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Comment History
FuegoTigre
FuegoTigre - - 4 comments @ Development Resumed

Lets be clear here first. We LOVE HBS Battletech. There. That said, Unity won't allow us to unzip asset packs for the models, and HBS hasn't provided a tool to do so like say, Kenshi did. To keep the tech jargon in general terms.

Again, to be clear, there is no hard feelings towards anyone here. Its just a bummer. And I GET wanting to protect the assets of a newly launched title, particularly with this community. Because we're hard core, and if they didn't, then the Clan Invasion would be happening Yesterday.

As for a Dev/Studio not taking responsibility for breaking mods, or supporting it, that's a no brainer to me. Doesn't even needs to be mentioned to us. There's a symbiotic relationship here. Modders make the mods, Devs reap the rewards from the versatility and enthusiasm those mods drive towards their product, and the mod team either keeps up with the product updates, or everyone stays frozen in a version for awhile until a big update and we can all catch up.

I think the deal here was, we WANTED to make mods for BATTLETECH and, we were sad to see we weren't going to be able to work on it at the level we needed to so... what that means to the internet at large...

SUPREME MECH COMMANDER IS BACK ON BABY!

(though I am pushing for another Engine like Spring, but, let's not worry about that right now)

Good karma+3 votes
FuegoTigre
FuegoTigre - - 4 comments @ Catapult CPLT-C1

I've been thinking about jump jets. It's always in the back of my mind on how to best implement them. The battle armor is the unit I put in as a test bed for them. Haven't quite figured out how to integrate the mechanisms yet but, its a back burner project while we get other things done. It's not quite in the game so, it's a workaround thing.

Good karma+2 votes
FuegoTigre
FuegoTigre - - 4 comments @ Supreme Mech Commander

Thanks, KinQQz! We appreciate the support.

We ARE a small team, and between the two of us, we ARE balancing work, school, and... what that other thing? Oh yeah! Family. But we're super excited to share the work we've done thus far, with all of you, and push out updates as we progress.

I think you'll see we'll be working our way, more or less, through the eras. Grabbing units to fill holes in balance as needed, with kooky later-tech stuff sitting on the bench until we're ready.

It IS a huge Universe, built over the last 3 decades, and we're gung ho to have the opportunity to play with it, but we won't let it swallow us up.

Good karma+3 votes
FuegoTigre
FuegoTigre - - 4 comments @ Supreme Mech Commander

We're encompassing all eras, Res_Novae. We have a dedicated objective to remain as true to classic table top values as possible, while including some of the innovations introduced in Mech Commander. Considering this, we want the largest pool of units to pick from, as this aides us tremendously in balance. The later eras are particularly useful in this regard for providing some of the less conventional units. For example, the Jifty, which is our version of the engineer, is a Dark Age unit.

As hardcore BattleTech fans ourselves, there are certainly classic units we're extremely interested in including, and I don't think you'll see us dipping into the later eras anytime too soon in terms of combat units. There's a lot of exciting equipment that shows up in those "dark" times that we have to translate into an RTS experience, and we're still having fun trying to work out the finer points of ComStar tech at the moment.

Thanks for the question!

Good karma+4 votes