Games Design 1A

Design Document for MechWarrior 4 Mercenaries
Andrew Clark (CV003707)

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Game Concept________________________________________________________6 Introduction________________________________________________________6 Genre_____________________________________________________________6 Platform___________________________________________________________6 Game mechanics_______________________________________________________6 Core gameplay______________________________________________________6 Rules____________________________________________________________6 Actors_____________________________________________________________7 Avatars__________________________________________________________7 Weapons________________________________________________________23 Armour_________________________________________________________27 Non-Mech Enemies_______________________________________________28 Actions:___________________________________________________________29 Behaviour_________________________________________________________30 Progression________________________________________________________30 Game flow:______________________________________________________30 Moves____________________________________________________________31 Modes of Play____________________________________________________38 Scoring_________________________________________________________39 Points________________________________________________________39 Collectables___________________________________________________39 Pilots_______________________________________________________39 Weapons:___________________________________________________40 Mechs:_____________________________________________________40 Life Management_______________________________________________42 Navigation______________________________________________________43 Balance_________________________________________________________43 Interface____________________________________________________________44 Flow chart_________________________________________________________44 Interface by screen__________________________________________________45 Main Menu______________________________________________________45 Instant Action Deployment__________________________________________46 MechLab (Generic)_______________________________________________47 Campaign command Centre_________________________________________47 Star Systems_____________________________________________________48 Orbital View_____________________________________________________49 Mission Deployment Screen_________________________________________49 MechLab (Campaign)______________________________________________50 Free Market_____________________________________________________51 Load___________________________________________________________51 Options_________________________________________________________52 Multiplayer connection setup________________________________________53 Select sever______________________________________________________53 Host setup_______________________________________________________54 Edit restrictions___________________________________________________55 Roster__________________________________________________________55 Credits__________________________________________________________56 Style_______________________________________________________________56 Story synopsis______________________________________________________57 Script_____________________________________________________________57 Page 2

Levels______________________________________________________________59 Mission 1: Eaton – Merc Alley________________________________________59 Concept:________________________________________________________59 Primary Objectives:_______________________________________________59 Secondary Objectives:_____________________________________________59 Maximum Number of Teammates Allowed_____________________________59 Pay:____________________________________________________________59 Enemies (Red Dots)_______________________________________________59 Group 1:______________________________________________________59 Group 2:______________________________________________________59 Group 3:______________________________________________________60 Mission specific entities. (Green Dots)______________________________60 Walkthrough_____________________________________________________60 Mission 2: Halloran V – Checkpoint____________________________________60 Concept:________________________________________________________60 Primary Objectives:_______________________________________________60 Secondary Objectives:_____________________________________________61 Maximum number of teammates allowed______________________________61 Pay____________________________________________________________61 Enemies (Red Dots)_______________________________________________61 Group 1:______________________________________________________61 Group 2:______________________________________________________61 Group 3:______________________________________________________61 Group 4:______________________________________________________61 Group 5:______________________________________________________61 Group 6:______________________________________________________61 Walkthrough_____________________________________________________61 Mission 3: Halloran V – Offshore______________________________________63 Concept:________________________________________________________63 Primary Objectives:_______________________________________________63 Secondary Objectives:_____________________________________________63 Maximum Number of Teammates allowed_____________________________63 Pay:____________________________________________________________63 Enemies________________________________________________________63 Group 1:______________________________________________________63 Group 2:______________________________________________________63 Group 3:______________________________________________________64 Group 4:______________________________________________________64 Mission Specific Entities___________________________________________64 Walkthrough_____________________________________________________64 Mission 4: Eaton Merc Alley A________________________________________64 Concept:________________________________________________________64 Primary Objective:________________________________________________65 Secondary Objective:______________________________________________65 Maximum Number of Teammates Allowed_____________________________65 Pay____________________________________________________________65 Enemies________________________________________________________65 Group 1:______________________________________________________65 Group 2:______________________________________________________65 Mission specific Entities:_________________________________________65 Walkthrough_____________________________________________________66 Mission 5: Halloran V – Industry Raid__________________________________66 Mission Concept:_________________________________________________66 Page 3

