Jump to content


11/29: Welcome to MechWarrior Tactics - A Primer

Intro Beta Sneak Peek Dev Diary

138 replies to this topic

#1 iclorox

    Roadhouse Games

  • Developers
  • PipPipPip
  • 292 posts

Posted 29 November 2012 - 11:40 AM

Welcome to MechWarrior Tactics (Beta Primer)

Greetings, MWT Community!

Wow, over 30,000 real people on our forums! In celebration of that milestone, I am writing this post for the new, the curious and for those that need a refresher.

Today, I am going to fire up the ol’ jump jets and take you for a look down from above on the whole of MechWarrrior Tactics; what it is, what we’re doing with it and how it works.


What is MechWarrior Tactics?
  • Asynchronous, F2P turn-based strategy game set in the MechWarrior Universe
  • Collectible and customizable forces
  • Playable on most major browsers using the Unity Engine plug-in
  • Giant ‘Mechs blowing the scrap out of each other every which way
This is not your parents' BattleTech: Rather than just rehashing the table-top or other previous games, players will find something new with a mix of eye-catching action and thoughtful strategy.

MechWarrior Tactics will still feel familiar to anyone who has ever, or will ever want to take control of a Lance of 'Mechs and lay waste to their enemies.

You in MechWarrior Tactics
MechWarrior Tactics put you in the seat as a Commander of your own small Mercenary company, looking for work across the universe. You can build, expand and customize your Lances as you see fit.

MWT is set to start around the year 3025 in the BattleTec Universe timeline and will embroil you in some of the most epic conflict to ever scorch across the Inner Sphere.

Free to Play, not Pay to Win
MWT is a F2P game that uses collectible “cards” to represent the resources used to customize your ‘Mechs and MechWarriors. You can collect these cards through purchasing randomized “booster packs” called STACs, that can be purchased via Scrap or C-Bills.

Given that STACs contain random cards and that each card is assigned a value (Combat Value) which is used to help balance each player’s forces, I feel that we’ve tried our best to steer away from a “Pay to Win” model.

Currencies
What is Scrap?
MWT players will receive Scrap after they complete each match that ends in a Win, Loss or Draw against human players or AI opponents. Scrap can be used to purchase most, but not all, items in the Store.

What are C-Bills?
This is an optional currency that MWT players can buy for real money and spend it on both regular and exclusive items in the Store.


What is the Core Game?
At it’s very core, MWT focuses on three core pillars which symbiotically create compelling experience.

Collect → Customize → Conquer

Your collection starts when you sign up. MWT is going to give you a bunch of cool cards to help you get your first Lance up and running. Maybe you have some newly purchased STACs as well. Lots of great cards that go straight into your Arsenal.

Now you can pop into the Mech Bay and try out your new Weapons, Tech, Chassis, MechWarriors, etc. in hopes of making the next killer build for the current meta.

Next, you deploy your Lance and have fun playing the game! Whatever the outcome of your Mission, you’re going to earn some Scrap that you can then use to buy some new STACs and add those cards back into your collection.

Those are our “Three Cs” for MWT. Now I’ll guide you through an overview of the actual game screens that support these core concepts.


Intro to Screens

STAC Opening (Collection)
Any time that you receive a STAC, either from a purchase or automatic grant from the game, you will be prompted to select which STAC you wish to open. You can also choose to open ALL your STACs at once, should you dare...

Posted Image


Dev Note: "Dawn of the Mercenaries" is SO temp...

Once you open a STAC, you get to view all of your cards in that STAC. Once you’ve spent enough time squeeing over the cards you just picked up, a quick click will ensure they are all sent to your Arsenal for viewing at a later time.

Posted Image



Arsenal (Collection)
The Arsenal is the place where you can view your entire collection of cards. You get the largest version of the card art with all the details here. Also, you can search and sort your collection for specific cards.

