History VideoGame / MechWarrior

19th Feb '17 2:27:37 PM GuyIncog
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* AllianceMeter: Shows the player's approval ratings with the Steiner and Davion factions, though in most cases it ends up being irrelevant to the player's ultimate choice of faction. Notably, the game has both an Alliance Meter and a Karma Meter (see below).


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* FactionSpecificEndings: One each for the Steiner and Davion factions, plus a third ending in which the player and his unit strike off on their own.


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** The player's lancemates will sometimes express disgust and/or "KillEmAll" attitudes towards different enemy factions.
* KarmaMeter: Shows ratings for "Nobility" and "Infamy", influenced by both choice of mission[[note]]e.g.: fighting the Jade Falcons in an agreed upon Trial of Possession vs. ambushing them the night before[[/note]] and within-mission choices.[[note]]e.g.: whether or not allied units were rescued, whether the player allowed defeated enemies to withdraw vs. wiping them out, etc.[[/note]]
16th Feb '17 11:17:27 PM GuyIncog
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* ItsPersonal: [[MissionControl Castle]] has it out bad for Clanners, and sounds quite vindictive during the New Exford campaign. Understandable seeing as they orphaned her in the 3050 invasion and also reduced her nation, the Free Rasalhague Republic, to a pitiful handful of worlds. She also flips her lid if you take the leading star colonel as bondsman.

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* ItsPersonal: ItsPersonal:
**
[[MissionControl Castle]] has it out bad for Clanners, and sounds quite vindictive during the New Exford campaign. Understandable seeing as they orphaned her in the 3050 invasion and also reduced her nation, the Free Rasalhague Republic, to a pitiful handful of worlds. She also flips her lid if you take the leading star colonel as bondsman.bondsman.
** Burr's Black Cobras can develop into an ItsPersonal enemy for the player's unit, depending on the actions of the player in the first mission in which they are encountered. If the player chooses to destroy the Black Cobra lance in that mission, subsequent missions against them will be characterized by the Cobras' desire for revenge,[[note]]and their bringing extra mechs to the fight[[/note]] with the final battle between the two companies being described as "settling this grudge match once and for all." Averted, however, if the player chooses to simply complete the objectives in the original mission and allow both sides to withdraw - to the point that the final battle against the Cobras is preceded by an InfoDump from Castle, describing them as if the player had never encountered them before.
11th Feb '17 2:38:11 AM GuyIncog
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* StealthBasedMission: One each for the Steiner and Davion factions, performing reconnaissance on the enemy's R and D facilities.
--->'''Castle''': Take a fast 'Mech and present a minimum profile - you won't be fighting your way through this one.
30th Jan '17 4:33:53 PM Saber15
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* TheSouthpaw: The vast majority of non-symmetrical mechs are 'right handed', wielding most of their firepower on their right arm or right torso, which effects everything from weapon convergence to cover. A small handful of mechs like the 75 ton 'Thanatos' are left-handed, carrying their largest weapon on their left side. Great for attacking from unexpected angles, but terrible for attacking with right-handed allies who only need to expose their right half around a corner to open fire.
24th Jan '17 7:29:57 AM Dallenson
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25th Dec '16 5:49:03 PM Dallenson
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* OffModel: The Black Hawk is depicted gameplay-wise as it's Clan version (Medium, 50 tons) but the model depicts the Inner Sphere Black Hawk KU (Heavy, 60 tons) the House Kurita adaptation of the 'Mech. ''Trial Under Fire'' adds to the confusion in which the Black Hawk fought at the end of the first operation is written as the Black Hawk KU.
25th Dec '16 5:43:08 PM Dallenson
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* ColorCodedForYourConvenience: The different games colored lasers differently to differentiate them from one another. Typically, they were colored (red, green and blue) based on size, but in ''[=MechWarrior=] 4'', they were colored based on tech level. Confusingly, the color schemes change throughout each game. ''[=MechWarrior=] 2'', it's expansions, ''Living Legends'' and ''Online'''s Inner Sphere 'Mechs used red for Small Lasers, green for Medium Lasers and blue for Large Lasers and their variants. ''[=MechWarrior=] 3'' and it's ''Pirate's Moon'' expansion reversed the scale along with adding violet for Micro Lasers and yellow for Heavy Lasers. ''[=MechWarrior=] 4: Vengeance'', ''Black Knight'' and ''Mercenaries'' used red for all Inner Sphere lasers, green for all Clan (ER) lasers and blue for X-Pulse Lasers with MekTek bringing back the yellow Heavy Lasers and violet Micro Lasers.

