MechCommander

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AMG AllGame Guide:

MechCommander

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Game Description

MechWarriors first rumbled onto PC screens in 1989, with a resurgence of popularity during the following decade in the form of many sequels and expansions. MechCommander, by developer MicroProse, provides a new perspective on the giant robots by offering integrated command and control over a squad of MechWarriors in 30 tactical missions. Set in an overarching story in which the Houses of the Inner Sphere have reformed the Star League Defense Forces in an attempt to overthrow Clan-occupied planets, you take command of Zulu Company, 1st Davion Guards in a five-phase operation to regain the military star base at Kylie.

Combining real-time action and strategy in the BattleTech universe, you control up to a dozen BattleMechs selected from 18 possible chassis featuring custom armament, sensors and abilities. Mission success earns Resource Points (carried over through the campaign) used to upgrade weapons, acquire new Mechs and vehicles, and recruit pilots who gain experience through survival. Salvageable weapons and repairable enemy OmniMech chassis can be used for resale to earn additional Resource Points or employed by Zulu Company to expand capabilities.

Between missions and prior to deployment following mission briefings, Mechs can be prepped, refitted, repaired, modified and assigned to specific pilots. During battle, units can be ordered to move, attack, guard, capture or repair through a multifunction display designed to render Mech control assistance. Inner Sphere and Clan Mechs vary by cost, jump ability, armor, speed, class, weight, internal structure, engine size, and component payload. MechWarrior veterans may recognize some of the 18 available chassis: Commando, Firestarter, Uller, Raven, Cougar, Hollander, Hunchback, Hunchback IIC, Centurion, Vulture, Catapult, Loki, Jagermech, Thor, Mad Cat, Awesome, Masakari, and Atlas.

Mech arsenals consist of ballistic, energy, missile, and sensor weapons, each with specific ranges, values, recycling times, damage, and ammunition. Short and long range weapons include lasers, missiles, cannons, flamers, and gauss rifles to supplement more than two dozen field vehicles ranging from tanks, trucks and APCs to minelayers and sweepers, Elementals and mobile field artillery. The type of terrain (water, hills, bridges, ridges, trees, forests, minefields) and line-of-sight play a role in both single and multiplayer battles.
~ Michael L. House, All Game Guide

Roots & Influences

MechCommander is the evolution of previously released games set in the MechWarrior and BattleTech universes and offers the viewpoint from an entirely new perspective. Rather than concentrating on the MechWarrior view of battle (ammunition, heat, piloting and targeting), MechCommander is concerned with commanding the troops. Jordan Weisman, one of the designers of the original BattleTech games, collaborated on the design of MechCommander.
~ Michael L. House, All Game Guide

