Not too long ago I was informed that Jack Mamais, who played various roles such as Lead Tester and Producer on the Mechwarrior 2 and Heavy Gear franchises (not to mention Lead Designer on Far Cry and Crysis) had joined the faculty at SCAD (my current home). I couldn’t help but drop him a line and ask a a few questions.
Updated: Included the preloader so you’re not staring at a blank screen while the swf and xml loads. Also removed the yellow hilighting around the record sheets (accessibility feature), and fixed an auto-centering bug.
This most recent revision includes equipment bracketing and ammo quantities, some small interface changes, and a few bug fixes and copy changes:
- Stealth Armor, Targeting Computers, and one shot missile launchers now listed in equipment
- Non critable items now 50% grey on printout
- Clan Ultra 5 spelling corrected
- Fanpro logo replaced with Catalyst Logo
- Long names (ex. Autocannon 10 instead of AC/10) now used when possible for a variety of weapons & equipment.
- Heavy Gauss Rifle damage in equipment list changed to 20*
Also, when a sheet is being shown, press ‘escape’ or ‘delete’ to return to the selection screen. Next update will focus on the interface and usability.
Because playing Battletech wouldn’t be half as fun if you knew who’d be publishing it next year. Apparently Catalyst has been successful, and so have those who like getting free money.
There’s also word of several voluntary key departures including an operations manager, a book keeper and a lead (print) designer.
[originally seen on Scrapyard Armory]
(Updated with links)
(Updated with legal action 04/22)
While I haven’t had a chance to work on it much, I finally trotted it out for a short game recently. I’m going to finish this one way or another, but I’ve had some aesthetic concerns. First, I’ve been a little concerned with the general look of big ‘mechs on little terrain. Ends up that the unpainted plastic figures from the introductory boxed set work oddly well; being unfinished they strike as being more figurative than representational which fits with the discrepancy of scale. Also, the terrain actually makes their unpainted medium grey color less offensive. I wonder if their smaller then full sized bases also helped. (When a figure with a normal sized base is next to a hill it almost looks like an un-based mech is standing on a higher level). Pulling and holding the wooded hexes when moving into them and noting it for combat wasn’t so much of an issue as I thought it might be, remembering to put them back though was. Simply putting a slip in those hexes would solve that, but ideal to set up the board by moving the trees around without the second step of marking their positions. The hills have been warped for a while, but I was a little disappointed with how the board itself seems to be holding up. While the slight bowing that the spray-mount seems to have caused isn’t a big issue by itself, if I were to make four boards and set them side by side it could get ugly. Finally, no excuse for my poor photography, I promise I’ll get a real camera someday.
As it says. For some reason attempts to print quad mechs results in blank pages…
I’m looking into it, but wanted to post just in case, for some reason, you haven’t used sheets, and the first thing you tried to print, was a Scorpion-1N…