When developing the movement system, one of the questions I had was why use it at all? After all, if my ‘Mech is dug into good cover, why would I ever leave and expose myself to enemy fire? The answer is in the actual BattleTech miniatures game: there are missions, and those missions have your force doing something. So why move? Because you have a mission to advance to a target. Or because you need to get into position. Or you need to search for an objective.
One of the comments from the demo of the BattleTech DMG at GenCon last year was about getting more of the tactical aspects of the BattleTech game into the DMG. The proof of concept game was really a slugfest: two ‘Mechs pounding it out on the battlefield with Take Cover or Dodge cards allowing ‘Mechs to avoid getting hit. It really wasn’t much more than playing an occasional card to adjust your opponent’s chances of hitting. Playing the miniatures game, a lot of the gameplay comes into maneuvering your ‘Mech around into a better position, hoping to get flanking or around to where the enemy cannot react to your attack.
When designing an identity, the primary element that spawns the entire creative package depends on the client. Are you like FedEx, where your primary contact with potential customers is the delivery truck? Are you like Hot Wheels, where your presence in the marketplace is the packaging? When I look at marketing myself, it’s the one-on-one contact. I’ll be heading to the GAMA Trade Show in a little over two weeks, and my hope is to make several contacts there and hope that some of them will pay off in freelancing opportunities that grow into a great relationship. But to do that, I’ll need something to leave behind with the potential client, something that is going to be my main point of contact with them. That item is a business card.