Production Credits

Contributor: Mort Weisman, Gilman Louie, Lou Gioia Jr., Greg Kennedy; Executive Producer: Denny Thorley; Product Technical Director: Frank Savage; Associate Producer: Mitch Gitelman; Lead Programmer: Glenn Doren; Lead Animator: Todd Labonte; Sound and Music: Duane Decker; Game Design: Denny Thorley, Tom Dowd, Tim Ryan, Mitch Gitelman, Steve Scott, Jordan Weisman, Ross Babcock; Software Engineering: Frank Savage, Glenn Doren, Jon Marcus, Scott Janssens, Ryan Andrews, Andy Glaister, Jim Reichert; Art Technical Production: Jamie Marshall; 3D Animation: Tonya Lyle, Dave McCoy, Duane Molitor, Larry Mast, Dylan Robinson, Robb Gardner, Tom Burlington, Lex Story, Steve Theodore, Charles Oines, Steve Scott, Tom Peters, Vic Bonilla, Kelly Caldwell, Ron Clark; Mission Design: Tim Ryan, Tom Dowd, David Abzug, Mike Lee, Rob Nicholls, Mitch Gitelman; Tool Creation: Tim Ryan, Scott Janssens; Story Development: Jordan Weisman, Tom Dowd; Cinema Director: Joel Machak; Executive Producer: Jordan Weisman; Producer: Chris Peppey; Screenplay: Tom Dowd, Joel Machak, Jordan Weisman; Assistant Director: Kevin Marquart; Production Coordinator: Bob Fagan; Production Assistant: Nate Dailey; Pre-production Assistance: Dillon Robinson, Rob Gardner; Director of Photography: Therese Sherman; Camera Operator: C.P. Ciema; Gaffer: Sean Tanner; Best Boy: Jeff Roberts; Key Grip: Richard Foley; Grip: Stephanie Power, Jeff Bollman; Script Supervisor: Linda Laffer; Sound: Lisa Gillespie; Wardrobe: Liz Passman; SFX and Rigging: G. Binns-Clavey; Hair and Makeup: James Boehmer; Set Design: Karl Kochvar; Art Director: Angela Howard; Prop Assistant: Steve Maimborg; PA: J.P. Velasquez, Chuck Trimbach, Dennis Crow; Craft Service: Trish Hitt; Role of Commander Harrison: Ed Cunningham; Role of Colonel Reese: Taylor Miller; Role of Hardcase: Morocco Omari; Role of Panther: Alex Scuby; Role of Viper: Soseh Kevorkian; Role of Lt. Hensley: Dale Inhgram; Role of MechCommander: Michael Flanigan, Christian Payton; Extra Role: Ann Marie Alanes, Kellee Bruce, Angela Brasileno, Kim Wade, Jonathan Wray, Kevin Morrow; Company 1: FASA Interactive; Set Animation: Derek Carroll, Dan Gottesman; Set and Costume Design: Tom Peters, Vic Bonilla; Logo Animation: Vic Bonilla; QA Director: T.J. Wagner; QA Test Lead: Chris Chapman, Michel Lowrance; QA Tester F/T: Mike Horn, Dennis Hagemann, Shawn McFadden, Chris McFadden, Daniel O'Malley, Warren Wilkes; QA Tester P/T: Terry Cokenour, Al Emerson, Sam Fuller, Rich Hoggren, James Jemison, Phil Lazarri, Sage Merrill, Bryan Mikulski, Gus Peterson, Wylie Robinson, Robb Schoenbacher, Mike Shepka; QA Microprose: Ken Schmidt, Scott Crisostomo, Rob Swain; Design Consultation: Vijay Lakshman, John Whitmore, Rob Sears; Voice Actor: Greg Eldridge, Ron Ferraro, Sam Holloway, Matt Lenhart, Steve Longamuir, Jon Sterchi, Jim Guerlich, Stephanie Shaw, Lynda Foxman, Millie Hurley, Sue Quinn, Pam Turlow, Ted Brunson, Jon Gauger, Kirk Possehl; Manual Author: Tom Dowd; Manual Creative Director: Joel Machak; Manual Lead Designer: Tom Peters; Manual Designer: Vic Bonilla; Manual Production Coordinator: Jenny Trisko; Manual Layout: Jenny Trisko, Derek Carroll, Kelly Caldwell, Mariam Solon, Peleg Holzmann; Manual Art Assets: Derek Carroll ; Manual 3D Artist: Tonya Lyle; Manual Prepress: Peleg Holzmann; MicroProse Editor: Marisa Ong; Editor: Meghan Newman, Tara Gallagher, Derek Carroll; FASA Interactive Marketing VP: Joel Machak; FASA Interactive Marketing: Peter Matiss; FASA Interactive Marketing PR Director: Peter Matiss; FASA Interactive Marketing Coordinator: Jenny Trisko; FASA Interactive Marketing Lead Designer: John Howard, Tom Peters; FASA Interactive Marketing Designer: Vic Bonilla, Nagesh Shinde, Kelly Caldwell; FASA Interactive Marketing Layout: Dan Gottesman; FASA Interactive Marketing Webmaster: Derek Carroll; MicroProse Product Marketing Manager: Carter Lipscomb, Tom Nichols; MicroProse Marketing Services Manager: Kathryn Lynch; MicroProse PR Manager: Kathy Sanguinetti; MicroProse Product Marketing Manager (UK): Geraldine Burke; Invading Clans Material: FASA Corporation
~ Michael L. House, All Game Guide
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MechCommander
MechCommander Cover
Developer(s) FASA Interactive
Publisher(s) MicroProse
Platform(s) Windows
Release date(s) 1998
Genre(s) Real-time tactics, Mecha
Mode(s) Single player, Multiplayer over Modem, Serial, Network or Internet
Rating(s) ELSPA: Teen/+11
Media/distribution 1 CD-ROM
System requirements