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* ColorCodedForYourConvenience: The different games colored lasers differently to differentiate them from one another. Typically, they were colored (red, green and blue) based on size, but in ''[=MechWarrior=] 4'', they were colored based on tech level. Confusingly, the color schemes change throughout each game. ''[=MechWarrior=] 2'', it's expansions, ''Living Legends'' and ''Online'''s Inner Sphere 'Mechs used red for Small Lasers, green for Medium Lasers and blue for Large Lasers and their variants. ''[=MechWarrior=] 3'' and it's ''Pirate's Moon'' expansion reversed the scale along with adding violet for Micro Lasers and yellow for Heavy Lasers. ''[=MechWarrior=] 4: Vengeance'', ''Black Knight'' and ''Mercenaries'' used red for all Inner Sphere lasers, green for all Clan (ER) lasers and blue for X-Pulse Lasers with MekTek [=MekTek=] bringing back the yellow Heavy Lasers and violet Micro Lasers.
25th Dec '16 5:42:12 PM Dallenson
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* ColorCodedForYourConvenience: The different games colored lasers differently to differentiate them from one another. Typically, they were colored (red, green and blue) based on size, but in ''[=MechWarrior=] 4'', they were colored based on tech level. Confusingly, the color schemes change throughout each game.
** ShowingTheirWork: [[http://mwomercs.com/forums/topic/57051-laser-colors/ This thread]] offers an interesting explanation as to why [=PGI=] chose the colors they did for the lasers in ''[=MechWarrior=] Online''.

to:

* ColorCodedForYourConvenience: The different games colored lasers differently to differentiate them from one another. Typically, they were colored (red, green and blue) based on size, but in ''[=MechWarrior=] 4'', they were colored based on tech level. Confusingly, the color schemes change throughout each game.
game. ''[=MechWarrior=] 2'', it's expansions, ''Living Legends'' and ''Online'''s Inner Sphere 'Mechs used red for Small Lasers, green for Medium Lasers and blue for Large Lasers and their variants. ''[=MechWarrior=] 3'' and it's ''Pirate's Moon'' expansion reversed the scale along with adding violet for Micro Lasers and yellow for Heavy Lasers. ''[=MechWarrior=] 4: Vengeance'', ''Black Knight'' and ''Mercenaries'' used red for all Inner Sphere lasers, green for all Clan (ER) lasers and blue for X-Pulse Lasers with MekTek bringing back the yellow Heavy Lasers and violet Micro Lasers.
** ShowingTheirWork: [[http://mwomercs.com/forums/topic/57051-laser-colors/ This thread]] offers an interesting explanation as to why [=PGI=] chose the colors they did for the lasers in ''[=MechWarrior=] Online''.Online'' along with the fact they're the colors used in ''[=MechWarrior=] 2'' and ''Living Legends''.
18th Dec '16 6:49:34 PM WillKeaton
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* '''''[[http://www.mechvm.org/ MechVM]]''''', a program that allows the ''[=MW2=]'' games to run on modern systems. [[http://www.mech2.org/forum/index.php More info here.]]
* '''''[[http://www.mektek.net/projects/at1/promo Assault Tech 1: BattleTech]]''''', a standalone game made by Mektek (the team who released ''[=MW4=]: Mercenaries'' for free) which has gameplay similar to ''[=MechWarrior 2=]'' with updated graphics and controls. (This is no longer active, as Mektek had stopped all of their projects to work on ''[[TabletopGame/HeavyGear Heavy Gear: Assault]].'')
* '''''[[http://www.mechlivinglegends.net MechWarrior: Living Legends]]''''' (MWLL), [[GameMod a total conversion multiplayer mod]] for ''VideoGame/{{Crysis}} Warhead'', first released in 2009. Takes cues from all the ''[=MechWarrior=]'' games and is balanced for multiplayer (up to 16 versus 16) and objective based gameplay. First game to feature ''useful'', player-controlled [[TankGoodness tanks]], [[SpacePlane aerospace fighters]], [[PowerArmor Battle Armor]] and [[FutureCopter VTOLs]]. The final version of the mod, 0.7.1, was released on January 28th 2013 with no more planned updates, due to [[ScrewedByTheLawyers legal issues with the MechWarrior IP]] [[note]]-MWLL had legal permission to make their game from Microsoft. But the [=MechWarrior=] IP is now effectively owned by Infinity Games Publishing/Piranha Games-[[/note]]. The [[AuthorExistenceFailure development team was dismantled.]] The final version of the mod also made it [[FreewareGame fully compatible with the free Crysis Wars demo]], though a few servers will not allow demo players to join. After three years, it received an [[https://clanjadewolf.net/mwll/ unofficial "0.8" update]] made by fans and former playtesters, aimed at polishing, bugfixing, and balancing.