Primary Objective:________________________________________________66 Secondary Objectives______________________________________________66 Maximum Number of Teammates Allowed_____________________________66 Pay:____________________________________________________________66 Enemies:________________________________________________________67 Group 1:______________________________________________________67 Group 2:______________________________________________________67 Group 3: (Black Cobra Unit)______________________________________67 Mission specific entities:_________________________________________67 Walkthrough_____________________________________________________67 Options_____________________________________________________________67 Difficulty level:____________________________________________________67 Multiplayer options:_________________________________________________68 Video/sound options_________________________________________________68 Video options:___________________________________________________68 Sound options____________________________________________________69 Support_____________________________________________________________69 MechWarrior 4: Mercenaries – Cyberlore Studios, Inc._____________________69 Project Team_______________________________________________________69 Project Lead and Lead Designer:_____________________________________69 Lead Programmer:________________________________________________69 Lead Artist:______________________________________________________69 Producer:________________________________________________________69 Executive Producer:_______________________________________________70 Programmers:____________________________________________________70 Artists:_________________________________________________________70 Additional Artists_________________________________________________70 Designers:_______________________________________________________70 Sound Design and Engineering:______________________________________70 Content Manager:_________________________________________________70 Additional Content Manager:________________________________________70 Marketing:______________________________________________________70 Playtesting:______________________________________________________70 Additional Playtesting:_____________________________________________70 MIS Support_____________________________________________________70 Voice Talent:____________________________________________________71 Human Resources and Office Manager:________________________________71 Art Department Director:___________________________________________71 Programming Department Director:___________________________________71 Design Department Director:________________________________________71 FASA Studio, Microsoft Corporation___________________________________71 Studio Manager:__________________________________________________71 Executive Producer, BattleTech® Line_________________________________71 Program Manager:________________________________________________71 Art Director:_____________________________________________________71 Development Manager:____________________________________________71 Development:____________________________________________________72 Design:_________________________________________________________72 Competitive analysis__________________________________________________72 Comparing MechWarrior 4: Mercenaries to MechWarrior 3._________________72 Graphics:________________________________________________________72 Music__________________________________________________________72 Interface________________________________________________________72 Page 4

Gameplay:_______________________________________________________73 Story:__________________________________________________________73 Gems___________________________________________________________74 Main tradeoffs in MechWarrior 4: Mercenaries__________________________74

Main tradeoffs in MechWarrior 4: Mercenaries

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Game Concept
MechWarrior 4: Mercenaries Is a 3d based team game in which players move around a large terrain in a multitude of Mechs with the objective of destroying all of the enemy units consisting of tanks, aircraft, boats and Mechs using a variety of weapons.

MechWarrior 4: Mercenaries is 3d shooter that can be played in 1st or 3rd person depending on your preference examples of this type of interface can be seen in the previous MechWarrior games. MechWarrior 4 is a mission based game where the player can lead a team of up to 8 Mechs into over 50 different missions with objectives ranging from protecting a convoy to assaulting a dropship.

MechWarrior 4 was developed for use on windows 98 and requires the use of at least a 16mb graphics card and 700 MHz of processing power

Game mechanics
Core gameplay
Foremost the main aim of MechWarrior 4 is to eliminate all enemy units on the map, this aim can then be condensed down into 4 different mission types: Defending, Attacking, Recon and Stealth. Normally any one mission falls under one of these categories, although several missions can fall under several due to changes in the primary objective or the addition of a secondary objective. Defending missions normally consist of defending several key structures or escorting a convoy from point A to point B while destroying any enemy Mechs or vehicles you come across. Attacking missions will have attacking a base to take out key structures, clearing a large force of Mechs stationed in an area or even taking out a dropship. Recon missions consist of going progressively through several navpoints clearing enemies as you find them. Lastly Stealth Missions involves getting to key structures to upload data while often avoiding patrols (if you so wish).

In MechWarrior the only way to destroy enemy vehicles and Mechs is to attack them with the weapons mounted on your Mech, as such there is no close combat attacks Page 6

that your Mech can do, the exception of this is that you can step on small vehicles but you take damage for doing so. Also although friendly fire is on, the moment you destroy one of your teammates your current mission is immediately aborted.

