Battletech - Page 25

Battletech

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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What weapon stat system should we base it on?

Poll ended at 26 Sep 2005, 00:17

Tabletop Battletech
10
56%
MW2
3
17%
MW3
3
17%
MW4
2
11%
 
Total votes: 18

User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battletech

Post by smoth »

Image
LESS JIBBA JABBA MORE PROGRESS!

I PITT THE FOO WHO DOESN'T POST ME SOME SHOTS!
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battletech

Post by bobthedinosaur »

smoth we need ideas on redesigning the cbt mod. the last public release was ota setup, metal extractors, energy plants, and factories.
weve considered having drop ships drop of the limited army and thats all you have, or maybe you could earn resources through progress and get reinforcements... pretty much we dont want to continue where we were heading and we are trying to come up with how the new version will work. we are 'brainstorming'. so any help is appreciated, especially if you have some experience or knowledge with the battle tech game.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Battletech

Post by Neddie »

Where is your secret development bunker?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Battletech

Post by smoth »

Kdr has a working economy that he did for gundam but we are still working out some kinks. Also Starwars has some very interesting bits that I dare not tell you about. I feel it may be worth your time to go ahead and resolve all script issues and get models ready, starwars alone will have many many useful things. Also many of kdr's micro projects have some fascinating lua mechanics.

The only issue with battle tech is that yeah metal and energy ta style will not work. However, a requisition system would make sense to me. Consider that each battle is for a pivotal location and that the faction used by the player will likely throw more resources to secure it. If the faction's attack force is failing to dominate the place obviously they would be offered less supplies and/or mechs because their leaders are considering withdrawing from the planet/battlefield because it looks as though it time to call it a loss.

You could even make some factions actually get a requisition boost when the chips are down to represent aggressive hatred or desire. even more interesting would be to also allow some factions to fight harder(boosted mobility or weapon accuracy).

Just some thoughts, I'd be happy to brainstorm with you.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Battletech

Post by bobthedinosaur »

another concept was to have clan as a baseless offensive like faction, and the IS as and base factory like faction
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battletech

Post by smoth »

hell merge those two together.

however, the clanners need to be have something that can control their attack. Along with a target for the IS. I know those drop pods are huge but is is possible to make a building which is just the landing pad for a drop pod and when you build a unit a drop pod lands on the building and construction really starts, having the units pop out and every 4-5 units have the pods take off to pick up more units?
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bobthedinosaur
Blood & Steel Developer
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Re: Battletech

Post by bobthedinosaur »

was thiking about something similar
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Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Battletech

Post by Wolf-In-Exile »

If you'd tell me the forum where you're brainstorming, i'd be happy to give some input. There *is* a dev forum, right? :p
As i've already had experience with The Capellan Solution's development (and currently its 'curator'), i've faced the same development issues you mentioned.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Battletech

Post by smoth »

bob if you need a hidden forum I am more then happy to oblige.
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Neddie
Community Lead
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Re: Battletech

Post by Neddie »

I too have some knowledge of the universe and would be willing to help.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Battletech

Post by bobthedinosaur »

hmm okay does every one have tau forum accounts? :P
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: Battletech

Post by GBscientist »

If you would like any additional brainstorming help, I would be glad to assist, particularly in the area of the Clans. The 'GB' in my screen name stands for 'Ghost Bear', after all.

I would also like very much to be included in your testing team, Bob.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battletech

Post by smoth »

actually I was talking about here: http://cs.selu.edu/~ssmith/FORUM/

but I have a tau account as well :P
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Battletech

Post by bobthedinosaur »

sounds good smoth, who do i need to contact to get our forum and 'secret' forum in there?

GB yes if you have experience with spring game-play and CBT then you are the kind of tester wed like.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battletech

Post by smoth »

Just register and give me a list of the users on there who you want to have acess to the forum. I'll setup a usergroup with permissions to see the hidden forum.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Battletech

Post by smoth »

Also I have several forum themes installed feel free to look through them and if you have one you would like for the bt forum feel free to use it.

I can also setup subforums on your section for mapping etc. For example, forb has the following url setup: http://forums.evolutionrts.info/ which just links to his section. Allowing you the ability to have your own isolated section for discussion etc.

Also let me know if you need moderators appointed also I can do that as well.
Canforce5
Posts: 2
Joined: 25 May 2008, 14:55

Re: Battletech

Post by Canforce5 »

when's the next relase going to be?
or is the mod dead
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rattle
Damned Developer
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Re: Battletech

Post by rattle »

It's quite alive, though we don't get to see much progress.
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Neddie
Community Lead
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Re: Battletech

Post by Neddie »

rattle wrote:It's quite alive, though we don't get to see much progress.
There is progress.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Battletech

Post by rattle »

Yes, but we don't get to see it. :P

Hint: MORE PICTURES
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