When developing the movement system, one of the questions I had was why use it at all? After all, if my â€˜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 â€˜Mechs pounding it out on the battlefield with Take Cover or Dodge cards allowing â€˜Mechs to avoid getting hit. It really wasnâ€™t much more than playing an occasional card to adjust your opponentâ€™s chances of hitting. Playing the miniatures game, a lot of the gameplay comes into maneuvering your â€˜Mech around into a better position, hoping to get flanking or around to where the enemy cannot react to your attack.
Well, well, well. This has been a curious exercise. Worked on a design problem for a little while, did up some basic rules for a fictional game, heeded the call and clamor for a real game based on the graphic design, and here we are, just about a week and a half later. I’ve got a date with the IP holders for this project, a proof of concept proto-game (ur-game?) to show off, and la de da, my dance card at GenCon is filling up. Want to see the contact sheet for the cards? Sure you do!