Harebrained Schemes' BattleTech

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Harebrained Schemes' BattleTech



KICKSTARTER INVASION IMMINENT! SEPTEMBER 29, 2015
#BATTLETECH - ALPHA STRIKE @ 10:00 AM PDT

TACTICAL ‘MECH COMBAT RETURNS TO THE PC.

Harebrained Schemes is pleased to announce their return to Kickstarter this Fall to partner with Backers in co-funding the creation of BATTLETECH. Jordan Weisman, the creator of BattleTech and MechWarrior, is back with the first turn-based BattleTech game for PC in over two decades. Steeped in the feudal political intrigue of the BattleTech universe, the game will feature an open-ended Mercenaries-style campaign that blends RPG ‘Mech and MechWarrior management with modern turn-based tactics.

... a tactical turn based game with story, and some RPG elements
... built in Unity 5
... for Linux/Mac/Windows, DRM-riddled and DRM-free

Stage 1 - Skirmish vs. Enemy AI (already funded)

Stage 2 - Single-Player Story Campaign (1st main stretch goal)

Stage 3 - Expanded Mercenary Campaign (2nd main stretch goal)

Stage 4 - PvP Multiplayer (3rd main stretch goal)
battletechgame.com

According to a Q&A on Twitch just a few minutes ago, it's basically going to play like a turn-based version of MechCommander (Gold):


---------- Updated at 12:12 PM ----------

BattleTech Alpha Strike, Part I: twitch.tv/ngngtv/v/18197331

Start: 15:27
'Friends of BattleTech' endorsements: 21:20
Kickstarter video: 37:40
Interview/Q&A with Mitch Gitelman, Jordan Weisman and Mike McCain: 43:00


BattleTech Alpha Strike, Part II: twitch.tv/ngngtv/v/18262067

Start: 15:15
'Friends of BattleTech' endorsements: 21:08
Kickstarter video: 32:45
Interview/Q&A with Mitch Gitelman, Jordan Weisman and Mike McCain: 38:03

---------- Updated at 05:00 PM ----------

And here it goes:

kickstarter.com/projects/webeharebrained/battletech

 
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Update #10

Another Victory for the Global Battletech Community - Stage 3 Expanded Mercenary Campaign Unlocked!

Once again MechWarriors, Harebrained Schemes High Command salutes you!

Today marks the next stage of our campaign to deliver an authentic turn-based BattleTech experience to the PC - the unlocking of our Stage 3 Extended Mercenary Campaign.



The STAGE 3 EXPANDED MERCENARY CAMPAIGN puts you in full control of your life as a mercenary.

  • The single-player story campaign is now open-ended - charter JumpShip transport for your mercenary outfit to travel to various hot-zones across the Periphery and Inner Sphere, and continue your career even after the game's main story arc is resolved.
  • You’ll be able to choose your contracts and alliances, with both the 5 Great Houses and other sub-factions within the Inner Sphere.
  • A procedural contract-generation system will ensure that you always have fresh contracts available, wherever your Mercenary career may take you.
  • The missions you choose to accept and the objectives competed in those missions will determine your reputation as a mercenary, affecting the contracts and contract terms you may be offered in the future.
Funding Goals Update

Now, MechWarriors, it’s ONWARD towards our next major objective: STAGE 4 - PVP Multiplayer!

HBS Command has identified two high-value targets on our march to STAGE 4.

  • $2,000,000 - Customizable Home Base: As part of the ongoing campaign, you'll acquire a home base (likely in the form of a derelict DropShip) for your mercenary outfit to call home. At this funding level we'll also allow you to adjust its appearance, repair and upgrade its functionality, and grow and evolve your base as your outfit grows and evolves.
  • $2,150,000 - Legendary 'Mech & MechWarriors: In addition to the game's standard 'Mechs and customizable, procedurally-generated MechWarriors, we'll include rare legendary 'Mechs to find, and rare hero MechWarriors to hire - including some famous characters from BattleTech history. Such legends may not stick around for long, but will be well worth hiring if you can afford them.
Again, congratulations on this great victory. The Global BattleTech Community has once again come together to change the course of BattleTech history! We thank you.

Friday’s AMA with Mike

If you were unable to take part in Mike McCain’s reddit Ask Me Anything yesterday, never fear. The power of the Internet allows us to share this link with you so you can see all of the questions and Mike’s responses.

https://www.reddit.com/r/IAmA/comments/3p0i7m/hi_im_mike_mccain_a_creative_director_at/

ONWARD!

HBS
kickstarter.com/projects/webeharebrained/battletech/posts/1385929
 
Update #16

Legendary ‘Mechs & MechWarriors Funded! Check Out This In-Engine Visual Exploration! And a Peek Behind the Curtain with Artist Maury Weiss

Huzzah! The Global BattleTech Community has achieved our penultimate funding goal of Legendary ‘Mechs and MechWarriors - putting Stage 4 PVP Multiplayer within sight! (We'll have a bit more to say about Solaris 7 and multiplayer in our next update.)

If you missed Wednesday's Kickstarter update, take a look - we’ve put together several new ways to help us spread the word in these final days of the campaign, such as taking and sharing our "Which 'Mech Are You?" Quiz and signing up to support our Final 48 Hours social media push on Thunderclap.

EARLY In-Engine Visual Exploration

As we’ve said before, we’re still early in prototyping and pre-production on this project. Over the last couple of weeks, one of the pre-production tasks our art team’s been working on is a 3D test-scene in Unity (our game engine). This is an important internal pre-production goal, because it lets us explore how our 2D concept art translates to real-time 3D, uncovering some of the challenges we’ll be faced with during production, and allows us to start setting a target for the final look of the game. Explorations like this get the whole team on the same page, defining a vision that our artists, engineers and designers can all understand and evaluate. It also lets us iterate quickly to make sure our visual goals mesh well with our engineering and design goals.

A couple days ago, this test scene started to really come together. We showed it to the rest of the team, and everyone got really excited seeing what this game could look like. So, while it’s still early work-in-progress, not final… we decided it was just too cool not to show you guys, too!

(Please note, our ‘Mechs themselves aren’t fully animation-rigged or posed yet!)As with most endeavors here at Harebrained, developing a scene like this is a highly iterative and collaborative process. Below you can see how the scene shaped up as we passed it back and forth between 3D and paintovers in Photoshop.



We had several goals going into this exploration: How do we achieve the overall mood, light, atmosphere and sense of scale that we’re looking for in the game? How do we give our ‘Mechs a clear visual "read" and make them feel large and powerful? What’s the right amount of detail to include in a scene?



We decided to start with a snowy landscape because this would be a particularly atmospheric environment and would allow us to focus more on these effects and less so on the specific modeling and texturing of individual assets. In general, we’re looking for opportunities to push dramatic mood wherever we can!



Here's a breakdown showing some of the different elements that combine to create the final image.

Atmosphere also plays an important role in emphasizing the scale of ‘Mechs and in adding depth to the scene. You can see that we have a layer of fog moving along the ground that begins to fade out the bottom half of the ‘Mechs. This gradient reinforces scale because it makes the ‘Mechs appear so large that they are standing far above the fog, too tall to be completely covered. It also helps to ground the ‘Mechs in the environment and to increase their readability.

This effect is further enforced by additional animated effects such as fog and dust at the ground level. Right now, the effect is simulating snow blown up by the wind, but in a lot of cases it could be caused by the ‘Mechs’ effects on the environment. Whether it’s a desert, snow, or jungle map, we want to always have a variety of atmospheric effects present in the game to reinforce scale and readability.