Mech Cougar Description Light Mechs Although the Cougar is not able to go as fast as the Raven or Osiris, it is one of the most powerful scout Mechs in existence and outguns both its Inner Sphere counterparts.


Made popular by Wolf’s Dragoons, the Flea is a versatile 20-ton mech. Speed makes it good at reconnaissance, and it has enough firepower to excel in antipersonnel and antivehicle capabilities.

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Unmatched speed and manoeuvrability of the Osiris makes it one of the premier scout Mechs.



The Owens is primarily a scout Mech. Combined with its speed it carries an unusual amount of electronics gear. Its design integrates Clan Omnitechnology, allowing it to pack more punch than other light Mechs. Unlike most light Mechs, the Puma is not for scouting. It has an exceptional amount of firepower and is used for fire support. It is a match for many Inner Sphere medium Mechs.

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Not quite as fast as the Osiris, the raven carries an electronics package that makes it a very effective scout.


Even more manoeuvrable and faster than the Osiris, the Uller is one of the best scout Mechs available. It also packs a considerable punch for its weight.


Although slow for it weight, the wolfhound has excellent armour and can carry many beam weapons. It has more stamina in a firefight than other light Mechs.

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Medium Mechs Bushwacker With its low profile, the Bushwacker is hard to notice on the battlefield, this serves it well, because the Bushwacker favourite tactic is to snipe from range with its LRM’s and Autocannon


A new design based on general purpose, the chimera is capable in any role without being a standoff in one specific area.

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The hellhound is a Clan Jade Falcon medium Mech. It can outrun practically anything it can’t outgun. This ability adds to its reputation as one of the most effective medium Mechs in operations.


At 45 Tons, the Hellspawn is a bit heavy for a scout design, but it does fine in a scout command role. Mostly a missile Mech, it has enough beam and ballistic hardpoints to give it a well rounded stature.


Fast, adaptable, with a large weapon payload, this Mech gained the respect of the Inner Sphere on the field of battle.

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Shadow Cat With a wide array of weapons, good armour, jump jets, and decent speed, the Shadow Cat is one of the most flexible Mechs in its class.


Manoeuvrable with food firepower and decent armour, the Uziel is the epitome of the medium class Mech capable of filling any job in a pinch.

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Heavy Mechs Argus Capable of carrying missiles, ballistic, and beam weapons in good number, the Argus has been called the smallest assault Mech in existence. It works well in a frontal assault role.

Black Knight

A new chassis integrating clan technology, the Black Knight is competitive with other Clan heavy Mechs. A mix of beam and Omni hardpoints make it versatile and deadly.

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One of the best missile Mechs in the Inner Sphere arsenal, the Catapult excels in a fire support role. Its ability to mount jump jets helps it escape dangerous situations.


With a large number of ballistic and beam hardpoints, the Loki is an excellent toe-totoe combatant. It is especially effective when teamed with a fire support Mech such as the Vulture

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Mad Cat

A bland of firepower, armour, speed and manoeuvrability , no Mech portrays the can idea of military superiority as the Mad Cat does, its only weakness is that you can’t install jump jets.

Nova Cat

Based on beam weapons and not ammunition based systems, the Nova Cat excels at extended performance. Unfortunately, all of those beam weapons means it has a serious problem with overheating.

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The Thanatos mounts a pair of LRM racks, but heavy Mech also thrives up close. Its LAMS lets it get in close where its firepower is most effective and it can devastate an enemy Mech in seconds.


An offset cockpit and rounded missile tube makes the Thor look unique. With a large number of hardpoints for its weight it can be outfitted in a variety of ways to keep the enemy guessing.

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The Vultures high missile capacity to tonnage ratio makes it an excellent choice in the fire support role for its size.

Assault Mechs Atlas Slow, ponderous, and 100 tons, the atlas isn’t hard to spot. It has more armour than any other Mech and it carry’s LAMS, lending it battle longevity. Its vast firepower makes it the centre of a battle.

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With three PPC’s the awesome is capable of taking out most Mechs with a few well-placed shots. Thick armour helps it survive battle but heat problems and low top speed limit its usefulness.


Even with low manoeuvrability , slow speed, and 100 tons, no other Mech, Clan or Inner Sphere, can outgun a Daishi. Evan an Atlas can’t carry equal firepower. In battle it is the focus of combat.