Posted Image


Mission Control (Conquer)
The Mission Control screen is the heart of MWT. It is from this screen that you will access the Mech Bay and also manage all of your Lances and Missions.

On the left side of the Mission Control is the list of all of your Lances. Your Lances can be deployed in a Mission (match) or not. If they are not deployed, they can be edited (more on that later).

Posted Image

Starting and Launching Missions
If your Lance has 4 valid ‘Mechs, it is ready to be deployed on a Mission. After selecting Ranked or Unranked play, you can specify many of the Mission Preferences, including the Map and Turn Timer. It is important to note the word Preferences. In order to ensure fast matchmaking, at least during our Beta, we match you on what you prefer first and then if we can’t find you a good match based on your Skill and CV tier, we loosen the requirements for the other preferences you specified.

You then search for an opponent and once found, their Lance info is displayed and you are prompted to take your first turn. We do have Missions against AI opponents in MWT, just in case you’re not that into PvP.

The other major function of the Mission Control screen is the access point to the Mech Bay.

Posted Image



Mech Bay (Customize)
If you click on any Mech in a Lance that is not currently deployed on a Mission, or in an empty Lance slot, you will be brought to the Mech Bay.

The Mech Bay is where you can customize your Mechs. A lot of options exist here and I’ll reserve going into a lot of detail for another article. We’re trying to strike the careful balance in the design between supplying enough information and not overwhelming you.

This is the list of all the items that you can modify in the Mech Bay (icons from left to right):
  • Chassis selection
  • Weapons placement
  • Tech placement/upgrades
  • Armor upgrades/downgrades
  • MechWarrior and Tactics selection
  • Vanity (Paint, Patterns, Decals) placement
  • Ammo placement
All of the Mech Bay is drag & drop for quick access and we’ve integrated the search and sort functionality of the Arsenal to make your Mech designing experience as easy as possible.

You’ll also be able to manage the Combat Value (CV) of your individual ‘Mechs in the Mech Bay, which of course, influences the total CV of your Lance. You’ll want to make sure you’re maximizing your Lance for the CV bracket in which you expect to be battling.

Posted Image


Dev Note: Yes, I have one (or more) of everything in the game. Neener neener :P


Gameplay (Conquer)
Okay, I’ll try to keep this short and sweet... There is definitely enough to talk about in terms of gameplay to deserve it’s own series of articles. I’ll break down the major components for you.

First, we have hexes and turns. The hexes use a MWT scale and the turns are asynchronous, double-blind and simultaneously declared.

What does all that mean? Firstly it means that, for a turn based strategy game, a whole Mission can be resolved much quicker than a standard “you go, I go” format game.

Secondly, it means that you have have multiple Missions going on at the same time and you can bounce back and forth, taking a turn in each, and play continuously against multiple opponents in your multiple games.

Once an opponent has been found via the Mission Control, you can launch that Mission and take your first turn. Turns are broken into three major phases:

Attack Phase
The first phase has you declaring your weapon attacks against targets. Hopefully you’ve moved into an advantageous position from a previous turn and have a vulnerable target in your sights.

The attack phase uses your target’s current position and movement modifiers from the previous turn. Once you have declared your attacks, you commit them all and move onto the...

Posted Image


Movement Phase
In this phase, you will be selecting each of your ‘Mechs and plotting their movement path based on the select movement mode.

Yes, terrain and elevation matter for movement! The movement that you are planning now will determine the position of your ‘Mech when you go to declare attacks in the next turn. Make sure you put each ‘Mech into a position where you’ll be able to target them based on where you predict they may move to. Also, you better make sure you take some cover from the blistering PPC fire from those AWS-8Qs.

Once you have committed your movement...

...You may have to wait for your opponent to submit their turn. Don’t worry though - if you’re the first player to submit your turn, you have just triggered a countdown timer and turn notification for the other player. They now risk having their turn submitted automatically and with no declared actions should their timer reach 0 before they submit. Ouch!

