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Mech Command RTS» Forums » General

Subject: Are there any reviews or game play videos available? rss

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Adam Nicholas
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Pambrun
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Perhaps the game designer can chime in on this question. Has this game (even if it has just been in prototype form) had a chance to be independently reviewed? Are there any game play videos available?

The game looks very interesting and the concept of having real-time game play is unique. My hope is that this game "hits it out of the park" but my concern is that it could fall flat.
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David Kartzinel
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They've said they've got a gameplay video coming next week - I'm in the same boat as you - went ahead and pledged, but we'll see if I keep it depending on the video...
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Brian Torrens
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I would prefer to see a rulebook (even a beta) than a gameplay video.
 
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John di Battista
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Why not both?

The real time concept is interesting and I love Armored Core, but I agree there's a very real chance the game could fall flat. Too many boardgames end up being variations of the same mechanic, it's nice to see someone trying something different. I hope it works out.
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John di Battista
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I just found this on their linked FAQ page under "How does Real Time work in a board game? (Long Answer)"


Quote:
Just like the video games, customization occurs between short action packed missions. During the missions players maneuver their AC's, fire weapons and activate equipment by spending energy (and in some cases ammo). The amount of energy they have is determined by their generator. Once all players have spent their energy, the generators replenish the energy pools.

There are no dice, no player turns, no waiting. Players maneuver their AC's between and over buildings to obtain line of sight to targets. Line of sight is determined instantaneously by ultra-bright LED pointers set into the miniature bases. Once they have line of sight, pilots can call a HIT on their opponents. After declaring a hit the attacking player pays the energy or ammo requirements for the weapon they are activating and places its damage into the target's damage dish. They can choose to follow this up with another HIT if they still have line of sight; or they can opt to perform a different action. Meanwhile, the target AC may be firing back, boosting away to avoid another attack, or re-positioning behind a building to block line of sight. It all moves very fast and smooth but avoids frantic-play or speed of hand. Something to note is: once a pilot has successfully called a HIT, they can complete the activation and damage process regardless of whether the target then breaks line of sight.

All weapons and equipment recharge at different rates and have various overheat levels (which determines the amount of energy or ammo that can ever be present on the equipment card), thus some weapons and boosters are fast firing and some slow. Some are 'bursty' while others are even and consistent. Some require an 'investment' of energy that wont fully recharge immediately and thus that energy will be unavailable for several recharges.

In addition to piloting AC's some missions involve support units that are used to complete mission objectives like collecting resources, utilizing uplink points, gathering salvage and more. These support units need to be protected. Thus there are many tactical decisions to make as to what you do with your team's AC's. Protect or hunt down support units, team up to destroy other AC's or in some missions defend or attack the forward operating bases.


We'll have to wait until the video drops, but I don't see anything here that looks too foreboding. After the build stage it seems the game is broken up into a series of real time combat segments broken up by generator replenishment. So the generator paces the game. Even if your the fastest token placer at the board you can only do so much before you have to sit still and wait for everyone to catch up. The only concerns I have are for stand off situations where everyone is behind cover and no one want's to peak out first and situations where you kill another player, but in the frenzy no one picks it up and then having to back track exactly when they died and what they did that they really didn't do because they were a smoldering pile of debris.

P.S. One more concern are the LED line of sight. I'm not so much concerned about brightness, the Kickstarter video showed them working in a fairly bright room. More of the I got you, no you didn't, yes I did thing. I'm not talking about cheating as much as real timed competitive playing. If there's a disagreement, lets say from the angle the players are looking down at the board one player thinks he has a hit in-between two buildings and the person he's shooting doesn't and it turns out to be a perspective thing, one sees it, the other does not. How is that resolved? Do you pause the game and have them switch how they look at the miniature? Does another player have to confirm the hit? I guess you go with the honor system and assume the other player is telling the truth, but it just seems like it's not as cut and dry as it could be.
 
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Ani P.
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Hi thanks for posting that!

We haven't been answering too many of these questions in depth just yet because so much will be answered with the tutorial video and rules.

Just a few notes:

The LED lights are there exactly to settle disputes without having to pause the game. They help know if you can target someone, but that could be easily identified from your perspective without them (which is why the game was originally developed without the LEDs). They are primarily there for the defender. Without interrupting what they were doing the defender can glance down when a HIT is called on them and instantly check if there was line of sight by the giant blue, red or green light on their mech. Even when playing with complete trust, it just helps.

TBH, every now and then you might STILL pause the game, (by just saying PAUSE) for example when the light is so barely on the target that its hard to see, but this is very rare. Certainly not every game.

AS the rules and videos will illuminate, there is a recharge and damage phase. When a player is out of energy or done for the round they turn off their LED light. When all lights are out, players move to the damage and recharge phase. During this phase players assign damage that has collected in their damage dishes to various parts of their AC. Disable limbs and attached equipment if necessary, then return the correct amount of energy to their generator. Note that all energy spent on movement is returned, but energy spent on cards is returned according to that card's recharge rate. Thus sometimes energy will be left on a card for another round and not be available immediately.

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Adam Nicholas
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Pambrun
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Sounds great! Thanks for the info regarding the game play; I look forward to seeing the upcoming video
 
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Igor Persin
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with no dice or something, you spend energy and simply put hits on opponents. How exactly having toughest mech will not win you game? SInce probably lightly armored mech won't have better weapons than higher armored mech. And since it's rts, you move to see me, I also move to see you, meaning , you ain't gonna catch and shoot in my back, then move away while I turn etc.
Kinda like point and click, see who dies first, (guy with less armor/worse gun)
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Ani P.
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Killing is sometimes one of the multiple objectives players are pursuing over the course of a mission and sometimes not.

There are many other strategic objectives like retrieval missions, salvage collection (with support troops) securing up-link points(support troops) escort missions, base destruction and more.


Lighter mechs have advantages to boosts and arial movement, which allows them to more easily hunt down the opponents' support troops, return retrieval objectives, quickly move to defend an ally or pursue a damaged opponent.

Most teams do well with a light and heavy, but other configurations are totally viable as well.

Also a few missions feature a FOB supply base, with mech respawns. Lighter mechs respawn faster than medium which respawn faster than heavy.
 
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