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MechCommander

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MECHCOMMANDER
center Grim Fandango Lucas Arts Classics Cover
Developer: FASA Interactive
Publisher: MicroProse
Release date: 1998
Genre: Real Time Strategy
Game modes: Single player, Multiplayer over Modem, Serial, Network or Internet
ESRB/ELSPA ratings: Teen/+11
Platform: Windows
Media: 1 CD
System requirements: Intel Pentium 133 CPU, 16MB RAM, 150MB hard disk, 2MB PCI graphic card
Input: Keyboard and mouse

MechCommander was the first Real time strategy video game based on FASA's BattleTech/MechWarrior franchise, developed by FASA Interactive and distributed by MicroProse. Several Mechwarrior titles were released before, but all were from the pilot (or mechwarrior) point of view, MechCommander being the first to give operative control over a squad of mechs. Released in 1998, it had an expansion, later combined with the original title and released as MechCommander Gold, and a sequel (distributed by Microsoft) - MechCommander 2. Microprose also used many of the ideas in their 2000 Starship Troopers game.

Overview

MechCommander is more a Squad based RTS in the lines of X-COM: Apocalypse (also by Microprose) than those of Age of Empires or Starcraft. The player has a limited payload for each mission, which influences the number of mechs (including weaponry) and supporting vehicles that can be brought into the battle. Occasionally, some missions required to find lost mechs or material that could be used in the rest of the mission.
While it's easier (and generally faster) to destroy enemy mechs by firing at their torso, the Inner Sphere lacks technologically against the more powerful Clan Smoke Jaguars mechs and weaponry. Any mech or part can be salvaged, but repairs are far costlier for Clan mechs, so while attacking a Clan mech it's more advisable to shoot for the legs (reducing mobility) or arms (reduce fire power) than against the torso or head, which renders the mech useless almost instantly. One must also have in attention pilots, that can be killed if don't eject in time before their mech explodes or suffer a direct blow to the head. Since they are a limited comodity, losing a top pilot expert in heavy mechs can be more catastrophic at long term than losing the mech itself.
There are also resource points, either won by the mission rating, smaller payload, goods captured or sold mechs/parts. They are used to buy mechs, equipment and pilots. Both mechs and pilots are pooled, which means they can be requested by other MechCommanders.
While the game is complex, the game was packed with a 184-page manual (common with Microprose), with full details on operation, mechs and equipment.

Mechs

There are several different mechs, each serve different purposes. Lighter mechs are better for scouting, since are faster and can take the larger sensors, but can take much less damage and less weapons than heavier mechs.

Inner Sphere mechs
  • Commando (light)
  • Firestarter (light)
  • Raven (light)
  • Hoolander II (medium)
  • Hunchback (medium)
  • Centurion (medium)
  • Catapult (heavy)
  • Jagermech (heavy)
  • Awesome (heavy)
  • Atlas (heavy)
Clan Mechs
  • Uller (light)
  • Cougar (light)
  • Hunchback IIC (medium)
  • Vulture (heavy)
  • Loki (heavy)
  • Thor (heavy)
  • Mad Cat (heavy)
  • Masakari (heavy)

Weapons and Items

Weapons are split between three groups, according to the minimum range they can be fired. Most Inner Sphere weapons have a better (lighter, more ammo and/or faster fire rate) Clan counterpart.
Sensors are responsible for getting earlier warnings on Clans' mechs before visual contact is possible. Probing (finding powered down mechs) and counter-measures (cloak from radar) devices can also be equipped.

Short Range Weapons
  • Pulse Laser
  • Short-Range Missle (SRM) Pack
  • Laser 1
  • Streak SRM Pack
  • Heavy Flamer
  • Heavy Autocannon / Clan Heavy Ultra Autocannon
Medium Range Weapons
  • Large Pulse Laser
  • Clan Large Oulse Laser 2
  • Clan Extended-Range Laser 2
  • Large Laser 2
  • Autocannon / Clan Ultra Autocannon
  • Particle Projector Cannon 1
Long Range Weapons
  • Long Range Missle Pack
  • Light Cannon 1
  • Light Ultra Autocannon
  • Large Extended-Range Laser
  • ER Particle Projection Cannon
  • Gauss Rifle


1 Inner Sphere Only 2 Clan Only

Sensors (order by range)
  • Sensor Basic (350m)
  • Clan Sensor Basic (385m)
  • Sensor-Intermediate (470m)
  • Clan Sensor-Extended (490m)
  • Sensor-Advanced (525m)
Probing
  • Beagle Probe
  • Clan Active Probe
Counter-Measure devices
  • Guardian ECM Suite
  • Clan ECM Suite

Support Vehicles

Altough mechs remain the focus of the game, there are several smaller support vehicles, including scouts, tanks, repair and cargo trucks, mine layers and mine sweepers and long range artillery cannons. Without certain vehicles, some missions (mostly those involving mine fields) can be extremly hard to complete.