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번역 관련 문제 보고
So Front Mission never happened, then?
K.
Yep, console series.
That wasn't a mech game though they were "Wanzers" walking tanks. See the difference?
LOL Just kidding it was a fun console game.
They were "walking tanks" that were humanoid robots with guns. So yes, totally different from mechs.
And still had location-based damage (which wasn't even exclusive to mech games even though it's been a long-standing staple of the genre). That was the point being made. Actually, that brings up a point... plenty of non-mech-based RPGs from the 90s... like Fallout... lots of games with location-based damage, often with location-based armour on top of underlying limb HP values.
The people that made mech commander 1 & 2 are the same people making this game. It is different in many ways yet similar.
Mech Commander was a real time strategy game yet you could pause to give orders.
Battletech is a turn based game more similar to the tabletop game of the same name. Note I said similar since it is not a true 1:1 translation of tabletop.
There are lots of changes both big and small. I love some of them, I like most of them and a few I am not sure about yet until I play the game.
The game is designed as a single player mercenary campaign. There is a story campaign but it is optional because the campaign is open ended. The story campaign will have unique rewards and is time sensitive, so if you ignore it to long it will end in a negative way.
The only way to lose this game is to run out of money and go bankrupt. So it is very different than Mech Commander where if you kept winning missions you could not lose. Here you have to make cbills to pay your pilots and upkeep your equipment.
It will be similar to playing combined Mech Warrior Roleplaying game and Battletech Tabletop in that you will create your Commander and you create NPC mech pilots backgrounds that setup their skills.
You gain experience and then use that to advance your mech warriors skills and abilities. You can hire pre made NPC mech pilots but that would be way more expensive than training up your very own. The NPC's are fully customizable in that you can change their name and their pilot picks. I imagine we can choose their voice packs too. I bet the modders will have tons of images, voice packs, etc. I cannot wait to get a Cartman Style voice pack or R. Lee Ermey style voice pack. Who doesn't want a pilot named 'Gunny' who gives you the Marine D.I. treatment?
So the game is highly moddable. That was proven during the backer beta. The campaign story seems also to be very moddable and I expect fans to create their very own story campaigns so this game will be highly replayable.
Because this starts in 3025 it is 25 years before the clan invades. So no omni mechs, just standard Tier 1 Inner Sphere mechs available but they have hinted finding possible star league era mechs/tech could happen. Speculation on my part, but I will be trying to play the story campaign to a successful end. Because if anything is gonna give you goodies it will be completing the story campaign.
The campaign is random, has 3 major houses on the map, hints at the other houses being present. Two Major periphery states and of course lots of independent planets and of course outlaw/pirates and commercial industry giants you can work for and gain reputation with or lose reputation with.
So its like Mech Commander, then it isn't quite like Mech Commander. Its a role playing game, then its not really a role playing game. Its kinda like X Com, yet its uniquely Battletech Mercenary Simulation.
It comes out in April so we will learn more then.
Chris
That was the way I remembered MC also for some reason, but now that I have it up and running I realize there's a crapload of strategy there. It was just overshadowed by great story telling. It's also kind of offset by the lack of interface options and yeah sometimes it becomes a jumbled clicker mess; but at the worse this only reminds me of Mike Tyson's one and only famous quote: "Everybody has a plan till they get punched in the nose!"
Some key strategic features of the original MC:
1. Pick the right loadout for the mech
2. Pick the best pilot for the job
3. Meet the weight limit
4. Use the high ground (better view and more accuracy)
5. Stay out of the enemy sensor range
6. Sneak up and use arial strikes wisely
7. Burn a swath through the forest and avoid the thick enemy patrols
8. Capture the gun turrets and turn them against the enemy
9. Close quickly on support mechs with longer range weapons (they suck up close)
10. Lay down a minefield and hold your position
11. Use buildings and trees as cover
12. Channel the enemy into a narrow passage with a fast mech and have your heavies wait on the other side to gang. (The AI tends to pursue one target if you can sucker them in)
More strategy than that too. You can select a mech in realtime and speed up to avoid enemy salvos. There was still some strategy there, but I agree, not as much as a turn-based might offer, but still MC's RTS gets the adrelanin pumping. I hope they can maintain that factor.
To be honest front mission 2 was amazing and second best to Mechcommander imo, only issue was it was only in japanese and you to use a player built mod to turn it to English, which was only 99% completed.
The original game eventually made it to English-speaking countries with the 2007 Nintendo DS port.
https://www.youtube.com/watch?v=g37gFIbaz20
Gun hazard was garbage but the rest were awesome games.
Actually Mech Commander was a very tactical game; with numerous different ways to do each mission making use of the terrain and world objects (such as the gas tanks and bridges) in combination with mech loadouts and configurations. I did not find it a jumbled clicking mess either.
I am very much looking forward to the in depth strategy of the turn-based system in Battletech. A different way to play that will be equally as interesting I'm sure.