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Wanallo's pirate mechgame!
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Wanallo
Federated Suns
Leftenant Colonel
Leftenant Colonel


Joined: 02-Jan-2004 00:00
Posts: 671
Location: United Kingdom
PostPosted: 20-Apr-2010 04:46    Post subject: Wanallo's pirate mechgame! Reply to topic Reply with quote

After all the discussion about game ideas based around the pheriphery and pirates in the Battletech universe. It got me thinking about what I would like to see. So I put pen to paper (well, finger to keyboard) and came up with this...

Mechwar: Pheriphery Dawn

Synopsis/Summary
You start out as the chieftain of a single, self governed planet on the edge of the Periphery. When raiders from a nearby planet attack you, destroying your planets hydroponic industries and army in one fell swoop. You must take the remaining on world forces and turn towards raiding in order to keep your populace alive. The objective of the game is to work up from a grass roots pirate raiding band to forge your own pheripheral kingdom to rival those of the Taurian Concordat, Marian Hegemony etc. The game will end when the player creates a kingdom powerful enough to be officially recognised by the major Inner Sphere powers.

Game Mechanics
The game will be designed using a similar graphics engine and design to the original Mechcommander. This will make the game easier to develop and allow more focus on the Battletech universe and gameplay rather than graphical advancement. Secondly the engine will allow modern computers to run battles on much larger scales than the PC’s of MC’s time, greater enhancing the change from pheripheral pirates to formal kingdom.
The game will have both a MC style battlemap and a Total war style campaign map where players can enter diplomacy and trade. The player will have to juggle both his own armed forces and sustaining the home populace. Salvage will be key to keeping the player going. Although extra support will be available in the form of Great House support, dependant upon starting position. For example, if the player chooses to start on the pheriphery near the Federated Suns. They may receive support from the Draconis Combine or Capellan Federation. As they would welcome a new kingdom for the AFFS to consider. Support comes in the form of equipment, personnel, funding or maybe even state of the art mechs. This will allow the player to move forward and switch from raiding to outright invasions. First conquering their nearby self governed planets before taking on the might of Pheripheral states. Dependant on the players starting point (5 available). The player will always have a major Pheripheral Power as their main threat.

Hope that gets across what I'm trying to achieve!
Questions? Thoughts? Comments? Flames?
Very Happy
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Stinger
The Knights of Chaos
General
General


Joined: 30-Apr-2002 00:00
Posts: 1833
Location: United States
PostPosted: 20-Apr-2010 11:50    Post subject: Wanallo's pirate mechgame! Reply to topic Reply with quote

Now this I like. Is it more Real Time Strategy type game (I remember MechCommander but never picked it up. and seem to remember limited forces avaliable) if so I would reccomend using some influence fromt he Star Wars Empire at war RTS with unit limits based on what you control on the map. If say there are 5 command points total and you own 2 you can have 8 units. For every command point you pick up you get 2 more units or something like that.

I lke that it has lots of potential.
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If it's "creepy" to use the Internet, military satellites, and robot aircraft to find a house full of gorgeous young models so I can drop in on them unexpected, then FINE, I'm "creepy". Howard Wolowitz. BBT.
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Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 20-Apr-2010 13:40    Post subject: Wanallo's pirate mechgame! Reply to topic Reply with quote

I'd actually like to play this in a turn-based environment. It's Battletech after all. Good grapics and hex field can mesh together without any problems IMO.
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PlaywithLAMs
Capellan Confederation
Si-ben-bing
Si-ben-bing


Joined: 08-Mar-2010 14:01
Posts: 98
Location: United States
PostPosted: 22-Apr-2010 20:23    Post subject: Wanallo's pirate mechgame! Reply to topic Reply with quote

I like the idea behind this game. Check out my list of ammo types on the design forum - the super polymer ammo can be useful for salvaging. I'd like for this game to allow the piracy player(s) to design their own units (including LAMs and aerospace units) using published CBT rules.
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