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The Fafnir is Defiance Industries showcase Mech. Capable of mounting twin Heavy Gauss Rifles, this assault Mech can hold the line in any battlefield.


The Gladiator seemed unstoppable during the Clan invasion, an assault Mech with jump jets, it is also fast and manoeuvrable. Some say that in one-on-one fights it is the king of the battlefield.

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Hauptman The Hauptman is one of the Lyran alliances first Mechs to integrate Clan OmniMechTechnology. It has both deadly power and adaptability, making it a dangerous addition to Steiner Forces.


The Longbow is an assault Mech designed to be a missile platform. Capable of mounting a dizzying number of LRM’s, the Longbow is a prime candidate for support roles in large engagements.

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Mad Cat Mark II

The Mad Cat Mark II is like the Mad Cat, but larger and more powerful. Added jump jets eliminate one of its weaknesses but has decreased its speed and manoeuvrability .


At 90 tons, the Mauler lives up to its name. With a good blend of firepower and armour thicker than any except the Atlas, the Mauler is more than powerful enough to tip the scale of battle.

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A streamlined design based on Clan tech, the sunder carries a heavier arsenal than many assault Mechs. An impressive torso twist range makes it manoeuvre like a lighter Mech in close combat.


The Templar is the result of Kallon industries effort to introduce OmniTechnology to Davion assault Mechs. A phenomenal success, the Templar is a lethal addition to Prince Victor Davion’s Forces.

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Named after Prince Victor Davion, the Victor has a wide variety of armaments. It is one of the premier assault Mechs in Davion forces.

Al the above Avatars you can choose all have exactly the same actions; the only difference between them is in their stats as shown in the collectables section. Also each Mechs colour scheme is customisable How accurate and efficient the Mechs are in general are determined by which pilot they have been equipped with, the list of pilots and their ability scores can also be found in the collectables section.


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Name Large Laser

Clan Weight Cost Range Damage Heat Recharge Picture Lasers No 5 650 7.5 6 6

Medium Laser Small Laser ER Large Laser

No No Yes

1 0.5 4

300 150 800

2 1.25 7.5

1.5 0.85 9

3 2 5

ER Medium Yes Laser ER Small Yes Laser Large Pulse No Laser Medium Pulse Laser Small Pulse Laser Large XPulse Laser Medium XPulse Laser Small XPulse Laser ER Large Pulse Laser No No No

1 .05 7

400 200 650

2.45 1.6 4

2.5 1.15 5

3 2 0.75

2 1 5

300 150 700

1.1 0.45 5.75

1.25 0.4 7

0.5 0.25 1.75

No No Yes

3 1.5 6

400 200 800

2.25 0.8 4.5

2.6 0.85 5.6

0.75 0.3 0.75

ER Medium Yes Pulse Laser ER Small Yes Pulse Laser PPC No

2 1.5 7

400 200 850

1.2 0.55 12

1.35 0.6 11

0.5 0.25 6















Flamer Page 24







Armour – see life management

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Non-Mech Enemies
Vehicle Vedettes Weapon Ground Ultra AC5 1 Machine Gun Array 1 1 Amount Picture


Large Laser Machine Gun Array SRM2 LRM10

1 1 1 3

LRM Carrier

SRM Carrier





1 1

Mobile turret

Ultra AC5


Demolisher 2

AC20 LBX AC20 Machine Gun Array

1 1 1

Quad Panzer

Large Pulse Laser



Air SRM4 Machine Gun Array

1 1

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Large Pulse Laser LRM10 SRM2

1 2 1

Night Shades

Navy Harasser SRM4 3


Medium Laser AC5 Machine Gun Array

2 1 1

Patrol Boat

Ultra AC5





LRM20 Long Tom Artillery

2 4

Each Mech in MechWarrior 4 is able to do the following actions: • Run • Walk • Twist torso left • Twist torso right • Pitch torso up • Pitch torso down • Shutdown/start-up • Fire Weapon • Get up (when knocked down) • Fire jump jets

