Difference between revisions of "MechForce (Video Game)"

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The licensed version came with about 150 Mechs incl. the unseen ones and a few (later CLAN) names with Level 1 tech.
 
The licensed version came with about 150 Mechs incl. the unseen ones and a few (later CLAN) names with Level 1 tech.
  
You could create in each of the four folders up to 245 mechs each from which the AI generates the opponents (computer as opponent).
+
You could have in each of the four folders up to 245 mechs each from which the AI derives the opponents (computer as opponent) from.
  
  

Revision as of 13:37, 2 October 2018

Overview

MechForce is a tactical turn based 'Mech (Shareware-) game for the Commodore Amiga home computer, written in 1988-1990 by Ralph H. Reed.

It's based on FASA Level 1 set and consists of:

1) MechForce (the tabletop-like game itself)

2) Factory (to create, modify and repair Mechs) (not provided in the shareware version)

3) Map Editor (to create/modify custom maps)

4) CombatOrders (to create/modify scenarios=missions)

5) ConfigEd (a simple frontend to the installation settings)

6) Warrior (to create, modify and repair Units/Warriors)


It is pretty close to the original FASA rules published up to 1986 (Standard Engine, no FerroFibres, no EndoSteel, no ER weapons, no Gauss, Single Heatsinks) and is in most points canon. It is only capable of using BattleMechs (no AeroTech, SpaceTech, CityTech, ProtoTech, Vehicles, Armour...). Gameplay could be saved (a save penalty is used for each save) and difficulty (easy, normal, heavy, suicidal) could be chosen on each mission. Character and group developement is nearly unlimited (tested: 450.000 XPs reached and 1.800 games played). Each Mission is limited by the (RAM amount each) opponents by the RAM of the Amiga, so in the 1988 it was advised not to start mith more than 7 players (with 2MB Chip RAM 10 mechs in two units works flawlessly).

Details

The latest version is V3.77 from late 1990 and runs perfectly on UAE V3.x(+) on an emulated A500 (1MB) with two floppy drives (app+mechs) and AmigaOS V1.2. V4.0+ was already the successor MechCombat.

It's ability to modify standard mechs in a lot of ways and the mission editor makes it ideal for prolonged service. With a limited factory stock (e.g. limited ammo, replacement parts, ....) a real tabletop campaign could be played.

Limitations:

-The AI engine is limited on some cases (jump capable mechs always jump when possible, all mechs try ot rush to your place even fire support or longrange Mechs, sometimes mechs concentrate on one spot when it'd not see/find the opponent). On the other hand the AI takes advantage of concentrating fire on one opponent, apply modifiers when chance is too low. Tries to reach some points at the same time so that not a single one is especially exposed.

-The factory is on some points not canon (e.g. allows a 4,9ton overweight and no limit to how much armour you apply to each spot (=2*Internal structure is not used), so you could create quite unique designs). A mech is limited to ten weapons maximum.

-no real campaign editior to knit more missions into one row

-Technicians gains very low XPs so it took very long (~20*) to reach veteran or better

-Super human Warriors (Attribute level 12 with role modifiers -2) are possible on both sides


Difficulty: is a simple multiplier to your tonnage (the level of the opponents are not influenced by the multiplier, but the skill vary wildly)

easy ~0,7

normal ~1,0

heavy ~1,4

suicidal ~1,6...2,2


Mechs: The shareware version only contained about 40 mechs separated into light/medium/heavy/assault classes and contained the most known "age of war" 2.750 mechs.

The licensed version came with about 150 Mechs incl. the unseen ones and a few (later CLAN) names with Level 1 tech.

You could have in each of the four folders up to 245 mechs each from which the AI derives the opponents (computer as opponent) from.


Gameplay: -creation of warrior/unit to play with + chose mech from selection

-choose between Arena, simulator, roving and mission mode + difficulty level + different units

-accept (or restart) the random generated map (21*29 Hexes)

-choose warrior/unit to play with and last trimming which input control (Joystick, Keyboard, Mouse, Computer=AI)

-play turn based and loose/win

-Factory=> repair your damage, restock ammo; if money/spare parts are out=> modify or go damaged into the new round

-Warrior=> change available XPs to character points and upgrade skills

-play anew


Plugins+AddOns: In the following years up to 1997 there has been a steady fanbased community who developed tools to

a) change a technician to warrior and vice versa

b) do the manual repair for the whole company in one go

c) make expensive (and not-canon) upgrades and allow campaigns, safe modified standard mech modells

d) import of other mech designs/missions/maps (most expanded version is from Joona Palaste)

The four plugins (partly shareware itself) I know are called tec2war, HQ, MechForceHQ and Headquarter.

Version History

V3.60 First Public version 03_1988

V3.65 Bug cleaned version=Licensed 07_1988

V3.70 Bug cleaned version=Licensed 10_1988

V3.76 addons in pulldown menu while gameplay+small corrections in warrior programm+Bug cleaned version, early 1989

V3.77 Bug cleaned version, 06_1989

Trivia

The V3.60 used fuel based jump jets for Mechs, which was at that time already absolete by FASA regulation. In 3.65 it was already changed to the standard.

Downloads

Downloads on Sarna

References