Another important piece of the puzzle is a 3D pipeline called Physical Based Rendering (PBR). This pipeline has been used to make computer graphics for films for a long time but it’s relatively new to the gaming industry and is a new feature in Unity 5. Essentially, it’s a workflow that allows us to more accurately simulate real-world materials and lighting conditions by using image-based lighting, global illumination (reflected light) and physically-based materials that behave more naturally and predictably. One of the biggest advantages of PBR is that our 3D assets will look good in any lighting scenario.

We’re also utilizing post-processing effects like screen space ambient occlusion, bloom, color grading and tonemapping. These tools give us tons of control over the overall color, mood and contrast of the final game image.

Once again, this is just an early starting point for us here as we start to hone in on the visual style of the game and plan our art production pipeline. There’s plenty more to explore still but we wanted to give you guys a quick look at where we’re at with all this stuff!

[...]
kickstarter.com/projects/webeharebrained/battletech/posts/1397941
 
Update #22

An End-of-Year BATTLETECH Dev Update! (Plus a BackerKit Reminder!)

Hey, BATTLETECH Backers!

Mike here - now that the dust has settled from the finale of our incredible Kickstarter campaign last month, I want to give everyone a short update on where we’re at in development. But first, before I do that, Robin (HBS_Dagger) says thanks to all the Backers who have answered their BackerKit survey!

However, there are still over 4500 of you that need still need to do this in order to receive their rewards! This is particularly important for anyone with physical rewards in their pledge level. We won’t be able to order the correct amount of Heraldry Kits and Jackets if you don’t let us know which ones you want and we need your shipping address so we can send them when they're ready.

If you haven’t answered your survey yet, go to this link: BATTLETECH BackerKit, click on “Didn’t get your invite?” and follow the instructions.The deadline is January 15th, but go do it NOW while you're thinking about it!! Don't worry, I'll wait...

Update Time!


In a nutshell - we’re a few months into pre-production now, and we’ve been busy prototyping and iterating on the core combat experience. As awesome and fulfilling as the Kickstarter experience was for us, it’s also been nice to focus entirely on game development for the past month!

With the scope of the game now clearly established by the funding goals we reached on Kickstarter, Jordan and I along with the rest of the design team have been able to really hone in on the core of what we’re making, and to start planning out the experience as a whole. We’ve established a strong set of design criteria for the game - for example: “I feel like all types and tonnages of ‘Mechs can be useful in combat.” And: “I rarely feel like concentrated fire is the only strategic solution.” It may sound obvious, but writing these goals down and referring back to them each step of the way really helps focus our prototyping efforts and ensure that the end result accomplishes everything we’d like it to.

The Merc Campaign


On the Mercenary campaign front, Kevin Maginn, our Design Lead, has been busy consulting BattleTech sourcebooks and furiously generating document after document like a mad-document-scientist, laying out some of the initial design foundations to implement those pillars and design goals.

The purpose of these documents is not to write a definitive spec for the game; the campaign game is just too big and complex to definitively document every possible outcome. Instead, we’re using them as a starting point to build prototypes that we’ll iterate on over the course of the next year of development. I strongly believe in rapid prototyping, team-wide feedback, and frequent iteration leading to the best possible product, and look forward to working with Kevin and the rest of the team to bring these designs to life next year.

Chris 00, Chris 01


Meanwhile, our Lead Engineer, Chris 00, has been focused on laying a strong architectural framework for our codebase. This is one of those things that is invisible now but will really pay off later. When designing a piece of software as complex as BATTLETECH, it’s critical to lay the right structure to build from, as well as define the components that the rest of the engineering team will build. This is especially important in a game that has to support both single-player and server-based multiplayer!

To capture how all of these efforts move forward, our Producer, Chris 01, has been working on a high-level block schedule for the project and planning our major milestones for next year. Our goal is to have a vertical slice (i.e. a representative demo short on content, but more complete development of high priority systems) of the combat game ready next summer and then bring on a larger production team to build out the environments, missions, and content around the same time. It’s a slow, careful burn until code foundations and content pipelines are in place and proven.

Story


We’ve also been making good progress on our story for the game, the core of which will be set in a small region of the Periphery on the Rimward side of the Inner Sphere. We’re not ready to talk about story specifics yet, but I’m excited about where we’re heading with various plot points and characters. I’ve been re-reading Dune and it’s been a great source of inspiration here - not for individual plot points necessarily, but for the overall tone of court intrigue, machinations and suspicions that we’re trying to achieve with the various factions involved in our narrative.

Art


At the other end of the BATTLETECH team’s corner of the HBS offices, our concept art team has switched gears from concept illustrations to actually spec’ing out how a variety of systems in the game will work. We’re prototyping the 3D portrait creation system and have found some great ways to get attitude and expression out of our MechWarriors so that we don’t end up with the “blank-stare-at-the-camera” style of 3d avatars that some games end up with. We’re also cooking up an Emblem Creator for your Mercenary outfit, and a flexible framework for the cosmetic customization of your ‘Mechs - so that you can select individual paint schemes and colors, as well as add details like additional emblems and nose art. We’re also starting in on terrain pipeline and development - essentially, how do we achieve this look, but with a full map that satisfies both gameplay and performance constraints.

BATTLETECH Art for Everyone!


You'll find a bunch of profile images and banners that you can use on your favorite social media sites on this Forum post. Feel free to use these to your heart's content!

And, while we’re not *quite* ready to show off any new art yet, we’ve posted a complete collection of all the Concept Art we released during the Kickstarter campaign in the same thread. It’s all the hi-res source images, so wallpaper away! (And if you aren’t on the forums yet, you should be! Here's where you sign up!)

That’s it for now - Happy Holidays, and we’ll see you all in 2016! -- Mike

PS: One other thing we’ve been working on is a plan for the player’s home base ship in the game - expect to hear more about that early next year!
kickstarter.com/projects/webeharebrained/battletech/posts/1450313
 
Update #25

Customizable DropShip Home Base Details!

Hey Guys!

Mike here again, with news from the BATTLETECH development front. In this update, we’ll get up close and personal with the DropShip that you’ll get to use and customize as your home base in the Mercenary campaign. (Unlocked by you guys during our Kickstarter!) But - before we dive into that - here’s a few quick updates & announcements.

Six Beards Entered... And Ours Didn't Leave!
You may remember that we promised a tabletop BattleTech game against our friends at Catalyst Game Labs with beards on the line if the BATTLETECH community successfully unlocked the final Backer Mission during the Kickstarter campaign. And you guys delivered!

So - the Beard Off was played during the Hyper RPG Twitch channel Launch and Charity Drive with fans affecting the outcome by making charitable donations to help out their favorite team. It was a good fight but as you can see by the picture below, Mitch, Jordan and I made the ultimate sacrifice. The entire charity event is archived here - you can find the Beard Off at about the 2:15 mark. Over $14,000 was raised for the HALO Foundation during the Beard Off, thanks in part to the generous support of the Global BattleTech Community.



The Heroes Shorn.
BATTLETECH Q&A This Wednesday, March 9!

As we mentioned in the last update, we really enjoyed doing the BATTLETECH Q&A's during the Kickstarter so we’re going to continue this tradition with a monthly livestream.

Beginning tomorrow, Wednesday, March 9 at 2pm PST, and then regularly on the 2nd Wednesday of the month, Hyper RPG will host us during their regularly scheduled show, Rabbit Stew.

Each month, we’ll solicit your burning questions on a specific topic over on the BATTLETECH Forum in a thread like this one. In the Q&A session, we'll split our time between answering questions from the forum thread and questions from the livestream chat. We know not everyone will be able to be there live so they’ll also be archived and available afterwards on Hyper RPGs profile page.