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Teammates Primary goal: follow player and attack any enemies that come into range. Teammate command goals: Attack my target: changes attacking target to the same as the player at the time the command is given. Defend my target: follows the targeted friendly unit and attacks any enemies that come into range. Form on me: moves to players position attacking any targets in range on the way. Hold fire: will not shoot at anything until ordered to do so or until command is cancelled. Go to my navpoints: moves to targeted navpoints attacking any enemies that come into range on the way. Stop: stops whatever teammate was doing but will still fire on enemies in range. Shutdown: Stops whatever teammates was doing and immediately shuts down Attack nearest threat: changes attacking target to the closest enemy unit Repair at nearest repair bay: moves towards the nearest repair bay (if any) and enters for repair while attacking enemies which come into range on the way. If there is no repair bay present on the map teammate will ignore command

Game flow:
After picking the next mission that I want to undertake I’m presented with usual deployment screen. After picking which of my teammates I want to take with me on this mission and which Mechs they’ll be using, I decided to modify my Mech by going into the MechLab and swapping out the 2 large lasers installed for another ER PPC and used the spare tonnage left to install more heat sinks. Exiting the MechLab screen I was brought back to the deployment screen. After replaying the objectives of the mission which was to head to 3 navpoints in turn eliminating any enemies found while at the same time looking for a clan dropship in the area. The mission starts off at the southern most part of the map on a beach. I tell both lances (teams) of Mechs to follow and I then proceeded to head north towards navpoints alpha. 400m or so away from the first navpoints radar picks up a lone Thor Mech approaching. Using the nearby trees as minor cover I move to the side and flank the Thor. Once behind I then proceeded to fire all 3 ER PPC’s fitted on my Mech at once at the back of the Thor, the shots were a second to late and missed the chest completely and instead hit the Thor’s right arm doing enough damage to destroy the arm along with whatever weapons were fitted on it. Chasing the moving Mech several missile salvos hit the Thor, fired from one of ma teammates Mechs still coming up from beach area where we started. I see the recharge bar in the weapon box on the HUD finish its progress, signifying that the 3 ER PPC’s were finished recharging and were ready to fire again. With the use of the zoom I once again aimed for the chest armour and fired all 3 ER PPC’s at once, this time the shot hit and had enough force to knock the Thor over. The HUD starts to flicker and several shutdown warnings play showing that my Mechs heat level is reaching a critical level, in response to this I activate the water coolant using up half of the onboard water to fully cool the Mech down. With the Thor on the floor it started to get back up but Page 28

with its mobility momentarily gone it was hit by several laser shots from several of my teammates destroying the chest section causing the Thor to fall back over and blow up. After reaching navpoints alpha we then proceeded to head towards navpoints beta. About 600m from navpoints beta radar picks up a Puma Mech at close range, the mission coordinator then warns me that there a full team of Clan Mechs approaching, all of which are using passive sensors. This causes the radar to only pick them up within 600m. While attempting to get a clear shot on the Puma, radar picks up the rest of the team of Clan Mechs consisting of 2 Shadow Cats, a Ryoken, a Cougar and an Uller.


Ref Number 1 2 3 4 5 6 7 Page 29


Move turn left turn right pitch torso up pitch torso down torso twist left torso twist right accelerate

8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 Page 30

Backspace J 1 2 3 4 5 6 7 8 9 0 Space Shift + Space Enter \ P [ ] Insert Home page up Delete End page down E Shift + E CTRL + E Q W Shift + W CTRL + W NUM1 NUM3 NUM0 V R CTRL + R M O Shift + O S X B F N CTRL + N Y U

decelerate toggle forwards/reverse fire jump jets set throttle to 0% set throttle to 20% set throttle to 30% set throttle to 40% set throttle to 50% set throttle to 60% set throttle to 70% set throttle to 80% set throttle to 90% set throttle to 100% centre torso to legs centre legs to torso fire selected weapon change firing mode select next weapon select previous weapon group select next weapon group fire group 1 fire group 2 fire group 3 fire group 4 fire group 5 fire group 6 target next enemy target nearest enemy target previous enemy Target object under reticule. target next friendly target nearest friendly target previous friendly look left look right Toggle Zoom Window toggle 1st/3rd person view toggle radar range toggle radar active/passive Look Down Show Mission objectives override auto shutdown shutdown/start-up Mech shutdown Mech Start-up Mech Flush coolant Select Next Navpoint select previous Navpoint general chat team chat

