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Redesigning Clan Tech - Part 1

Balancing Mechs and their features Before we go over some points by Mr. Inouye post, I like to start with a newer post by David Bradley . As a note I had this post done last week, but I updated it to directly talk about the newly posted points. Sadly I wish I push the publish button last week... oh well. In the latest post I found many of their points, well not right. Its really important before looking at each the points in Omni mech post that we have an overall design goal with Clan Tech. This is really important. Why build an overall design theme/goal? Mr. Inouye points out : “Clan Technology was initially implemented in BattleTech Table Top rules as a base around a new breed of warriors that adhered to a certain set of combat “rules”. The term “zellbrigen” refers to a style of combat which restricted the type of activities a MechWarrior would do during a fight. MechWarrior Online does not include this rule set for two main reasons. First off, it is a rule set that n...

Why PGI should hire me

Piranha Games , makers of Mechwarrior Online , should hire me as Game Designer. Why: well I’m exactly the kind of designer they need. I’m able to balance Clan tech in a way that would be fun and also keep to the feel of Clan.  So I going to take the next few weeks to show you why I should be Game Designer for Mechwarrior Online, but more importantly, how the balancing for Clan Tech should be approached. So what am I talking about? What is this Clan Tech? Mechwarrior Online is setting up for the next game release: the Clan invasion. The Clan is a warrior-based society that left the Inner Sphere to start a new colony. Now they are returning to retake the Inner Sphere to restore order. The problem is that Clan Tech is better in every way to the current Tech, Inner Sphere Tech. Better in all ways: lighter, tougher, faster, long range, you name it. Clan Mechs are a terror on the field. This has led to a massive problem for the Battletech Game system in terms of balance. ...