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AlayneLeung Lyran Alliance Staff Sergeant
Joined: 03-Jan-2015 18:40 Posts: 133 Location: United States
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Posted: 04-Jan-2015 16:38 Post subject: about MechCommander Gold |
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i think MCG could've been improved by actually following BT rules while allowing for SRMs to be vectored indirectly, and allowing players to design their own units (tonnage restrictions still apply during drops). And provide for multiplayer cooperativeness during missions. And for the final mission, allow players to use as many units as they've paid for/salvaged. Control towers, instead of being captured (touched) by 'Mechs for control would be better captured by requiring players to use infantry. also, i would've preferred to salvage vehicles/vehicle components and aerospace fighters. if players could've designed & used LAMs, then MCG sales would've probably doubled. _________________ "Okay friendlies, you're not paid to be exclusively a 'MechWarrior', vehicle/spacecraft crewer, fighter pilot, or infantry trooper. You're just paid to follow my orders!" So says me to my personnel.
[Last edited by AlayneLeung on 07-Feb-2015 16:19; edited 1 time in total]
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Mordel Mordel.Net Administrator
Joined: 03-Feb-2002 00:00 Posts: 6085 Location: United States
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Posted: 04-Jan-2015 22:35 Post subject: about MechCommander Gold |
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Can honestly say I never played the game. I tend to shy away from the sim type games as I don't have the time to invest to get anywhere close to good. _________________ Mordel Blacknight - Site Administrator
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 16-Jan-2015 11:49 Post subject: about MechCommander Gold |
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Designing mechs was out of question mostly. The game comes from 1998 and at the time it was rather cool as far as graphics are concerned, but it changed internal mechanics a lot. certain weapons have been greatly weakened without any regard to real BT rules advantages the weapons had (for example the gauss rifle did only 6.8 damage with higher rate of fire to deal 15 points of damage over the span of a normal game round, but without concentrated damage and only 16 rounds without nay possibility to add more it was mostly useless)
The weapons came in complete modules with ammo and heat sinks, which meant that customization was severely limited. On the other hand the game could have had severe AI problems with overheating and tactics otherwise. Heat has been completely omitted thanks to creation of the above-mentioned modules, and the enemy has been mostly pre-scripted, but firing doctrines and maneuvering after the units made contact with the enemy were probably left on the AI. Additional units could have been added as well, but I'm affraid that that the time it was considered needlessly confusing, especially when you had all 'mechs done as omnis. LAMs are probably out of question as the game doesn't use flying units at all, only abstract airstrikes, jump jets and hovercrafts. As far as infantry units are concerned then it could have been made so that you can only capture buildings with APCs (since you never got your hands on elementals anyway), but regular infantry would have been terrible due to terrible movement speed. The missions would be terribly long and boring. _________________ The dragon NEVER sleeps!
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AlayneLeung Lyran Alliance Staff Sergeant
Joined: 03-Jan-2015 18:40 Posts: 133 Location: United States
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Posted: 24-Jan-2015 16:13 Post subject: about MechCommander Gold |
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i heard from a relative that when MCG was still being programmed, the programmer thought about calling MCG "MechClick". perhaps "MechCommercial" would've been a better name since Microsoft likes to get $.
also, i would've liked to use Tactical Handbook's rules for craters to slow or stop opposing units' movements; would've been very useful in the mission that has player capture big cargo trucks. _________________ "Okay friendlies, you're not paid to be exclusively a 'MechWarrior', vehicle/spacecraft crewer, fighter pilot, or infantry trooper. You're just paid to follow my orders!" So says me to my personnel.
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 24-Jan-2015 18:57 Post subject: about MechCommander Gold |
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Mechcommander Gold came with a mission editor, but that's a different level of modification than adding rules or wepons maybe (I'm not sure how extensive altering of the game it allowed internally, but it seemed like place tanks buildings and forrests on the map and set waypoints, not rewrite movement capabilities...). I'm not sure how far the modding community has gotten with tweaking of the game though. _________________ The dragon NEVER sleeps!
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AlayneLeung Lyran Alliance Staff Sergeant
Joined: 03-Jan-2015 18:40 Posts: 133 Location: United States
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Posted: 25-Jan-2015 15:36 Post subject: about MechCommander Gold |
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thanks for your replies, Sleeping Dragon. actually had MCG allowed players to design & use custom LAMs, sales of MCG copies probably would be at least 7 times what they are to be. also, i'll have to check out these mods. _________________ "Okay friendlies, you're not paid to be exclusively a 'MechWarrior', vehicle/spacecraft crewer, fighter pilot, or infantry trooper. You're just paid to follow my orders!" So says me to my personnel.
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 26-Jan-2015 16:38 Post subject: about MechCommander Gold |
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I'm not sure that any mods like that actually exist. One of the problems would be that there are no units capable of flight in Mechcommander, so it could be that this mode of movement isn't included in the engine. Anyway you're welcome and I'm glad to help a little. _________________ The dragon NEVER sleeps!
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