The Battletech Kickstarter is doing very well, so it seems a good time to discuss the nostalgia consuming my psyche. I admire how Harebrained Schemes has been stirring fan conversations, either to gather metrics for game design (preferred mechs, ideas for mission designs) or just to generate PR buzz or maybe just for fun. But it’s effective and has gotten fans stoked.
I guess the best way to kick off is by telling a secret. Battletech played a major role in inspiring me to become a writer.
I’m serious. My first introduction to the Battletech Universe was through Mechwarrior 2. I procured the game on a whim, after having scored a fine report card and earning a reward from my parents.
While browsing PC games, a tough decision was laid before me. I very nearly took home a copy of Crusader: No Remorse. In the end, the classic mech sim won out. That very night I installed and played through a training mission. At first, I couldn’t figure out how to walk. However, I discovered that by shifting left and right, I inched forward just a little bit.
You read that correctly. I penguin walked my mech to my very first objective.
Two minutes of studying the instruction manual later I discovered this nifty thing called “throttle.” Before I knew it, my Firemoth was rushing from Alpha to Bravo, actually completing the laundry list of goals to accomplish. Everything after that was smooth sailing.
Until I accidentally fired a potshot at my training commander.
One violent death later and I was hooked. The game had no play timer that I knew about, but hundreds of hours of my childhood were invested playing and replaying trial missions and beating both campaigns inside and out.
As I progressed, I spent some time trying to understand the greater conflict between Clans Wolf and Jade Falcon and the universe as a whole. Later, while at the local bookstore, I noticed a connection between Mechwarrior and Battletech. That’s when I received my first Battletech novel, Decision at Thunder Rift.
For the audience members who haven’t read it, the book revolves around young Grayson Death Carlyle, son of the leader of Carlyle’s Commandos. While stationed on the desert planet of Trellwan, a bandit ambush cost Grayson his father, his unit and his inheritance.
Grayson survives, but is left stranded on a planet that has become hostile. However, after jumping into a battle between the bandits and the local militia, Grayson manages to turn his luck around and convince Trellwan’s government to set up their own Battlemech lance. Yet before he can finish off the bandits, Grayson is plunged into a greater political plot that threatens his home nation.
As a thirteen year old kid, this novel blew my mind. William H. Keith Jr did an amazing job of grabbing the reader’s attention regardless of their age and throwing them into the adventures, political intrigue and battles of the 31st century.
And as if it wasn’t awesome enough, the sequel Mercenary’s Star was even better. The kind of perfect guerrilla war story that was rife with conflict, challenges and betrayals. These tales helped set me down the path of trying to polish my writing craft on online message boards. Sometimes I produced fan fiction, and sometimes it was original pieces. Mechwarrior was a ton of fun, but it was Keith’s awesome novels that made me want to become a scribe in my own right.
Back to the games themselves. Not long after Mechwarrior 2 came the Ghost Bear’s Legacy expansion, followed by my absolute favorite entry of the entire franchise, Mechwarrior Mercenaries. It was in this title that I developed a preference for medium battlemechs. They possess very good speed, can absorb some punishment and usually provide just enough firepower to legitimately threaten far-end heavies and assault mechs.
And as Mercenaries taught me, they’re a good price. Everything I thought I learned about being a Mechwarrior was turned upon its head once I learned to manage the flow of C-Bills. Before, the only punishment for using missiles and ballistic weapons was simply a little less ammunition with which to complete that mission. But the addition of financial considerations make me consider the price of every shot and every expenditure. And rewarded me with savings for preferring energy weapons.
For that reason, I have to give two mechs which I consider my favorites.
The first is the Crab. I first piloted this mech during a campaign between rebel forces and House Kurita during Mechwarrior Mercenaries. The Crab’s exclusive focus on energy weapons, including two useful large lasers, helped me to outlast the competition and saved money in the long run. For the attrition-minded, you just can’t beat the value of a Crab piloted by a skilled mechwarrior.
The second must be the classic Centurion. Sure, I could easily list the Shadow Hawk, Wolverine or Griffin, all respected for their well-rounded designs. But while the trio were jack-of-all-trade types, the Centurion knew its role; peppering foes from afar and preferring to outgun over outrun the competition. When paired with other mechs, it did a great job at fire support. On its own, a strong raider.
The further along the Kickstarter gets, the more convinced I am that it’s the game I didn’t even know I wanted until now. All the elements of Mechwarrior Mercenaries with the tactical considerations of Mech Commander. A persistent lance, missions throughout the entire Inner Sphere and hopefully multiplayer arena battles, all set in the era of classic Battletech. 2017 never seemed so far away.