range of possible battles even within a single system. If you’re getting stomped and need some recovery time while you send out the B-team, you can probably find an easier challenge.

None of this is perfect, of course, and you can still be surprised by a much harder or much easier mission than what you were expecting. That’s just part of the nature of procedural content, and of the kind of simulation we’re shooting for. If you realize you aren’t going to be able to make a profit off the mission you’re on, you can always retreat -- and if you’ve made a reasonable effort, you will still get paid for your attempt. One of the mantras we’ve repeated throughout the design process is ‘we want you to run away’, and the potential variance in contract difficulty feeds into that mantra.

That said, there are difficulty spikes and troughs that push a bit too far, into territory we consider potentially unfair, and so we’ve started addressing those on a contract-by-contract basis. Sometimes we meant for you to be fighting a tough ‘Mech, but other times we’re asking a mid-game player to fight an Atlas, and that’s just not fair. This is fallout from the way contracts layer onto encounters. The encounter might offer three different ‘ambush’ lances for the contract author to enable or disable. But if the contract author enables all three, she’s going to be asking the player to fight 12 enemies simultaneously. On some maps, this might be reasonable; maybe there’s a choke point, or some high ground with cover. But the contract author doesn’t know that; the encounter might be implemented on a lunar map that’s just a big open space with no cover and no way to cool off your ‘Mechs. That’s a death sentence.

So there’s a lot of moving parts in the difficulty mechanics, and the target isn’t perfect matching of difficulty to player power, but rather ballpark matching, with the assumption that the player can escape a bad situation by withdrawing, or prevent a bad situation by choosing slightly easier missions.

I mentioned travel restrictions, but that actually has more to do with a later question, so I’ll talk about it there instead.

Can you give me any specific examples that came up during development, play-testing, or during the beta of something that broke the balance you were looking for and prompted you to change the design of the side content?

The biggest challenge has been matching the difficulty progression in procedural content to the difficulty progression of the story. On one hand, we need to get you prepared for the story mission, which means we need to provide you with ‘Mechs we believe are capable of beating the mission. On the other hand, we want story missions to be major, memorable challenges, with enemies and situations you haven’t seen before and higher stakes than previous procedural content.

There’s a mission about a third of the way through the campaign where you have to stop a Union dropship from taking off. Based on what we expected the player to have available at that point in the game, I built the strongest lance I could -- with the rule that I could only use Medium ‘Mechs. We couldn’t be certain the player would have Heavies at that point, and I wanted to find out if the mission was winnable without them.

Battletech%20(2).jpg


I got stomped into a pile of scrap. It wasn’t even close. I went back to the drawing board, trying a few different ‘Mech configurations, seeing if knowing the mission and building for that knowledge would make the difference. It didn’t; I failed three times in a row.

Based on that experience, we had two options: we could make the mission easier, or we could make the player more powerful. We opted for the former, because I really didn’t want to cross the line into heavy ‘Mechs that early in the game. We tweaked the difficulty down iteratively, making small changes and then trying the mission again with different Medium-only lances, until we reached a point where I could consistently win and not lose any ‘Mechs.

As an aside, I consider ‘Mech loss to be effectively a failure. Once you lose a ‘Mech, assuming it’s of a reasonable size for the mission you’re on, you may not be breaking even on the mission any longer. So our tuning target isn’t ‘win the mission’, because winning with only one ‘Mech left standing on the field isn’t really winning at all. Our target is instead ‘with clever play and a little luck, win the mission without losing a single ‘Mech’. I’ve staggered across the finish line with missing arms, missing legs, and pilots turned to jelly by repeated knockdowns, but the metric is always economic: did I make money, or did I lose money?

How do the management systems like the store and ship upgrades play into that balance?

Stores are interesting because their contents are so random. This is where travel restrictions come in. When you start, you only have access to four systems, and we’ve intentionally made those systems utter garbage. They have bad shops, they have bad contracts, and they have very low difficulty. While you can make progress there (there’s a Reddit user who played in those four systems for 10 years of in-game time, which is simply astonishing to me) they’re designed to push you into the story as soon as possible.