Death From Above!
If you enjoyed watching the Beard Off, check out the new Hyper RPG tabletop BattleTech show, Death From Above on Tuesdays and Fridays at 6pm. The game is GM’d by Tyler Carpenter, one of our BATTLETECH designers, and you might see some other friendly HBS faces as well.



On Tuesdays, you get to know our ragtag group of mercenaries as they role play the scenario that sets them up for battle on Fridays when they’ll play on the battlefield with our custom 3D printed ’Mechs.



Supersize me!

Here are links to archived shows so you can catch up on everything that happened last week (Tuesday 3/1 and Friday 3/4). We hope you’ll tune in to both shows.
A Quick Development Update!

Two months into 2016 and things are really picking up speed! Our gameplay prototype has evolved from a rough testing grounds to a fun, cohesive experience that has us all nodding and saying “Yes, this feels like BattleTech.” We’re up to 5-strong on the engineering team now, with architecture and gameplay efforts well underway. Tools and AI engineering efforts are just starting to spin-up, with a couple of key final hires rounding out the team (you’ll get to meet them in future “Behind the Curtain” updates.)

On the art side, we have a terrain-creation pipeline up and running for art and design to start working with that gives us a great balance between design features and really great-looking, naturalistic terrain. (I’m excited to show you guys later this year!) The story team has a complete first-draft of all major characters, locations, and story-beats for the game that we’re busy fleshing-out and iterating on. And the concept art team is right on the story team’s heels, with a good set of designs for major characters and environments already established.

One thing we’re all keenly aware of here is that this game is going to need a LOT of content created for it to fully deliver on the “open-ended” promise - so we definitely still have our work cut out for us, especially when the project transitions into our full Production phase this summer. That said - Jordan and I feel good about where we’re at so far in pre-production.

Introducing the Argo-Class DropShip

And now - it’s DropShip time! Below is a nice sourcebook-style bit of history from our Design Lead Kevin Maginn, along with concept art that the art team and I have been working on. NOTE: Very minor background and setting spoilers follow. It’s nothing big, but I thought I’d include the warning just in case - if you want to discover the DropShip and bits of its backstory for the first time when you play the game, then you might not want to read further.

The Argo-class DropShip was an experiment in constructing a self-sufficient mobile base of operations for a flotilla of expeditionary ships. Built as a mid-point between a mobile DropShip and a mostly-immobile JumpShip, the Argo-class prioritizes sustainable long-term missions over everything else. Boeing Interstellar produced just two of these enormous ships, the Argo and the Myrmidon. The Argo was sent on its proving voyage to the Rimward Periphery in 2762.



(CONCEPT ART: Argo-class DropShip in stable orbit. One Leopard-class DropShip can be seen docked to its side, while another departs to deploy a Mercenary Lance to the planetary surface below.)

The intended mission of the Argo was to follow behind the first wave of exploratory missions, supporting multiple surveyor, terraformer, and colonizer teams while they completed a deep survey of the system. To accomplish this mission, the Argo would stay in-system for six months at a time, while the JumpShip that carried it there would move on to other systems and other tasks. The Argo was a mobile space station, in a sense, providing supply and temporary habitation for teams on dangerous missions in unsettled space.

The Argo is too large to land on a planet, much like the similarly-sized Behemoth. The prototype multiple docking collar system allowed for smaller DropShips to attach to the Argo for resupply, cargo transfer, and personnel transfer; these docking collars allowed smaller ships to remain attached while the Argo linked with a JumpShip for jump transfer, or to break off and remain in-system while the Argo moved on ahead. The Argo was thus meant as a logistical hub for a small flotilla of DropShips, which would dock and undock with the ship as needed to complete their independent missions.



(CONCEPT ART: Key ship features.

With 57,000 tons of cargo space, the Argo was able to carry supplies for multiple young colonies, arms and armaments for garrisons in need of resupply, colonists being moved to or evacuated from a colony, military hardware, and fuel for other ships. It lacks the armor or maneuverability to function in battle, and it is vastly outclassed in size and firepower by even the smallest WarShips, and it was this non-combat role that ultimately led to its abandonment; the Boeing factories on Galax were entirely repurposed for wartime, and there was simply no place for a peacetime exploration ship.

The Argo featured a unique folding grav-deck design, which allows the ship to remain habitable while in orbit around a planet or station-keeping near a jump point. The three habitation ‘pods’ lie flat against the ship’s central spine while under thrust; while the ship is stationary, the pods extend and the collar to which they’re attached rotates. This keeps the living quarters and medical facilities under gravity at all times, which makes the ship habitable for long tours of duty. The flight control area and command center are located deep inside the ship, near its spine, and are only under gravity during thrust. They’re serviced by fast passenger-sized lifts that run the length of the ship, allowing the crew to muster for duty in just minutes in an emergency.



(CONCEPT ART: The Argo’s hab ring being deployed - the only time when the hab ring ceases to be under either thrust-based or rotation-based gravity. The crew must securely lock down all loose items in the hab ring prior to deployment.)

Habitability was a key point in the objectives the Boeing engineers were given: the crew would be expected to live on the ship for years at a time, if not decades. This total self-sufficiency is a recurring theme in the ship’s design. It includes three fully-featured MASH medical theaters, larger-than-usual crew and passenger accommodations, recreational areas, fitness centers, and extensive onboard hydroponic gardens. An entire pod is reserved for passengers and temporary guests; docking DropShip crews were expected to take ‘shore’ leave onboard the Argo.



(CONCEPT ART: The habitation ring, deployed. The counter-rotation of the high-mass engine/fuel assembly at the rear ensures zero net rotational momentum for the ship.)

The central spine includes multiple elevator shafts serving each of the three docking collars, each shaft being large enough to accommodate an Assault-class ‘Mech, an aerospace fighter, or a heavy combat vehicle. Ground vehicles and ‘Mechs were not expected to deploy directly from the Argo, so it lacks external bay doors; deploying a ground unit meant transferring the unit along the spinal elevators to a waiting Leopard (or comparable) DropShip, from which the unit would deploy. The complement of fighters, however, could deploy directly from the Argo, and were expected to provide support and cover if the Argo found itself in danger.

Ultimately, the Argo would prove to be a dead-end in DropShip design. On its maiden voyage in the deep Periphery, the Argo dropped out of contact, and was presumed destroyed as part of an attack in the New Vandenberg Uprising. While still in dock preparing for its own first voyage, the Myrmidon was damaged by a terrorist action. It was decided not to try to repair the Myrmidon, and it was ultimately broken down for parts and materials to manufacture other, more battle-oriented ships.

The Argo was a product of the era in which it was conceived: a peacetime ship meant for peacetime exploration duties, and planned with the expectation of an abundance of resources and a focus on long-term orbital deployment. In an earlier era, it might have seen widespread usage, but in practice the fall of the Star League and the outbreak of war (and near constant state of war ever since) has rendered the Argo little more than a forgotten, experimental footnote in the history of DropShip production.

A Tour of the Argo



(CONCEPT ART: A Davion liaison reviews contract details with a veteran lance of MechWarriors in the Argo’s makeshift briefing room.)

I’m not going to dive into any story spoilers here, but suffice it to say that your Mercenary outfit will come into possession of this derelict Argo-class DropShip early on in the campaign. Here’s a quick tour of some of the different areas of the DropShip that you’ll be able to visit to manage your Mercenary outfit. (And by visit, we mean move between fixed-views of each environment, almost like the old MechWarrior games.) Once again, over to Kevin for the descriptions here!