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* '''''[[http://www.mechvm.org/ MechVM]]''''', MechVM,]]''''' a program that allows the ''[=MW2=]'' games to run on modern systems. [[http://www.mech2.org/forum/index.php More info here.]]
* '''''[[http://www.mektek.net/projects/at1/promo Assault Tech 1: BattleTech]]''''', BattleTech,]]''''' a standalone game made by Mektek (the team who released ''[=MW4=]: Mercenaries'' for free) which has gameplay similar to ''[=MechWarrior 2=]'' with updated graphics and controls. (This is no longer active, as Mektek had stopped all of their projects to work on ''[[TabletopGame/HeavyGear Heavy Gear: Assault]].'')
* '''''[[http://www.mechlivinglegends.net MechWarrior: Living Legends]]''''' (MWLL), [[GameMod a total conversion multiplayer mod]] for ''VideoGame/{{Crysis}} Warhead'', first released in 2009. Takes cues from all the ''[=MechWarrior=]'' games and is balanced for multiplayer (up to 16 versus 16) and objective based gameplay. First game to feature ''useful'', player-controlled [[TankGoodness tanks]], [[SpacePlane aerospace fighters]], [[PowerArmor Battle Armor]] and [[FutureCopter VTOLs]]. The final version of the mod, 0.7.1, was released on January 28th 2013 with no more planned updates, due to [[ScrewedByTheLawyers legal issues with the MechWarrior IP]] [[note]]-MWLL IP]].[[note]]MWLL had legal permission to make their game from Microsoft. But the [=MechWarrior=] IP is now effectively owned by Infinity Games Publishing/Piranha Games-[[/note]]. Games.[[/note]] The [[AuthorExistenceFailure development team was dismantled.]] The final version of the mod also made it [[FreewareGame fully compatible with the free Crysis Wars demo]], though a few servers will not allow demo players to join. After three years, it received an [[https://clanjadewolf.net/mwll/ unofficial "0.8" update]] made by fans and former playtesters, aimed at polishing, bugfixing, and balancing.
18th Dec '16 6:48:43 PM WillKeaton
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[[DramaticPause They are...]] [[TitleDrop Mech]][[http://www.youtube.com/watch?v=nm76b8tzzWI Warriors.]]''

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[[DramaticPause They are...]] [[TitleDrop Mech]][[http://www.youtube.com/watch?v=nm76b8tzzWI Warriors.]]''"]]''
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