Posted Image



Presentation Phase
After both players have submitted their turns, all of the planned actions are played out in an animated sequence. It is really amazing to see everything come to life and move around the battlefield.

Dev Note: This is everything that I wanted as a kid playing tabletop games. *sniff*

Once the presentation has completed, players are then in the next new turn and the cycle continues until one player wins or surrenders.

Posted Image

Dev Note: Your keen eyes may have noticed the turns are out of order here for the screenshots. Nothing hinky going on here, just the order I managed to capture the action. Attack still comes before Move in each turn.

What are The Gameplay Rules?
If you have a passing familiarity with the Battletech tabletop game, you will recognize the framework that we have been inspired by for MWT. If you’re eager to get a head start, there are a few threads on the forums that link resources on how to play those games. Otherwise, stay tuned for future articles on gameplay specifics.


Game Rewards (Collect)
Once you have completed a Mission, you will get your rewards!

After each Mission completed, you will get Scrap and XP. I’ve already covered what Scrap is for, so you’re just left wondering what XP is used for. Wonder no longer!

Dev Note: MWT does focus on PvP play, so we’ve increased the rewards for PvP play over AI. Likewise, you get increased rewards when your opponent is randomly matchmade for you.

Dev Note 2: This screen is undergoing massive revision at the moment is not ready for public consumption.



Rank Up (Collect/Customize)
Welcome to Rank 2!
As a Mech Commander, you can rank up by earning XP from completed Missions.

Okay, that’s new and cool, but what does it actually get me? Glad I asked!

Progression “Paths”
When you rank up, you will get to choose a card from one of 6 unique paths. The interesting part here is that upon gaining each rank, you will only get to select a card from 3 of the 6 paths. Each rank’s paths choices are different, so choose wisely because...

…each card selection made in a path gains you a point (represented by star icons) in that path. When you get 5 stars, you level that path and get an exclusive card for that path that is not available from any other source in MWT. There are multiple levels per path...

Truly, this system deserves an article of its own, but you’ll have to wait for that one as well!

Posted Image


Store (Collect)
The Store is where you buy stuff using Scrap and/or C-Bills. Easy!

The Store is accessible from anywhere in the game by clicking on the portal link that says “Store”. It is also accessible from within the game by clicking the shopping cart icon.

There are many options for purchase in the Store, but the main thing are the STACs. I’m not going to go into any details about what else we’re offering the Store for now, as those things will be revealed at a later date.

If you close the Store, you will be returned to where you were last in the game. If you purchased STACS, you should expect an incoming STAC opening interface!

Posted Image


So there you have it, a basic tour of the core of MechWarrior Tactics! There are a lot more details (and a few things I may have glazed over) so make sure to follow our forum posts or just fire away with questions.

PS. Please remember that everything that you are seeing here is still part of our Closed Beta and is subject to change at any time and all values should not be considered final until I’ve defeated you with them on the battlefield.








Posted Image


~iclorox
Alpha Striking orphanages since 3025.

#2 Swiftfire

    Advanced Member

  • Members
  • PipPipPip
  • 168 posts

Posted 29 November 2012 - 11:55 AM

Nice intro Chris. If I wasn't already a BT/MW fan I would be seriously interested in this game from this sort of introduction.

And can I say 'Thank Heaven' that Dawn of the Mercenaries is a temp title only, but it will be interesting to see what sort of themes you come up with for new 'decks'.

Edited by Swiftfire, 29 November 2012 - 11:55 AM.

Posted Image

#3 TaigaKirdApe

    Advanced Member

  • Elite Founder
  • 50 posts

Posted 29 November 2012 - 12:00 PM

Very good overview. I guess I have some concerns, I'll call them out in a moment but on the whole, a welcome amount of game detail.

I still am not a big fan of those LRM launchers. Sorry. I like to be able to tell an LRM-20 from a LRM-5 with a glance.