COMMAND CENTER - This is where you and your command staff operate the ship. It’s a combination of a communications center, briefing room, and CIC. It’s located amidships, along the spine of the ship, where it’s quickly and easily accessed from anywhere on the ship while also being protected by the bulk of the Main Hold. In the Command Center, you’ll talk to your Executive Officer, review and negotiate contracts, and determine lance deployments.



(CONCEPT ART: the long-dormant Command Center of the derelict Argo.)

BRIDGE - The bridge is where the operations crew and the navigator drive the ship. It features a large holo-vid display in the center of the bridge for surveying known planetary and stellar data. The pilot and copilot pods are at one end of the bridge area, and the navigator’s console is at the other end. On the Bridge, you’ll talk to your ship’s Navigator and chart both interstellar and interplanetary travel.



(CONCEPT ART: The Argo's bridge. While many sci-fi ships opt for a more aircraft-carrier-style bridge, with windows looking out into space, we wanted something more practical - so the bridge is located in the most protected part of the ship, its center.)

MAIN HOLD - The Argo’s main hold is subdivided into into multiple bays, which are connected to each other both via the ship’s main spine elevators and internal lifts. There are three Mech bays, each of which has four Mech cubicles. Active ‘Mechs are kept in these cubicles, ready for deployment. The cubicles are also repair bays for MechTechs to upgrade, modify, and repair Mechs. The Argo was built primarily as a cargo hauler, and has 20 cargo bays ranging in size from 20 m3 to the vast cavernous Main Bay, with 25,000 m3 of storage. In its new life as a mercenary company base, the ship’s cargo bays are used to store salvaged and otherwise deactivated mech chassis and weapons. In the Main Hold, you’ll repair, customize, and upgrade your ‘Mechs, as well as manage salvage and possibly support vehicles.



(CONCEPT ART: An Atlas, secure in its cubicle in the Argo’s ‘Mech Bay at the base of the Main Hold.)

HABITATION RING - The Argo has three habitation pods, which spin while the ship is not under thrust to provide apparent gravity, and fold down along the spine of the ship to provide apparent gravity while under thrust. These pods contain all comfort-focused facilities: barracks, medical bays, hydroponics, recreation areas, and passenger quarters. In the Habitation Ring, you’ll manage your MechWarriors and other personnel, and browse hiring boards for new hires.

CAPTAIN’S QUARTERS
- Your personal quarters on the ship. They’re located in one of the habitation modules, so they always have gravity. They’re larger than the other crew quarters aboard the ship, mostly because they include an attached office. In your Captain’s Quarters, you’ll manage your Mercenary company finances, browse ComStar news bulletins, and view records of your career-to-date.

ENGINEERING - The Argo’s engines are serviced by two primary engineering decks, near the reactor shield. Access to the ship’s maintenance passageways and access tunnels is all through these two decks. In an emergency, the engineering deck can be used as a backup command center. Engineering is where you’ll talk to your Chief Engineer and choose both functional and cosmetic upgrades for the Argo.

So, that’s the Argo! Some elements may still change, but we’re very excited about this direction and what it adds to the Mercenary campaign. Here’s one more last-minute addition to the tour, though - a previsualization video that Joel and Spencer have been working on to show how you might interact with the various rooms on the DropShip. I wasn’t planning on including this, but… well, when Spencer showed it to the team yesterday, we all thought it was just too cool to not give you guys a peek.

Please know that this is a rough concept piece only - it’s not in-engine yet, and is not meant to suggest any specifics as far as how ‘Mech and ‘MechWarrior customization will work from a game design standpoint, or who your particular advisor characters will be in the story.
This is all hot-off-the-presses and subject to change. But enough caveats - here’s the concept video!


(Additional caveat - ‘Mech scaling is still a work in progress, and we’ll be following Piranha’s current rescaling efforts for MWO, coordinating with them to ensure that everything we ship in our final game feels correct.)

Behind the Scenes - Designing the Argo

This section may not interest everyone, but it’s been REALLY, really fun designing this ship inside and out with the team. So I wanted to talk a little bit more about the way we approached it and some of the “hard sci-fi” considerations that made their way into the design.

We started with a really simple prompt: to design a new ship that both narratively and visually fit the BattleTech universe. We knew we wanted something that could act as a mobile base for the campaign, and eventually accommodate an entire Mercenary company. We considered using many existing BattleTech DropShips, but at the end of the day, we really wanted to contribute something new and unique to the world that could serve as one of the highlights of our single-player campaign. For gameplay purposes, we also really liked the flexibility of being able to send a smaller Leopard DropShip down to a planet for a mission, while leaving your main base of operations safe in orbit.

One of the things that really sets BattleTech apart from other sci-fi universes is just how much attention to hard science and practicality is included in the source material. To that end, we spent a ton of time early on discussing what kind of design features might make sense for an early expeditionary ship in the world of BattleTech. The idea of a persistent grav deck quickly became a key feature, one that I went through several iterations on before finally landing on the idea of the deployable hab ring. (In fact, I’m pretty sure at that point I was using paper cups to illustrate the idea to the design team.) Once I had that figured out, I was able to develop around that central idea, with the goal of building something that felt true to the overall shape language of BattleTech DropShips - in a nutshell, it’s a ship built for cold reality, not for beauty.

To start designing the interior of the Argo, our art team took a field trip down to the nearby Museum of Flight to take their awesome Space Shuttle trainer tour, and take tons of reference photos. It’s always incredibly useful in the visual development process to seek out primary reference, and this was no exception. There’s an authenticity you find in little design details, like lockers on the wall with attach points on the front for sticking things to during free-fall - it’s been really fun watching Joel layer those elements into the various area designs of the ship.

As the style of the DropShip came together, we turned to the crunchy stuff: the actual BattleTech numbers. (We weren’t about to add a new ship to the BattleTech universe without ensuring that it was possible under the game’s detailed DropShip construction rules.) Our goal was to create a writeup that wouldn’t look out of place in an official Technical Readout book. Kevin started with the TechManual and a target weight of 100,000 tons. Then he turned to Tactical Operations for its selection of advanced equipment, and finally Strategic Operations to look over the advanced Aerospace and maintenance rules and the wide selection of design quirks. In the end, we were able to get pretty close to a set of ‘official’ BattleTech stats, and this gave us some clear guidelines for the size of various components, the scale of the ship, and the way everything should fit together. (Though to be clear, we’re not submitting this as any kind of playable entry for tabletop play - we’re sure there would be plenty of balancing issues, at the very least.)

That’s it for the Argo (finally!) - but don’t forget to tune in tomorrow for the combat Q&A session, or catch the recording of it later. Until next time!

-- Mike

PS: BattleTech Legends Fiction Returns! After 3 long years of working to make it happen, the fine folks at Catalyst have announced they’re bringing the BattleTech and Shadowrun novels to an epub format. The first available BattleTech titles include Wolves on the Border by Robert Charrette and Double Blind by Loren Coleman as well as three Shadowrun titles. They’re all available across a wide spectrum of digital venues including BattleCorps, DriveThruFiction, Amazon, Barnes & Noble and Kobo. Congrats to Catalyst and happy reading, everyone!
kickstarter.com/projects/webeharebrained/battletech/posts/1512716
 
Update #26

Prototyping Turn Order

Hey Everyone! Jordan here!

In this update I’d like to talk about our turn order design for the game - how we handle turn-based moving and shooting. We’ve been following your discussions on the BattleTech forums and as game developers, they’re always really exciting to see. We learn a ton by reading your different points-of-view, so thanks!