After that you have access to many more systems, and those systems can contain weapons and ‘Mechs you haven’t seen yet, but there are no guarantees anything will be at a specific store on a specific planet. Only the absolute basics -- ammunition, heat sinks, and so forth -- are guaranteed to be available. Everything else is chance, though it’s chance you can manipulate somewhat. High-tech systems have a higher chance of interesting gear; industrial systems do as well. Poor, backwater systems with no industry other than subsistence farming are very unlikely to ever have weapons or ‘Mechs you’ll want in their shops.

Still, this means that there’s the potential for discontinuity in the difficulty curve. You might find an AC/20+++, the single most damaging weapon in the entire game, before you even dig into the main plot. Our approach to this kind of discontinuity is, essentially, to shrug. Buying and using that weapon is going to be a leg up on the content. It’s going to make you feel powerful, and it’s going to give you amazing moments of utter destruction. But in the long run, one weapon, or one ‘Mech, or one pilot isn’t going to overwhelm the game’s difficulty curve. The name of the game in Battletech is ‘ablative resource management’. You’re losing stuff constantly. Your gear is blowing up, your ‘Mechs are falling over, Dekker is dying, and you’re having to play catch-up constantly.

This is best exemplified in a mid-game mission where we make a very powerful weapon available to you. Every time a player acquires this weapon, they’ve basically gotten a dilemma in a box: if you take this out and use it, sooner or later someone will get lucky and shoot it off your ‘Mech. If you don’t take it out and use it, it’s worthless to you. What do you do?

Ship upgrades, on the other hand, are forever. There’s basically two things ship upgrades do for you in terms of mitigating difficulty. The Mech Bay gets your ‘Mechs working again, and the Med Bay gets your pilots working again.

People are often astonished when they first come out of a battle where a MechWarrior took a single injury, and see that she’s going to be in the hospital for a month. Those healing times are the result of a lot of tuning and re-tuning and playtesting and feedback. The balance we’re looking for is that you can have favorite characters who stay with you through the whole campaign, but at the same time you can’t only have your A-team. You have to diversify, hire some rookies, and get them trained up as best you’re able. What we want to see is: you’re forced, by your budget, to take a contract when your best pilots are in the hospital and your best ‘Mechs are out for repairs.

Battletech%20(5).jpg


Upgrading the Argo means that your people come out of the hospital faster, your ‘Mechs come out of repairs faster. So those are just strictly reducing the difficulty of the game, by giving you access to your peak power level more frequently. To compensate, they’re brutally expensive. The target is that you’ll spend roughly the same on maintaining those facilities as the opportunity cost of the extra mission you might not have been able to take without them.

The management sim, overall, gives context to the game’s difficulty and gives you reasons to push into harder content or pull back into easier content. It’s also the enemy for our tuning efforts, because it’s so big and so complicated and the player can use it in so many different ways, unpredictable ways, and potentially trivialize content we expected to be difficult.

One of my defining gaming moments was playing Dark Forces 2, which is the first of the Star Wars FPS games to give you access to Force powers. They let you decide for yourself what you’d learn, but this meant that the content had to be built without the expectation that you’d have any particular power. So you couldn’t have jumping puzzles that required Force Jump, because the player might not have learned that yet. As a consequence, if you did have it, you could easily bypass all the jumping puzzles.

This was fantastic and I loved it. Too often, games offer you the chance to become powerful, and then instantly scale up the challenge to precisely compensate for your new powers. The classic example is to give the player a fireball spell and then immediately introduce enemies that are immune to fire.

What we’re doing, by throwing open the management layer of the game to the players, with all its potential exploits and power-ups and emergent uses, is letting them learn the really amazing Force power and then use that power to stomp all over the game for a while. That feeling of satisfaction from completely overwhelming an enemy is the payoff for all the missions where you’re struggling to stay alive, limping towards the evacuation zone, and trying to hold in your ‘Mech’s innards.