The progression path is interesting but I see a scenario here where the LAST thing I want is an SRM-2 but I do plan on using the mech in an assault role. Does picking my 'path' in the rewards lock me into that path for future rewards?

#4 Modred189

    Doin' the HER-1S shake...

  • Legendary Founder
  • 1035 posts

Posted 29 November 2012 - 12:03 PM

AWESOME.

Posted Image


#5 TheDragon

    Strong Kung-Fu

  • Members
  • PipPipPip
  • 1013 posts

Posted 29 November 2012 - 12:11 PM

Squee!

Absolutely love the STAC cover art shown, be it temp or not.

Your note about the matchmaking system brought to mind one question though: will the matchmaker expand the acceptable CV difference if there aren't many people online looking for matches at a given time? For example, if you happen to log in at a really quiet time, and there are only two people looking for a match, one with 4 Spiders and one with 4 Atlases, will it eventually resort to putting them together? Not sure which way I would want this go, but I am curious as to how you are handling it.

The "Progression Path" system looks really promising as a way to reward active players with cool stuff. Someone who plays a bunch will get the exclusive cards before someone who only plays occasionally even if the latter buys a bunch of stuff with C-Bills. Really looking forward to the expanded article on this.
Posted Image

#6 Recoil

    Advanced Member

  • Members
  • PipPipPip
  • 344 posts

Posted 29 November 2012 - 12:11 PM

OMG! OMG! OMG!

Squeeeeeeee!!

::gasp faint::

See, this is why my wife says I'm 4 years old.

I really like what I see and can't wait to give this game a whirl.

PS: I also like the injected bits of humor from the Dev notes. :)

Edited by Recoil, 29 November 2012 - 03:29 PM.

"We may experience some slight turbulence and then... explode."- Mal, Serenity

#7 Teranika

    Volunteer Moderator

  • Legendary Founder
  • 3956 posts

Posted 29 November 2012 - 12:19 PM

/drool


I'm loving the improvements in the UI over the PAX video footage.
Posted Image
My ramblings on video games: http://www.bigdamnheroes.org

#8 iclorox

    Roadhouse Games

  • Developers
  • PipPipPip
  • 292 posts

Posted 29 November 2012 - 12:23 PM

View PostTheDragon, on 29 November 2012 - 12:11 PM, said:

Your note about the matchmaking system brought to mind one question though: will the matchmaker expand the acceptable CV difference if there aren't many people online looking for matches at a given time? For example, if you happen to log in at a really quiet time, and there are only two people looking for a match, one with 4 Spiders and one with 4 Atlases, will it eventually resort to putting them together? Not sure which way I would want this go, but I am curious as to how you are handling it.

The original wording may have been vague. RIght now we're looking at set CV tiers, or ranges, that are used for matchmaking. The other option is using a "soft match" where it starts at your CV and keeps expanding the acceptable delta for your opponent. We're pretty sure the first option will work and eliminate any unexpected matches...
Alpha Striking orphanages since 3025.

#9 Mater

    Advanced Member

  • Volunteer Moderators
  • PipPipPip
  • 581 posts

Posted 29 November 2012 - 12:23 PM

Brings a tear to me eye

I wonder if anyone noticed the “unranked match” in one of the pic’s … gee I wonder if there will be leaderboards at launch :D

I still would like to see campaigns sometime down the road :S
Posted Image

#10 patopelele

    Member

  • Members
  • PipPip
  • 11 posts

Posted 29 November 2012 - 12:41 PM

the only bad thing about this is that i still dont have a beta key!!!
looking great.