50 51 52 53 54 55 56 57 58 59 60 61 62

C G A L CTRL + Z I Alt + H TAB F1 F1 when at least one lancemate is selected F2 F2 when at least one lancemate is selected F3 F3 when at least one lancemate is selected F4 F4 when at least one lancemate is selected F5 F5 when at least one lancemate is selected

Crouch Get up Toggle Light Amplification Toggle Searchlight Eject Look Back Toggle HUD modes show multiplayer scores select lancemate one lancemate order: attack my target select lancemate two lancemate order: defend my target select lancemate three lancemate order: Form on me select all primary lancemates lancemate order: Hold Fire select secondary lance commander lancemate order: Go to my selected Navpoint select secondary lancemate one lancemate order: Stop Moving select secondary lancemate two lancemate order: Shut Down select secondary lancemate three lancemate order: attack nearest target select all secondary lancemates lancemate order: repair at nearest repair bay select all lancemates lancemate order: Capture Flag (Multiplayer only)


F6 F6 when at least one lancemate is selected


F7 F7 when at least one lancemate is selected


F8 F8 when at least one lancemate is selected


F9 F9 when at least one lancemate is selected F10 F10 when at least one lancemate is selected


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Ref number 1 2 3 4 5

Move Fire selected weapon Toggle mouse yaw Unbound Select next weapon group Select previous weapon group

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Turn left

Turn right

Twist torso left

Twist torso right

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Modes of Play
There are 4 different modes of play available in MechWarrior 4, these are as follows: Waves, Mission Play, Campaign and Multiplayer. Waves, is only accessible in instant action mode and involves you and up to 2 teams of allied Mechs facing off against waver after wave of enemy units with the numbers and quality of enemies increasing each wave. The main objective of this mode is to survive as many waves as possible before your Mech is destroyed. Campaign mode puts you in charge of a Mercenary unit with the objective being to complete missions to gain money to upgrade your Mechs with and increase your Units rating unlocking more missions. Mission Play allows you to play any of the missions from the Campaign mode without the constraint of money or Mech/Weapon/Pilot availability. Multiplayer Mode pits you against other players across the internet with the main type of game being a simple death match but also attacking and defending games are possible

Points – N/A Collectables

Name Rufus Angel Shredder Rubius Mags Hannibal Bull Dog Picture Cost 321,200 289,300 445,225 460,900 437,800 596,200 443,300 Commander *2 No No No Yes No Yes Yes Gunnery 50 48 68 72 78 80 62 Piloting 40 35 50 51 40 62 55 Sensors 50 50 60 50 50 70 50 Blind Fighting 30 30 37 35 35 45 35

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Mustang Claymore Spirit Goof Bullseye Gator Beowulf Goat Goblin Blackjack Scooter Scrapper Blaze Buzz Falcon *1

693,000 488,400 282,700 237,600 583,000 552,200 629,200 464,200 222,200 405,900 226,600 490,325 535,425 435,600 0

Yes No No No No No Yes Yes No Yes No No Yes No Yes

95 84 51 55 95 85 88 75 62 65 58 95 90 85 100

80 60 35 30 70 82 80 62 32 45 42 65 82 52 100

80 60 80 50 80 70 70 60 50 50 50 60 60 50 70

50 40 30 30 50 45 45 40 25 30 30 37 37 35 42

*1: Falcon is only available after the completion of the mission “Beach Attack” *2: Commander Status means that that pilot is able to lead the secondary lance you can send into battle with you on some missions