You’re commanding 15-meter-tall walking tanks with massive guns and fists. We want you to get the chance to feel like a complete badass.
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
until we reached a point where I could consistently win and not lose any ‘Mechs

This is a common problem: Developers balance the game based on their abilities, but the game's playerbase always seem to be vastly more skilled and find the game to be a cakewalk.
 

Bohr

Arcane
Joined
Nov 20, 2012
Messages
1,878
until we reached a point where I could consistently win and not lose any ‘Mechs

This is a common problem: Developers balance the game based on their abilities, but the game's playerbase always seem to be vastly more skilled and find the game to be a cakewalk.

Particularly when that developer regularly admits to being 'bad' at the game and one of the weakest players in the studio

YTV5hsAS_o.png
 

Cael

Arcane
Possibly Retarded
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Nov 1, 2017
Messages
22,075
until we reached a point where I could consistently win and not lose any ‘Mechs

This is a common problem: Developers balance the game based on their abilities, but the game's playerbase always seem to be vastly more skilled and find the game to be a cakewalk.
I was about to highlight that. Given the fact that it is ALWAYS the players that come up with off the wall stunts and exploits that makes things into cakewalks, why is it that developers still believe that they are the ones who are supposedly the master at the games they make? All they do is end up creating a game that a three year old can win blindfolded.

In a tactical game, ANY tactical game, the enemy AI is the most important bit. Multiply so when you are doing something like tabletop war gaming with customisable units. You need to take into account as many generic instances of unit compositions as possible so that the AI you create will react properly to whatever the player brings. Instead, we often get situations where the AI blindly charges a company of Demolishers and King Crabs with his Archers and Catapults and call it a day.

So what do HBS do? Spend all their time and resources making massive maps so big that you can be dropped on to multiple parts of the map and not realise you are on the same map. Yeah. Good one, Kevin. I wonder what that did to the memory usage and speed of the game...
 
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ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
until we reached a point where I could consistently win and not lose any ‘Mechs

This is a common problem: Developers balance the game based on their abilities, but the game's playerbase always seem to be vastly more skilled and find the game to be a cakewalk.
This, and probabilities are likely in the playerbase's favor when it comes to figuring out strategies and exploits.
 

Cael

Arcane
Possibly Retarded
Joined
Nov 1, 2017
Messages
22,075
There’s a mission about a third of the way through the campaign where you have to stop a Union dropship from taking off. Based on what we expected the player to have available at that point in the game, I built the strongest lance I could -- with the rule that I could only use Medium ‘Mechs. We couldn’t be certain the player would have Heavies at that point, and I wanted to find out if the mission was winnable without them.

*cough* Union class DropShip

6 times the firepower of an Atlas, with more than 6 times the armoured protection.

I'd say you have problems taking one out even with a full lance of ASSAULT 'mechs in a REAL turn-based BTech game.

You might find an AC/20+++, the single most damaging weapon in the entire game, before you even dig into the main plot. Our approach to this kind of discontinuity is, essentially, to shrug. Buying and using that weapon is going to be a leg up on the content. It’s going to make you feel powerful, and it’s going to give you amazing moments of utter destruction. But in the long run, one weapon, or one ‘Mech, or one pilot isn’t going to overwhelm the game’s difficulty curve. The name of the game in Battletech is ‘ablative resource management’. You’re losing stuff constantly. Your gear is blowing up, your ‘Mechs are falling over, Dekker is dying, and you’re having to play catch-up constantly.
Only you are a crap player. And the AC20 is only useful on certain types of 'mechs, which I am 100% positive, Kevin, that those are not the 'mechs you are thinking of.

To compensate, they’re brutally expensive.
Like all items that are "brutally expensive" to compensate for their abilities, it is only brutally expensive if they are worth the cost. If they are not worth the cost, then they are not brutally expensive, they are not even a factor.

If you are constantly having more than armour damage on your 'mechs, I'd say that upgrading the 'mech bay is the least of your problems.
 

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