#11 kosomoko

    Newbie

  • Veteran Founder
  • 7 posts

Posted 29 November 2012 - 12:45 PM

Good explain. when open beta?????????????? i like play

#12 Busukaba

    Advanced Member

  • Members
  • PipPipPip
  • 619 posts

Posted 29 November 2012 - 12:46 PM

View Posticlorox, on 29 November 2012 - 12:23 PM, said:

The original wording may have been vague. RIght now we're looking at set CV tiers, or ranges, that are used for matchmaking. The other option is using a "soft match" where it starts at your CV and keeps expanding the acceptable delta for your opponent. We're pretty sure the first option will work and eliminate any unexpected matches...

But I was SO looking forward to taking my 4 Spiders against Dragon's 4 Atlas. Oh, that's right, Dragon, YOU'RE GOIN' DOWN!!!

Well, maybe not in MWT until I can see how movement and terrain modifiers work to deal with to hit numbers, but in TT, I'd certainly take that challenge. Probably lose but I'm pretty sure I'd take 1 or 2 Atlas with me.

Glad to see the matchmaker is intelligent, though. I wish MWO's was at least 1/10 as intelligent, but it's a different game so... I really like the concepts in the game so far and also like the improvements we can see if we compare some of these screenies to the WTF video. I would ask questions about the XP paths, but I knopw the only response I'd get is 'Wait for the new article!' *grumbles and kicks at dirt*

But all in all, looking really good. The more I read the more I want to play!
Posted Image

#13 EliasAvenal

    Corsari Six

  • Members
  • PipPipPip
  • 1720 posts

Posted 29 November 2012 - 12:47 PM

What a glorious read on a dreary Californian Winters' Day!

Thanks for the post iclorox, this is a very detailed and newbie friendly starting document, and we now have a 'home base' post we can direct the 'uninitiated' to when they come to us on 'General Discussions'.

First, suspected spelling and grammar corrections! (smile)
  • 'Now you can pop into the Mech Bay and try out your new Weapons, Tech, Chassis, MechWarriors, etc. in hopes of making the next killer build for the current meta.' - Is that last word correct? Are you in fact referring to a meta-game or should that be beta?
  • 'All of the Mech Bay is drag & drop for quick access and we’ve integrated the search and sort functionality of the Arsenal to make your Mech designing experience as easy as possible.' - You got an 'amp' hanging there. (smile)
  • 'The first phase as you declaring your weapon attacks against targets. Hopefully you’ve moved into an advantageous position from a previous turn and have a vulnerable target in your sights.' - 'as' should be has, no?
Wonderful, now that's out of the way, on to specific questions!
  • In the mission control section, I noticed that you're still using your Warspite moniker, though your Dragon isn't in the lance, and the Commando is named Dropshot. What can you tell us about the system used for naming 'mechs, lances, etc.?
  • Matchmaking - I'm sure you'll discuss this in more details in another Dev Diary. My biggest question is, what are Ranked vs. Unranked matches? Are we to assume that a ladder system will be in place at launch?
  • In the 'Attack Phase' screen cap for the LRM15 hit percentage pop-up, I see a line that reads 'Bobby Lee Gunnery Skill - 70%'. First of all, please let me name my own pilots as I don't think I can keep a straight face when I'm commanding MechWarrior Bobby Lee (smile), and second, I thought gunnery skills aren't implemented for MWT; Lucy, chu got some s'plaining to do! (smile)
  • Rank Ups - Oh goodness gracious do we ever need another article on this. Specifically, how do the 6 path choices cycle if we only get to pick from three paths per level-up? So many questions on this, will just have to be patient.
  • And, it wouldn't be a Dev Diary Q&A and I didn't try to sneak in a ) when will we see more 'mech bios and models released b ) is open beta still scheduled for end of year?
A bit of a wall of text; just take it as my undying passion for CBT, TT, and now, MWT!

*****
Edited for spelling; Thanks DS, well played! (smile)

@ Teranika; Perhaps I was confused about gunnery vs. piloting, my bad! (smile). I think my question (despite my inability to articulate it properly) is more along the lines of how gunnery skills will work as applied to 'pilot cards' vs. the old 2D6 system.