Intel Pentium 133 CPU, 16MB RAM, 150MB hard disk, 2MB PCI graphic card

MechCommander is the second real-time tactics (RTT) video game based on FASA's BattleTech/MechWarrior franchise (though often being called a real-time strategy game), developed by FASA Interactive and distributed by MicroProse. Although it is claimed that MechCommander is the "first Mechwarrior game of tactical command", this is not true. Another game—BattleTech: The Crescent Hawk's Revenge—was released eight years earlier, and was also a game of tactical command staged in the same BattleTech universe. MechCommander was released in 1998. It had an expansion which was later combined with the original title and released as MechCommander Gold. A sequel also exists (distributed by Microsoft)—MechCommander 2. MicroProse also used many of the ideas in their 2000 Starship Troopers game.

Contents

Overview

MechCommander, in being a squad-based RTT, is more in the lines of X-COM: Apocalypse than RTS games like Age of Empires or StarCraft.

Gameplay

The player assumes the role of the commander of Zulu company from the Federated Commonwealth's First Davion Guards, a member of the Inner Sphere (IS). The planet Port Arthur must be taken back from the Clan Smoke Jaguar. The game's campaign progresses through 30 different missions broken into 5 operations with 6 missions apiece. Each mission consists of a number of objectives which may include destroying enemy units, capturing or defending enemy units, protecting friendly units, and capturing and defending bases. Some missions must be completed within a certain time limit.

In each mission, the player controls a limited number of units which are either mechs or support vehicles. Each mission restricts both the combined tonnage and the number of units allowed. Briefings are supplied prior to the start of the mission which lists the objectives and other relevant information. A wide range of strategies and tactics may be used on any given mission, and the player can customize his or her forces for each one.

In between missions the player can repair and refit mechs, assign mechwarriors to each mech and purchase mechs, vehicles, mechwarriors, and components. These items are purchased with Resource Points which are awarded for completing previous mission objectives. Few mechs, vehicles, mech pilots, and components can be purchased at the beginning of the campaign, but more become available as the game progresses. However, only IS technology can be purchased. Clan technology such as weaponry and new mechs must be salvaged from the battlefield. Salvaging equipment is an important feature of the game.

Each mech is piloted by a mechwarrior. Pilots increase in skill as they use them during missions. The more missions and kills a particular pilot has, the more experienced and valuable he or she becomes. If a pilot gains enough experience, he or she will increase in rank. The four ranks from least to greatest are "green," "regular," "veteran," and "elite." Rank determines how effective a pilot is in a certain class of mechs (light, medium, heavy, or assault).

MechCommander: Desperate Measures

MechCommander: Desperate Measures is an expansion pack that was released in 1999. Set immediately after the liberation of Port Arthur, the player once again assumes command of Zulu company in a campaign to liberate the desolate planet Cermak in the Periphery, taken by a renegade Smoke Jaguar, Star Colonel Marcus Kotare (a character that was featured briefly in MechWarrior 2: Mercenaries), for an unknown reason that is revealed later in game. Once again, the player starts with inferior Inner Sphere mechs (pilots and mechs from original campaign cannot be exported into expansion), though both mechs and pilots are better than in the start of the original campaign. The expansion features a total of three campaigns. Aside from the missions, the expansion also includes a new soundtrack, new landscapes along with redesigned and new buildings, new weapons, three new mechs for each side—Stiletto, Bushwacker, and Mauler for IS and Shadow Cat, Nova Cat and Turkina for the Clan, and new vehicles including Alacorn, Pilum and Regulator tanks, as well as ammo trucks that also doubled as mobile bombs and Centipede scout vehicles. Desperate Measures also acted as testbed for the concept of custom NPC mechs that had their own names (like Kotare's Turkina), weapon configurations and overall superiority to the standard modifications. This idea was carried on to, and greatly improved in, MechCommander 2.

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