The Grizzled Designer

We were originally going to wait a little longer to talk about Turn Order so we could actually show it to you in-game and in-action - but we can see how passionate you guys are about this topic and we don’t want to leave you hanging. As your forum threads reflect, we all understand that tabletop and computer games are two very different animals, even when they are trying to simulate the same fictional reality.

Translating Tabletop

Whenever I’m at a game convention, I’m always asked, “Why don’t you just port the BattleTech tabletop rules to the computer? They’ve worked great for 30 years!” For the answer, let’s start with the obvious - tabletop games have the enormous benefit of in-person social interaction. Being around the table with your friends is entertaining all by itself and taking more time to resolve game results is not necessarily a negative. On the other hand, waiting for a remote opponent in an online game can be frustrating at worst and boring at best. Even if your opponent is your best friend, it’s just not the same as being the table together.

Beyond social interaction, another key difference between tabletop and computer games is how you absorb information. For example, during a tabletop game, every move and every die roll you make (along with all the moves and die rolls of your opponents) happen at a speed that allows you to process that information. And don’t underestimate the tactile and social fun of rolling dice or the visceral feeling of filling in armor boxes on a ‘Mech’s record sheet. It is the tactile power of those experiences that helps us understand and retain the game information conveyed during the event.

BattleTech’s turn order is a good example of a tabletop design element that doesn’t port well to the computer. The tabletop design attempts to reflect the fictional reality of 'Mechs and vehicles moving and shooting simultaneously by splitting movement and combat into two different phases. Movement order is based on initiative, and then alternated between players. Combat is resolved simultaneously - players take turns rolling damage, and then that damage all takes effect at the same time. This works great for tabletop, where it’s easy to accept the nonlinear abstraction. Even though my attack may have destroyed your ‘Mech, I know you’ll still get to roll for its damage to mine. This is much harder to present on screen, where a certain linearity of events is expected!

So, now that you understand the basic design challenge, we’ll start where HBS always starts - at the goal level.

Design Goals

Our design process starts with explicitly stating the goals for every system, so that we have a way of evaluating if the system design is not just “cool” but most importantly achieves its design criteria. The design goals that impact the turn order system are:

  • Fluid play in both singleplayer and multiplayer game modes - This is actually a bigger deal than you would think because our emotional reactions to a turn order system are quite different with a computer opponent that takes zero time to make a decision and a human who takes considerably more than zero time.
  • Make Light 'Mechs useful and versatile - Light 'Mechs were included in the game to be used as scouts, flankers, and forward observers. Historically, these roles have appeared in BT fiction more than in game play, so one of our major goals is to make Light 'Mechs really useful.
  • Don’t overwhelm me with information - BattleTech is a very information heavy game. Previous computer / video games have handled this in one of two ways: greatly simplify the game, or overwhelm the player with too much information. We want to find a balance that allows us to maintain the depth of the simulation while making sure that the information provided is digestible and actionable.
  • Provide me visceral feedback on my actions - When you perform an action you should see a satisfying result to that action, and most importantly you should understand the results of the action.
  • It’s gotta feel like BattleTech! - This one might seem obvious, but it’s important to make it explicit - the results of the turn order system should feel like BattleTech.
Rapid Prototyping

Working from an established set of design goals for a system, we like to move directly into rapid prototyping. As designers, it’s always tempting to engage in lengthy debates, waxing poetic about the merits of different approaches, but we’ve found that it’s by far more effective to simply try out each compelling idea! Our designers and engineers jump right into Unity to quickly create crude working versions of design concepts that we can play right away. These prototypes look ugly, and are missing a lot of bells and whistles, but they’re enough for us to really get a feel for how the design element plays in both singleplayer and multiplayer scenarios.

This approach has made working on BATTLETECH a great deal of fun for for the entire team as we can all discuss the merits of each approach from an informed position. Even more importantly, the rapid prototyping methodology has allowed us to vet the game design many months before a fully architected code base would allow us to.

We have built and played the hell out of seven (7!) different approaches to turn order, from a completely linear XCOM-like system to a completely simultaneous action system with many variations in between. Since a simultaneous action approach is a natural one to gravitate to for BattleTech, I’m going to take some time to outline how those particular prototypes went in a bit of detail.

Our first simultaneous action prototype was one in which players plotted both movement and combat secretly and then watched as the round unfolded. The biggest issue with this prototype turned out to be with targeting and weapon selections for each 'Mech. In the prototype, players could target enemies with specific weapons while plotting their movements and then, during a simultaneous resolution phase, they’d see their choices play out in real-time action.

Sound great, doesn’t it? Unfortunately, things often went very differently than folks anticipated. Watching everyone’s plans going awry is supposed to be part of the fun of a simultaneous action system but instead, players felt frustrated watching one of their MechWarriors slavishly waiting to shoot their designated target rather than unloading in the rear armor of an enemy 'Mech that wandered right into the line-of-fire. To compensate, we started to give the MechWarriors the ability to override the player’s targeting and weapon selections in specific circumstances and... eventually it just started feeling like the player was losing control of critical decisions. So much for Simultaneous Action Prototype #1!

Our next attempt at simultaneous action was to break the round into two phases, Movement and Combat - with both phases being revealed simultaneously. The idea was that player would plot movement for all their 'Mechs and then everyone’s movements would be revealed simultaneously. The players could then use a scrollbar like a video “scrubber” to roll time backwards and forwards to determine when to fire during each 'Mech’s movement, who the target was, and which weapons would fire. This prototype was interesting, and returned complete control to the player, but was a slow and laborious system to interact with.

Both of our simultaneous action solutions also really failed on the information overload and visceral feedback goals I mentioned above. Because so much happened so quickly, you often found yourself needing to dive into each 'Mech’s data after the action just to understand what happened in the previous round. As you can imagine, that wasn’t very fun. The other goal these prototypes failed at was actually the most important - they felt like you were commanding fighter planes, not BattleMechs. They didn’t feel like BattleTech.

I won’t take you through the pros and cons of all seven Turn Order prototypes we built and played the hell out of and instead cut to the chase by introducing you to the turn order system we finally embraced and are building the game around.

So - Where Did We End Up?

Here’s the basics:

  • Each weight class of ‘Mech has an Initiative value. Light ‘Mechs are the fastest, with an Initiative of 4 and assaults are the slowest, with an Initiative of 1.
  • Combat rounds are divided into 5 Phases, counting down from 5 to 1. ‘Mechs are allowed to act during the Phase that matches their Initiative. (That 5th Phase is the province of extremely skilled MechWarriors piloting Light ‘Mechs.)


'Mechs in a turn order

  • Each Phase, each side takes turns choosing a ‘Mech to Activate. When a Mech is Activated, it can both move and then fire its weapons. However, once the ‘Mech fires, its turn is over and it can’t act again until the next Round of combat.
  • After you Activate a ‘Mech and take a turn, the game attempts to give the next action to the other side. If the enemy has units available to use in the current Phase, they get the opportunity to activate one of them. If, on the other hand, they have no more units they can activate in the phase, and you do, you’ll get to go again.
  • This means that if you and your opponent are both using full lances of assault ‘Mechs, every Round will be pretty predictable: You’ll go, then your opponent will go, and so forth until all eight ‘Mechs have been Activated and have taken a turn.


  • When the game finishes counting down Initiative values and Phase 1 units have taken their turn, the Round ends. The Phase counter resets to 5, and every ‘Mech is ready to act again.
And now the really cool part:

We think this is a neat system because it reinforces and distinguishes between the different weight classes of ‘Mechs - but the place where it really becomes really interesting is when you start reserving ‘Mechs’ Phases for use later in the Round.

