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BattleTech modding, customization and more details revealed

Published: 17:26, 20 April 2018
Updated: 17:28, 20 April 2018
Harebrained Schemes
Promotional image for BattleTech showing an Atlas mech.

Harebrained Schemes and Paradox Interactive hosted a Q&A session on 19 April 2018 which brought out a pile of interesting info about BattleTech, five days before it launches on 24 April 2018. Here are some details that you might like.

All of the following info was provided by the game director Mike McCain and the main man behind BattleTech himself - Jordan Weisman. BattleTech will offer players a fairly long playthrough, as it took devs about 30 hours to finish the game, in the most efficient way possible. Include the side contracts most of us regular players will normally wander off to and that number will skyrocket.

You will likely not find similar contracts in your first one or two playthroughs thanks to a large number of maps which is roughly about 50 at this point. They are hand drawn, not procedurally generated so the large number of maps is there to ensure higher replay value. State of your playthrough will also be a factor that will add to the game's randomness, which will also depend on what planet players are on, contracts they've undertaken and faction reputation.

Harebrained Schemes Screenshot from BattleTech showing the game's factions and the contracts they offer. BattleTech - Number of contracts might depend on your reputation with factions.

Factions will offer discounts to players with higher reputation and will evidently not be so keen on players with low reputation. It was confirmed that they will eventually stop giving players jobs if their reputation gets too low but it would take a lot of time and effort to actually get your reputation that low.

BattleTech's factions are also important due to different weapon manufacturers - the brand of a weapon dictates its stats. You will be running a mercenary company here, so it may be wise not to burn any bridges, especially the ones loaded with weapons.

Harebrained Schemes Picture of Atlas, one of the mechs in BattleTech. BattleTech - Atlas is Mike McCain's favourite mech.

The game will be open for modding in a limited amount. Modders will be able to change data values, but adding models and textures is not yet confirmed as adding modding support might be added post-launch.

Speaking of post-launch content, Jordan Weisman noted that the game may or may not have as much DLC as some other titles published by Paradox Interactive, but it is definitely a goal Harebrained Schemes will aspire to reach.

Harebrained Schemes BattleTech - Company customization screen. BattleTech - Company customization screen.

BattleTech will also have customization options for players' mechs and Harebrained Schemes will be looking to expand on this feature as well. Mechs cannot be renamed, their voices and portraits can't be changed right now but these features are on the studio's wishlist for the future.

We will be doing a review and reveal more BattleTech's features on 24 April 2018. If you can't make your mind up on whether it will be worth your time and money, feel free to hop in and check out how good the game is actually from the perspective 

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