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MechCommander 2
by Raul “Datajack” Rodriguez

CSIM: Talk a little bit about the storyline. During what time period does it take place in the Battletech universe?



M.A.S.H.



Mitch: MechCommander 2 takes place in the year 3053. You are a mercenary MechCommander operating in the Chaos March-a heavily disputed area of the Inner Sphere. A fragile stalemate exists between two of the Great Houses on one of the planets. A bandit army is threatening the delicate power balance and it is up to you to remove them from the equation. Naturally, all hell breaks loose.

CSIM: In MC2 players can now request reinforcements. Will this work like artillery strikes in MC1 where it varies from mission to mission? Will the computer controlled opponents also have this ability?


Busy Scene



Mitch: Support options like artillery are limited by resource points, which are granted to you by your employer each mission. You may choose to spend your RPs on airstrikes, sensor probes, scout helicopters, etc. There may be missions in which your support is limited because of air defense.

The enemies will not fly in support via VTOL like you can. Their strength lies in knowledge of the terrain and numbers.

CSIM: It sounds like the mission builder in MC2 is very robust. Will the user have the ability to link missions into entire campaigns? Will users have the ability to create multiplayer missions?


Night Time



Mitch: One of the primary goals of the mission editor is the ability to create great multiplayer missions. We are also planning to include the ability for players to create their own single-player campaigns with all the functionality our designers use.

Unfortunately, this means the MC2 editor will be more complex than the editor we created for MechCommander Gold. Of course, that's part of the fun of a mission editor-you get to mess around until you find something really cool you can do with it.

 

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