Any ‘Mech that isn’t an assault can be held in reserve when its turn to act comes up. That temporarily sets its Initiative Value one lower. So a Light ‘Mech that normally acts in Phase 4 will instead act in Phase 3.

With this system, you can keep reserving your ‘Mechs’ actions, holding an entire lance of ‘Mechs until Phase 1, if you wanted to.

What’s so interesting about reserving actions? First of all, consider the case of a whole lance of Light and medium ‘Mechs being reserved until Phase 1, where they’ll get to act right at the end of a Round. Then, when the round ends and a new Round starts, they’ll immediately get to act again in Phases 4 and 3! (This tactic isn’t theoretical - in a recent battle, I snuck up behind our Lead Designer Kevin’s Centurion with a Jenner I’d reserved to Phase 1. Then, on Phase 4 of the next Round I got to make a full alpha strike right into his back armor.)

As you’d guess, there’s also a lot of value in using this tactic to locally outnumber an opponent. You want your engagements to be uneven in your favor, and you want to be able to fall back from any engagement in which you’re outnumbered. Focusing your forces in one spot when your enemy is spread out is right out of Sun Tzu.

Our initiative system, which allows you to reserve units, means you can locally outnumber your enemy in time as well as space. If you can take three actions in a row, and all three actions are effective fire on a target with no chance for it to respond by moving or returning fire… you’ve essentially made part of the turn a 3-on-1 battle.

Conversely, reserving your faster ‘Mechs to break up long sequences of enemy action with opportunities to respond can be useful in preventing your own forces from becoming focus-fired.

We’re reinforcing the role of Light ‘Mechs in other ways, but this system is a significant component of their value. Light ‘Mechs get to choose where and when they engage, and if used carefully can be exactly the tool you need to get out of a bad situation. Heavy and assault ‘Mechs pack a much bigger punch, but the tradeoff is that they’re inherently more predictable - and thus are more often reacting than acting.

The Results

This turn order system is the one that made us immediately say, “Yes, that feels like BattleTech.” (Randall Bills, who’s in charge of BattleTech at Catalyst Game Labs, had the same reaction, which is obviously a good sign!) It captures the feeling of the world in that 'Mechs feel like 'Mechs, not aircraft or stationary gun platforms. It really helped to emphasise the difference between the various weight classes of 'Mechs. The tactical choices are interesting and the results are immediate and understandable.

And this model also clearly fulfilled all of our design goals from above:

  • Fluid play in both singleplayer and multiplayer game modes - Because control frequently passes back and forth in this model, singleplayer flows smoothly while still giving the player a variety of tactical options and there’s almost always something to watch or do in multiplayer.
  • Make Light 'Mechs useful and versatile - As explained above, this system gives Light ‘Mechs an inherent initiative advantage which can be used in many different ways.
  • Don’t overwhelm me with information - Focusing on moving only one unit at a time, and allowing both sides to clearly see the results of JUST that action, really helped focus the amount of information being presented to the player on a moment-to-moment basis - all the complexity of BattleTech movement and attacks is still there, but now it’s being presented in a very digestible way.
  • Provide me visceral feedback on my actions - Plotting a ‘Mech’s action and immediately seeing the damage done by your attack is really satisfying!
  • It’s gotta feel like BattleTech - While this admittedly a subjective criteria, this turn-order model immediately elicited this response with the team.
Now, we know you can’t play this system yourself yet (we’re working as fast as we can!) so you’ll have to trust on this one, but our play experiences tell us that this turn order system hits the right balance for both singleplayer and multiplayer game play.

You can head over to the forum now to discuss all the crunchy details with your fellow BattleTech fans here.

And, be sure to tune into the DEATH FROM ABOVE show on Hyper RPG’s Twitch channel to see how it plays out in their live-action BattleTech RPG. The #DFA team thinks it’ll make their livestreaming combat more engaging and understandable. Should be fun!

Talk to you all soon - Jordan

New BATTLETECH Dev Q&A Incoming

Starting at 2pm PST on April 13, we’ll be answering any follow up questions about the Turn-Order System discussed in the update and your burning questions about Interstellar Travel. You can ask your questions in this thread on the BATTLETECH Forums or, if you’re able to join us live, you can also ask any other questions in chat - although we can’t promise to be quite as forthcoming on those.

And, in case you missed our first Dev Q&A, you can find it here on the Hyper RPG Youtube channel at the 1:00 mark.

BATTLETECH Forums

Haven’t visited the BATTLETECH Forums in awhile? Mitch and Kevin regularly answer questions in the Ask the Devs sub-forum, we’ve seen some amazingly creative work in the Fan Art & Creations sub-forum, a lively General Discussions area as well as a BattleTech tabletop section where Randall from Catalyst answers questions and a Tabletop Discussion area.

We encourage you to check out the community over there when you get a chance!

Death from Above Update
But! Death From Above is more than a show to watch! Each week the audience can directly influence the game by donating weapons, buffs, the chance to use a special ability and more to either our heros or the opposing force they’re up against.

In case you haven’t seen the show yet, here’s a quick synopsis of what’s happened to our intrepid mercenaries so far!

After breaking Lord Commander Garrilac out of the prison planet of Hastur II, the Mercs have started to earn a reputation as they make their way from one battlefield to another in the periphery. They have formed an alliance with a Lord in the Periphery and found a piece of valuable Lostech.



However, a shadow hangs over the newly-christened Mason’s Marauders. The team’s mysterious benefactor continues to hold the team under their thumb with threats to what they care for the most. The Marauders now find themselves locked in a conflict with House Davion, having taken a contract from House Marik. Will the Unit live long enough to discover who their benefactor is? Or will their next drop onto the battlefield be their last?

Tune in to Death From Above on the Twitch channel, Hyper RPG Tuesday nights for role playing and Friday nights for battle at 6 PM to find out.
And, for you Shadowrun lovers out there, Wednesdays at 5:30pm PST you can watch a motley crew of Shadowrunners on Corporate Sins!

Bye for now!

- HBS
kickstarter.com/projects/webeharebrained/battletech/posts/1541543
 
Update #28

Campaign Setting Details!

Hey folks, Mike here again - we’ve got another big ol’ Lore update for you guys today, this time focused on the region of space the game’s single-player campaign will take place in. For this one I’m turning things over to Kevin Maginn, our Design Lead and resident historian. In addition to leading the charge on systems design, he’s been responsible for fleshing out all the detailed history and geography of our game - the setting material - essentially laying all the groundwork for our writers to build a great story with. What follows won’t contain any *story* spoilers, however it does provide some backstory and setting information that would otherwise only be learned during the campaign. I just love all the bits of history and context that Kevin and the team have come up with for the story campaign, and am excited to share this first peek at it all!

(And if you haven't seen our previous Lore Update about your home base during the campaign, the Argo-class DropShip, you can check it out here!)

Meet the Team: Kevin Maginn, Design Lead!

Hi! I’m your friendly Design Lead on the BattleTech project. You’ve maybe seen me on the forums trolling you as HBS_Thratchen.

I’ve been in the game industry for over 15 years, working as a designer for most of those years. I’ve designed MMOs, casual mobile games, browser games, and action games. Now I’m working on the kind of game I actually like to play: turn-based strategy.

