gozer: the video is just full of excuses. Devs decided to go the 'lazy' route with tiny, almost claustrophobic maps that don't allow for any sort of tactics other than "start ridiculously close to target location, go to target using the one and only available route, then fight enemy at the predetermined spot, then mission ends". It gets boring really fast and the game could use a little more variable missions. I'm not saying that every battle must have several lances, but there really should be at least a few larger battles that do. You can recruit tons of mechwarriors, you can have 18 mechs ready in 3 mechbays (and way more in storage) and yet you can never ever possibly use more than four? That is really dumb. And how exactly would a few missions with 2 lances ruin fun or pacing?
Battletech tabletop is limited by how much information/actions/units players can manage using pen&paper. Mechcommander games were limited by hardware power available 20 years ago (or 17 for MW2) and by the fact that those were realtime games. Both were compromises ... in tabletop you could theoretically have higher number of mechs (as many as you'd like, really], but that'd mean turns would take way too much time, in Mechcommander the limit was how effectively player can control units (so it omits things like heat management in battle). The new Battletech just fails to take advantage of ... anything, really. The game obviously still can't handle more units that a human can using nothing more than pen & paper and developers are talking about complexity? Really? With all that insanely powerfull hardware available today (and required by the game) we are still stuck with tiny maps and single digit unit numbers? Come on ...
eisberg77: Nothing lazy about it, more like knowing what is going to make the game fun to play and not catering to the few people like you that would ruin the game. Having more mechs on the board would mean a mission would take hours, it would also mean everything would have to be balanced with the idea of 8+ mechs focus firing on one mech and making sure a mech can't be taken off the board in one turn, which means that every mission would then require 8+ mechs every time because having a mission where only 1 lance can be used would mean the mechs fire power/armor/damages would still be balanced on times for 8+ mechs, which would make those types of missions take an even extremely longer time when using only 1 lance.
Considering missions now take 15 minutes, doubling the number of units surely wouldn't blow that to "hours?" We're talking 8 units under your command - even with the different weapons etc. it's still not going to go beyond an hour at the most (and likely finish much sooner).
To solve your second point: not all missions would require 2 lances. Also since dropships can only carry six units at once, we'd need two drops - unless of course they just ignore this limit. At any rate, they could either explicitly limit the lances for some missions, or give obvious hints as to enemy strength and possibly allow for calling in the second lance as reinforcements, if required (but they should take a few turns to get there at least).
The latter option makes the most sense, even if done in a set way (e.g. missions above a certain difficulty rank and/or of a certain type have an option for two lances). If the player chooses to only bring one lance instead then sure it will take longer - but you can't blame the game for that. That's like me saying that all battles are currently taking really long because I've chosen to solo them all with my main character for some reason.
eisberg77: Having more units in real time would be fine, but this isn't a real time game. Mechcommander would have be a horrible game if it was Turn Based. You want a Mechcommander game, but Mechcommander is not an appropriate Turn based game.
Who's asking for real-time? Pretty sure everyone who is playing this wanted a turn-based game.
eisberg77: Having more numbers wouldn't make the missions any differerent than what you described above. The maps are the right size for the number of units. Also there is not just one path to get some where.
Also having more mechs would also mean it would take a long time for a mission, and you would be waiting a long time for the enemy mechs to do their own turn.
Also there is all kind of tactics involved with this game, unless you are even saying the table top game was never tactical at all and everybody has always been wrong in calling it such, cause that is what you are saying, and that is utterly ridicolous thought.
True there's not just one path to somewhere, but it seems that everything starts really close together, or paced strangely. I've had a number of convoy missions where there are enemies between me and the convoy (before I get there); I take them all out before arrival; As soon as we touch the convoy point, the convoy moves - and the destination is like two turns away; at that point, enemies instantly materialise, but by the time they're near the convoy it's already arrived; turns out I spent way more turns getting to the convoy than actually escorting the convoy - which is probably just as well since the convoy AI doesn't seem to actually follow you, it just drives straight to the destination.
Massively increasing the number of total units would make missions take longer, yes - but they only take about 15 minutes now (or less), and most of that time is waiting for animations and pauses (mostly for lame comments from your team). Similar games have more units and don't take an eternity - just because mechs can have tons of weapons and there's heat management and armor facing doesn't mean it will magically take a crazy amount of time, even with animations of parts flying off (which is cool I must admit).
eisberg77: Also there is all kind of tactics involved with this game, unless you are even saying the table top game was never tactical at all and everybody has always been wrong in calling it such, cause that is what you are saying, and that is utterly ridicolous thought.
No one is saying that there are no tactics with this game. No need to get so fanboyishly defensive about it.
It's just that, with modern tech and made by the creators of the franchise in the first place, I would have expected more. Especially since they did OK with the Shadowrun games, which also had the issue of only allowing 4 characters for your team but which also had a proper RPG in addition to the combat.
BT does have way better combat than Shadowrun of course - thankfully. But it could be so much better. Some of those dev comments look to be headed in the right direction - and for the others, hopefully mods will fix it.