MechWarrior: Living Legends
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Chaoswolf
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« Reply #15 on: April 22, 2008, 01:53:05 PM »

Chaoswolf ... please cite your references into the Battletech literature where ever you state facts.

Where did you find the height of the Atlas and the Kodiak?

Right o! shoulda done that in the first place... you name by the  way im guessing is a reference to Aidan Pryde of the Falcon Guard?

Kodiak: Mechwarrior 2 Mercs (Loadout pages), Battle Tech Technical read out 3055 (reference book for Btech game), "Operation Audacity" by Blain Lee Pardoe... The Kodiak was a rare beast that was not mentioned much in novels or table top games so its info is hard to come across.

Atlas: Do i really need to site all of them? Im just going to sight a few. "Warrior Riposte" By Michael A Stackpole, 'Battletech Record Sheets 3025&3026", "Prince of Havoc - Twilight of the calns VII" by Michael A. Stackpole, "Storms of Fate" by Loren L. Coleman
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« Reply #16 on: April 22, 2008, 02:07:25 PM »

Out of pure curiosity, I'm not familiar with habits or rules in the universe: do novels work as "fact givers", are authors permitted to make up certain facts or is everything given by TROs and "official" documents?
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Chaoswolf
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« Reply #17 on: April 22, 2008, 02:12:19 PM »

Out of pure curiosity, I'm not familiar with habits or rules in the universe: do novels work as "fact givers", are authors permitted to make up certain facts or is everything given by TROs and "official" documents?

Its a gray line. Authors ABSOLUTLY have sway in everything that happens in the way of new lore and old lore. TROs and "Official documents are broad swath ... generalizations? about the universe designed to make it playable and more streamline. Authors have the right to "create" new facts but they do so rarely with consulting the others among them and potentially the fan base.

an example is Snord's Irregualrs. A crack A rated Merc unit. Original named Cranston Snord's Irregulars it was modified to match up with the storyline and a TOE was created. This allowed other authors to use them, but they would ov course talk to the origional designer (Ross Babcock III). It originally started off as a pack for BTech, but evolved over the novels becoming better.
« Last Edit: April 22, 2008, 02:17:01 PM by Chaoswolf » Logged

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Masakari
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« Reply #18 on: April 22, 2008, 02:13:21 PM »

The atlas is 17 meters in the mechcommander book. And that's horribly inaccurate.
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« Reply #19 on: April 22, 2008, 02:14:02 PM »

It also comes down to how controlling the licensing company is.  Take Games Workshop for instance.  They are very involved in the creation of books using their universe.

The atlas is 17 meters in the mechcommander book. And that's horribly inaccurate.

Platform shoes?  Grin
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Chaoswolf
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« Reply #20 on: April 22, 2008, 02:21:07 PM »

The atlas is 17 meters in the mechcommander book. And that's horribly inaccurate.

im going to be defending my position alot... i can see that now. Mech commander was a bad idea, it shattered ALOT of rules. to be PERFECTLY honest, there is no "Set" height for an Atlas. Depending on its make and manufacturer ( Starcorp Industries, Hpyerion III, etc...) the height changes. there are some reports of "Over exaggerated" field reports, and this series is over 20 years old so there is BOUND to be contradicting information.
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Masakari
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« Reply #21 on: April 22, 2008, 02:42:32 PM »

I know the mechcommander version is incorrect. I'm just saying you shouldn't take the info from the games, they're all different.
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Chaoswolf
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« Reply #22 on: April 22, 2008, 03:08:41 PM »

I know the mechcommander version is incorrect. I'm just saying you shouldn't take the info from the games, they're all different.

Point taken Smiley , Theyre are a good source however and i cant truly disregard everything in them, they do contain a wealth of storyline and chassis info.
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« Reply #23 on: April 22, 2008, 05:15:20 PM »

Wonderful post, I have a small bit of advice not added yet.  Since you said you know a bit of Maya, and you are going to stick around and watch the project evolve, why not do a bit of training with Maya or Max and grow your skills.  Who knows how big this project will get, so why not train your skills up and maybe in the future there could be a role.  Just a thought.
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« Reply #24 on: April 22, 2008, 05:18:42 PM »

You'll seriously get better if you take the time and do assignments for the team, I speak from experience.
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Chaoswolf
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« Reply #25 on: April 22, 2008, 09:06:32 PM »

You'll seriously get better if you take the time and do assignments for the team, I speak from experience.

well i'd be willing to give it a shot, im not skilled but i do learn fast. Right now im more of a write than I am an artist
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« Reply #26 on: April 24, 2008, 05:16:11 PM »

Wow, you really know your battletech Cheesy

There has been interest in a single player from the devs once the first version is finished (assuming the AI gets figured out how to work in mechs), so perhaps you could be a storyline-writer or consultant in the future Smiley

Or come up with some mulitplayer map scenarios/ideas between Clan and Inner Sphere on the Ideas and Suggestions forum
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Chaoswolf
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« Reply #27 on: May 04, 2008, 06:32:32 PM »

hey guys gimi some feedback on what you want you maps to look like... i have an overhead photo of the map im working on right now. despite appearances its not flat... lots of hills.. is this something similar to what u guys need (once i have it finished), or am i totally off base.
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« Reply #28 on: May 04, 2008, 07:13:04 PM »

It'd be hard to say from a high overhead shot of just terrain. Where are the bases going? what's the flow gonna be like?
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Chaoswolf
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« Reply #29 on: May 04, 2008, 07:54:42 PM »

It'd be hard to say from a high overhead shot of just terrain. Where are the bases going? what's the flow gonna be like?

OK... your going to have to excuse the realy crappy markings i made....

RED: Clan Start
Blue: IS start
Gray Box: Cities (skyscraper in mid, rural in the smaller)
Green Dots: Fortified locations (dono what exactly that means but oh well)
Yellow X's: Expected hotspots.
Black lines: major roads

Flow is very simple, fast and furious out in the open, and nasty short ranges in the cities. Most forces are expected to go for the city (objective or something), but some (light mechs/fast hovers) can rush north from IS base and try to go across the shallow sand bar to attack the clan base directly. Most of the terrain is relatively open, rolling hills and such, but the clan base has got a serious high ground position, but no direct routes to cities or the sand bar.

Areospace assets will mostly be used to harass units in the open, and secure the sand bar (both teams). Inf are going to hafta hitch a ride because of the vast open areas with little tree cover (trees are scattered across map). Mechs and tanks are going to need to be on air watch out side of cities, and on defensive inside of cities due to harassing inf.

that is at least my intention of how i want things to go... maps never survive contact with players however.
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