I’ve been gaming since I was 8 years old, when my mom bought me the Moldvay edition of D&D (which dates me, unfortunately!) I’ve been a fan of BattleTech since 1987, when it competed for table time among my friends with Traveller and Gamma World. I’m a historian by education, and by far my favorite thing about BattleTech is the enormously detailed future history of the setting. I love future histories. I can’t get enough of them. If a sci-fi RPG comes with a timeline, it’s the first thing I read when I crack open the book. I’m the guy who read every. Single. Codex. Entry. in the first Mass Effect.

So when it was time to figure out where our game would be set, and how it would fit into the overall BattleTech world? That’s pretty much fun-time for me. Sometimes this job is just a job. Other times, you get to write fictional future histories for rich sci-fi settings.

So in this update I’m going to tell you about a little piece of the Periphery, way down in the Rimward region, caught between the Capellans, the Taurians and the Magistracy. We call it the Aurigan Reach.

(Oh, and since it’s traditional, my current favorite ’Mech is the Kintaro KTO-18. And my favorite House is not a House; it’s the Taurian Concordat. Unless I’m allowed to choose the Tetatae.)

History of the Aurigan Reach



The Inner Sphere, circa 3025.

At the edges of the Inner Sphere lies the Periphery. The systems there were far from the protective embrace of Earth, and were thus colonized by outcasts, misfits, renegades, and those who simply valued freedom and independence more than they valued comfort and safety. As a consequence, the Periphery has always been a somewhat lawless fringe, a haven for misfits and refugees, the Wild West to the civilized Inner Sphere.

In a very real way, though, it was the marginal nature of the Periphery that directly led to the chaos of the current era; the traitor Amaris was a product of the Periphery and was radicalized by two centuries of the Inner Sphere’s iron-fisted occupation of his homeland. His resentment and hate led to civil war, the catastrophic collapse of the Terran Hegemony, and with it the fall of the Star League.

A brief timeline of the history of the Inner Sphere (2271-3025).

In the wake of that fall, the Succession Wars have crippled all of humanity, and the Periphery is no exception. With the chaos of constant war, economies have shrunk, non-essential projects have been curtailed, and planets that might have once been worth colonizing have been abandoned, their colonists evacuated or left to starve in isolation.

The rimward area of the Periphery (what looks like ‘south’ on a map) includes a lightly-settled region that’s known as the Aurigan Reach. While once divided between the Magistracy of Canopus, the Taurian Concordat, and the Capellan Confederation, all three withdrew from the region during the wars, preferring to hold more secure borders and less marginal systems. The distant, poorly-developed worlds of the Reach weren’t worth the danger of overextending one’s power, given the sudden brutality of the Succession Wars.

The Capellans, hard-pressed by their rivals in the Inner Sphere, were first to abandon the Aurigan Reach, and by 2798 they’d withdrawn to a new, more defensible line, from Repulse to Rollis, leaving over a dozen systems to their own devices. The Taurians, in the wake of the disastrous and humiliating Taurian-Canopian War in 2813, turned away from expansionism, and likewise abandoned their Reach holdings. The Magistracy was the last to hold on to any Reach systems, but their claim was always more of a line drawn in the sand against the Taurians than any real colonial ambition; by 2840, their military forces were withdrawn to their own borders, leaving a vast and lawless region behind.

Power cannot tolerate a vacuum, though, and many of the abandoned systems had significant populations, industry, and commerce. Four of those systems were particularly well-suited to continue on as though still part of an interstellar civilization: Coromodir, Itrom, Tyrlon and Guldra. Trade between them continued, and the network of JumpShips continued to serve them, and through them some of the nearby, more marginal systems.

Of the four, Coromodir was the wealthiest and retained the most infrastructure and technology from the Taurian colonization. Two major mercantile houses, the Arano family and the Espinosa family, dominated the remains of the Taurian-led economy, and were natural leaders for the newly independent world. In 2820, the Arano family displaced the figurehead governor the Taurians had left behind, and with the support of the Espinosa family, Wiremu Arano ascended to the governorship.

This independence and leadership was needed as the Taurians withdrew from the remainder of the Reach over the next 20 years. By the time the withdrawal was complete, the Aurigan Reach was a haven for pirates and renegades, warlords setting up their own petty kingdoms, and worse.

In 2860, the Arano and Espinosa families approached their counterparts on Itrom, Guldra and Tyrlon with a proposal: a mutual protection and trade agreement that would allow coordinated and unified responses to the plague of piracy. As the primary financier of the agreement, the Arano representative was given executive authority over the newly formed Aurigan Trade Partnership.

By 2910, there had been a half-century for the ties between the four systems to deepen into alliances. Uniting the eight most powerful noble families of the Aurigan Reach, Keona Arano formalized the Partnership into a government, with herself positioned as High Lady. The other Founding Lords and Ladies sat at her side as members of her advisory council. This new state declared itself the Aurigan Coalition.



The Aurigan Coalition and surrounding environs, circa 3025. (We anticipate this map being roughly the traversable space of the campaign.)

Over the next fifty years, the Coalition grew and incorporated many other nearby systems, most of them former Capellan holdings. This included the industrial world of Mechdur, which was already successful and self-sufficient; when Mechdur joined, the Coalition gained access to a powerful industrial and manufacturing engine that allowed for a much higher standard of living than other systems of the Reach could sustain.

The Coalition’s inexorable growth was not simply ignored by its neighbors, though. The Taurian Concordat wasn’t threatened by a simple trade partnership, but now the Coalition was beginning to look like an expansionist state, and a possible rival. It didn’t help matters than some of the systems the Coalition was annexing were former Taurian holdings, many with industrial and technological resources left behind in the withdrawal.

By the second decade of the new millennium, tensions had risen to the point where the Taurians sent a dedicated envoy to their new neighbor state to discuss the legal status of several border worlds, most particularly Qalzi, which the Taurians insisted was still a viable colony and thus under their control. The matter was quickly tangled in treaty negotiations and diplomatic red tape, and the conflict continued to simmer right up to the present day.



The High Lord of House Karosas, one of several Founding Houses of the Aurigan Coalition, entrusts the family ’Mech to his son and heir.

Now the powerful and indomitable scion of the Arano family, High Lord Tamati Arano II, has been lost in a tragic space travel accident. His daughter and heir, Lady Kamea Arano, must prepare herself to navigate her state through the dangerous pathways of the Succession Wars. Conflict with the Taurians threatens on one border, and on the other looms the vast power of the Capellan state and its devious ruling family, House Liao; meanwhile internal dissension threatens the prosperity her family has nurtured for over two centuries.

Behind the Scenes

So! That’s the setting of our game, in a nutshell. I’m not including everything here, of course; there’s simply too much material to include in a Kickstarter update. And besides, some of what I’m not telling you is secret stuff that would spoil the game’s story!

There are a couple of things I want to share about this history and how we ended up picking this location.

Our first priority was to find a way to coexist with BattleTech lore. This is really a lot more challenging than you might think; after all, it’s just space, right? There’s always more of it. But to make this a BattleTech story, one that had the right tone and texture, we needed to be near the Inner Sphere. On the other hand, the Inner Sphere’s history is detailed across more books and supplements than we could possibly account for. We needed somewhere interesting, close but not too close, and basically empty. A blank slate where we could do whatever needed to be done to make our story work.

I kept noticing this empty spot between the Taurians and the Magistracy, a little horseshoe of unclaimed space. What was that space? What was there? I eventually found the history of the Fronc Reaches, but that was well after our game was set. When I looked at the Star League era maps, though, I saw that before the Succession Wars, the area that was blank on later maps was owned by the Taurians and the Capellans. Interesting. So it had been colonized, and then abandoned.