Edited by Elias Avenal, 29 November 2012 - 01:03 PM.

Posted Image

#14 DogSolitude

    Volunteer Moderator

  • Legendary Founder
  • 2318 posts

Posted 29 November 2012 - 12:51 PM

View PostElias Avenal, on 29 November 2012 - 12:47 PM, said:

First, suspected spelling and grammar corrections! (smile)
  • Rank Ups - Oh goodness gracious do we every need another article on this.

Did you mean "ever"?

:P :P :P :P


Posted Image

#15 Teranika

    Volunteer Moderator

  • Legendary Founder
  • 3956 posts

Posted 29 November 2012 - 12:52 PM

Elias,

Piloting skill won't be in, but gunnery will (obviously).. I don't recall us being told no gunnery.. could be wrong though.
Posted Image
My ramblings on video games: http://www.bigdamnheroes.org

#16 Battalia

    Volunteer Moderator

  • Legendary Founder
  • 1480 posts

Posted 29 November 2012 - 01:18 PM

Quote

In the mission control section, I noticed that you're still using your Warspite moniker, though your Dragon isn't in the lance, and theCommando is named Dropshot. What can you tell us about the system used for naming 'mechs, lances, etc.?

I believe he may have named his account Warspite in this case, but I could be wrong...

My only question is for the turn timers, is that a total time after the turn is ready before the game moves on without them, or is that "you have logged in, and entered the match, you have 2 mins to hit submit"?

The sheer amount of polish I can see in this post is amazing. You really can tell that you guys are passionate about what you are doing.

Posted Image


#17 iclorox

    Roadhouse Games

  • Developers
  • PipPipPip
  • 292 posts

Posted 29 November 2012 - 01:27 PM

View PostBattalia, on 29 November 2012 - 01:18 PM, said:

I believe he may have named his account Warspite in this case, but I could be wrong...

My only question is for the turn timers, is that a total time after the turn is ready before the game moves on without them, or is that "you have logged in, and entered the match, you have 2 mins to hit submit"?

The sheer amount of polish I can see in this post is amazing. You really can tell that you guys are passionate about what you are doing.

My Commander name on the server where I captured these is Warspite.

Timers! When the first player submits their turn, it sends a message to the server to start the timer, which then notifies the other player. That player has two minutes (if the game timer was set to that) to submit their turn. Hopefully if they're involved in a 2 minute game, they've left that game open to keep playing fast!

We're still evaluating what the time values will be for short and long games. Right now, two minutes seems long for a "quick" game, but we also know all the ins and outs.
Alpha Striking orphanages since 3025.

#18 Modred189

    Doin' the HER-1S shake...

  • Legendary Founder
  • 1035 posts

Posted 29 November 2012 - 01:32 PM

View Posticlorox, on 29 November 2012 - 01:27 PM, said:

My Commander name on the server where I captured these is Warspite.

Timers! When the first player submits their turn, it sends a message to the server to start the timer, which then notifies the other player. That player has two minutes (if the game timer was set to that) to submit their turn. Hopefully if they're involved in a 2 minute game, they've left that game open to keep playing fast!

We're still evaluating what the time values will be for short and long games. Right now, two minutes seems long for a "quick" game, but we also know all the ins and outs.
Why not player-determined time limits? (Still thinking campaigns here)

Posted Image


#19 Battalia

    Volunteer Moderator

  • Legendary Founder
  • 1480 posts

Posted 29 November 2012 - 01:40 PM

View PostModred189, on 29 November 2012 - 01:32 PM, said:

Why not player-determined time limits? (Still thinking campaigns here)

I believe players can add or subtract time from the turn timer via a drop down menu to suit their needs

Posted Image


#20 KyrieEleison

    Advanced Member

  • Legendary Founder
  • 292 posts

Posted 29 November 2012 - 01:41 PM

Very nice write up iclorox, thanks!

Quite excited to get into the beta, can't wait. :-)





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users