The problem is that no map had any details on those systems. There were some, with some really sketchy star positions, but nothing comprehensive.

So I downloaded every map I could find from Sarna, and mined our comprehensive library of BattleTech books (thanks to Jordan’s extensive collection and the digital archives kindly provided by Catalyst Game Labs) for more maps. And then I dumped them all into Photoshop, lined them up carefully, and made a master map that included every single system labeled on any map anywhere.



The first draft (if you can call it that!) of our master map.

Turns out there was a lot of stuff in that little horseshoe. Over 30 systems, in fact. The next step was to find out what we already knew about these systems. The answer, which was exactly what I was hoping for, turned out to be ‘nothing’. They were the blank slate we wanted.

It’s easy to look at the area covered by a map of the Inner Sphere and lose sight of just how massive space really is. The Periphery is 450 light years away from Terra. There are an estimated two million stars in that amount of space. The little nook we’re calling the Aurigan Reach is 120 light years across. That space contains something like ten thousand stars just in that region, and five hundred G-type (Sol-sized) stars. So this little horseshoe of space was much, much larger than we could possibly fill. Perfect.



The second draft of our master map.

I already had a vague picture of what this ‘little’ nook of Periphery was all about, but it took a lot of discussions with Jordan, Mike and Randall about the political situation of the Inner Sphere in 3025, the kinds of meddling the Great Houses were likely to get up to in this abandoned corner of space, and the kinds of stories we wanted to tell there, before we really nailed down the shape of the history.

Our amazing Lead Writer, Andrew McIntosh, took the rough historical sketch and turned it into a grim tale of dynastic succession, murder, sabotage, intrigue and war -- and that’s just the backstory. We worked through the politics of the Coalition, the major personalities, the power players and their holdings, and the likely future of the region. We're not quite ready to share much of this material yet, but you can expect us to reveal concept art and character bios for some of the major players in our story later this year.



...but in lieu of story details, here’s a new piece of concept art of the Argo on approach to dock with an Invader-class JumpShip. (The main engines are burning to decelerate.)

So what we’ve ended up with is a set of systems that appear in Star League sources but nowhere else, that have only minimal pre-existing history: a perfect canvas onto which you’ll paint your own tale of mercenaries, power struggles, upheavals and betrayals. We hope what we’ll create together will feel like a part of the BattleTech universe, like a missing puzzle piece we’ve found and placed right at the edge.

Swag Update

This is Brian again, the guy making your Kickstarter swag, with a quick update on manufacturing and shipping for the Heraldry Set and Flight Jacket. As I mentioned in the last update, we’ll be sending out a reminder from BackerKit for you to double-check your shipping address. Those reminders will go out later this week, and will say something about a “48 hour” timer before addresses are locked down. Don’t get too excited -- we’re not shipping them 48 hours later - but we do need to export all of that data and transfer it to the warehouse’s shipping system. So please make any changes right away -- or you can always go to https://battletech.backerkit.com right now, if you’d like!

What Else is Up At Harebrained Schemes?

NECROPOLIS!

We’re also really excited about our upcoming game, NECROPOLIS, which is releasing on July 12th. It’s a 3D, third-person action-adventure game with procedural dungeon-delving which is really different than anything else we’ve made. If that sounds interesting, you can pre-order it now and receive a digital copy of the NECROPOLIS Original Soundtrack when the game is released as a bonus!

We’ll also be live-streaming a special Twitch event on Hyper RPG that we’re calling the Co-Op Death Jam on July 9th from 10am-10pm. We’ll have a ton of streamers teaming up to compete against each other and hourly giveaways for the folks watching at home. You may have seen the single player version of the game but this will be the first time anyone will see the co-op version. Hope you can join us then!



Signal Boost

CATALYST GAME LABS

Randall here from Catalyst Game Labs. In addition to our work with HBS, we've been busy pushing out a slew of rocksauce for BattleTech including:

The First Succession War sourcebook is a great read that looks at the first of several Inner Sphere-spanning wars that lay the foundation for the era where HBS’ BATTLETECH is placed. If you want to know the origins of the universe as a whole that plugs into the Lore above, this is a perfect book to grab.

A series of five BattleTech Faction Dice sets in conjunction with Q-workshop.Here’s Each set includes two faction icon dice, three Combat Command icon dice, and finally a mercenary command icon die most associated with that House circa 3025!



We're also excited that the release of the penultimate core rulebook for BattleTech, Campaign Operations, is just around the corner! For the first time in over a dozen years, the most sought after rules for BattleTech are finally returning to print, fully updated and ready for a new generation of play: creating and running your own force, whether from a House, a mercenary, or even the Clans! A slew of additional rules bring a legion of campaign options to your table, including solar system/colony generation, formation building and the most comprehensive version of the fan-favorite Chaos Campaign rules ever published. A rulebook for any player in any era! Look to the Catalyst Tumblr for that announcement!

And, finally, don’t forget our Legends Tuesday, where every week we release a BattleTech Legends epub, returning the entire back catalog of BatteTech novels to your digital library.

KICKSTARTER FROM PAPER UNICORN

Mike here again - I wanted to throw in a quick personal plug for a crowdfunding project on Kickstarter that really caught my eye called Transmission. One of our artists passed this along to me and I was really struck by the game’s style and storytelling ambitions. They’ve still got a ways to go so just I wanted to help get the word out - it’s the kind of game I hope to see more of in the world, and I’m a sucker for exploration and minimalist sci-fi. If that sounds interesting to you, check it out here!

kickstarter.com/projects/webeharebrained/battletech/posts/1614948

I second the advice to check out and consider backing Transmission.
Nathaniel West, the art and creative director for Transmission, usually does concept art for feature films, with Inception and Interstellar being some of the recent additions to his portfolio, and it really shows.
Throw in visual homages to other sci-fi classics such as Event Horizon, Alien or 2001: A Space Odyssey and you can't help but wonder why this isn't funded already.

 
Update #37

Fresh Screenshots & Novella #2 Delivered!

Hey y'all, Mitch here!

On behalf of the whole team, thank you for the overwhelming show of support and positive energy we received after our last update. We deeply appreciate it. When you’re flying full-throttle down the Death Star trench with turbo-lasers blazing past your cockpit and the exhaust port coming up fast, it’s nice to know that “The Backers are with you.”

No update on our Backer Beta timing yet - we’re stepping back to make sure our plan is solid, our team is working at a healthy pace, and we have the right level of internal testing before releasing it into the wilds of Backerdom. As many of you have speculated, it’s unlikely we’ll announce a new date until we’re very confident we will hit it.

In the interim, we thought we'd show some new screenshots of the game in action to help tide everyone over. These are unedited shots - though we did turn off the interface and use a debug camera in-game to get the pretty we wanted. You can click on the images to get a hi-res version for each. Hope you enjoy!
















2nd Novella, APPARENT CATASTROPHE, Now Available for MechWarrior Level Backers

We’re happy to announce that the second in a series of four linked digital novellas by Mike Stackpole is now available for Backers at the $50 MechWarrior level and above! Again, if you’re a current Backer and you want to upgrade to the MechWarrior tier to get your copy, email us.

You’ll find a file including the pdf, mobi, and epub versions to download when you hit “Get My Digital Rewards” in your BackerKit account. It takes a little time for the files to populate to everyone's account so please check back in a couple hours if you don't see the files right away.



That’s it for now. Remember that there’s a great community waiting for you on the BATTLETECH forums and the dev team often stops by to say hi and answer questions.

Take care!

Mitch
kickstarter.com/projects/webeharebrained/battletech/posts/1838879
 
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