See Actors Page 36

Name Cougar Flea Osiris Owens Puma Raven Uller Wolfhound Bushwacker Chimera Hellhound Hellspawn Ryoken Shadow Cat Uziel Argus Black Knight Catapult Loki Mad Cat Nova Cat Thanatos Thor Vulture Atlas Awesome Daishi Fafnir Page 37 Cost 5,035,032 1,663,006 3,378,283 3,906,223 5,171,832 3,026,619 3,785,300 3,223,987 5,996,343 4,120,404 7,347,613 5,525,611 9,248,305 7,044,716 6,331,634 6,174,159 12,804,404 8,096,913 4,120,404 13,817,595 11,493,053 9,972,535 9,487,759 8,971,798 15,337,890 8,159,059 17,860,770 16,433,758 Tonnage Top Speed Light 35 132 20 150 30 35 35 35 30 35 55 40 50 45 55 45 50 60 75 65 65 75 103 75 70 60 100 80 100 100 140 102 83 125 141 120 Medium 106 117 98 118 105 117 113 Heavy 97 99 104 118 100 103 93 109 105 Assault 81 95 76 53 Tech Clan Inner Sphere Inner Sphere Inner Sphere Clan Inner Sphere Clan Inner Sphere Inner Sphere Inner Sphere Clan Inner Sphere Clan Clan Inner Sphere Inner Sphere Inner Sphere Inner Sphere Clan Clan Clan Inner Sphere Clan Clan Inner Sphere Inner Sphere Clan Inner Per Cycle Cost 67,199 23,599 43,199 55,999 67,899 43,049 46,499 40,249 91,299 59,199 94,999 78,299 125,399 98,999 92,999 97,799 198,749 122,199 156,649 196,499 153,299 148,499 144,199 122,399 245,999 119,199 265,999 247,999

Gladiator Hauptman Longbow

17,621,628 16,225,254 11,453,066

95 95 85 90 90 90 85 80

67 58 69 93 90 89 74 72

Mad Cat Mark II 15,981,170 Mauler 10,755,457 Sunder Templar Victor 16,915,266 13,393,589 11,424,694

Sphere Clan Inner Sphere Inner Sphere Clan Inner Sphere Inner Sphere Inner Sphere Inner Sphere

270,749 245,099 179,349 247,499 172,799 249,699 206,549 175,199

For more information see Actors Life Management There are no pickups whatsoever in MechWarrior 4, as such if you are badly damaged that damage will stay with you for the rest of that particular mission When customising your Mech you can use up available tonnage to give your Mech more armour to different parts on the Mech, allowing them to take more damage before that part is destroyed. The maximum armour values available to the different Mechs are as follows Mech Cougar Flea Osiris Owens Puma Raven Uller Wolfhound Bushwacker Chimera Hellhound Hellspawn Ryoken Shadow Cat Uziel Argus Black Knight Catapult Page 38 Head 9 9 9 9 9 9 9 8 9 8 9 9 9 9 9 18 18 19 Right Arm 18 12 12 18 18 18 12 18 30 18 30 24 30 24 30 36 42 36 Left Arm 18 12 12 18 18 18 12 18 30 18 30 24 30 24 30 36 42 36 Right Centre Torso Torso Light 24 36 18 27 18 36 24 33 24 36 24 33 18 42 24 48 Medium 42 51 30 38 36 51 30 42 42 51 30 42 36 45 Heavy 48 54 54 63 48 60 Left Torso 24 18 18 24 24 24 18 24 42 30 36 30 42 30 36 48 54 48 Rear Torso 12 9 12 15 12 15 12 14 21 14 15 18 21 18 21 24 27 24 Right Leg 36 30 30 36 36 36 30 36 54 42 54 48 54 48 48 54 66 60 Left Leg 36 30 30 36 36 36 30 36 54 42 54 48 54 48 48 54 66 60

Loki Mad Cat Nova Cat Thanatos Thor Vulture Atlas Awesome Daishi Fafnir Gladiator Hauptman Longbow Mad Cat Mark II Mauler Sunder Templar Victor

18 18 18 18 18 18 27 27 27 27 27 27 27 27 26 27 27 27

36 42 42 42 42 36 66 48 66 66 60 60 54 54 54 54 54 48

36 42 42 42 42 36 66 48 66 66 60 60 54 54 54 54 54 48

48 60 54 63 54 62 54 63 54 63 48 56 Assault 72 78 60 66 72 75 72 78 66 75 66 75 60 72 66 72 66 66 60 60 72 72 69 69

48 54 54 54 54 48 72 60 72 72 66 66 60 66 66 66 60 60

24 27 26 27 27 20 30 30 33 30 27 27 24 30 30 30 27 27

60 66 60 66 60 54 90 72 90 90 90 90 78 78 78 78 75 72

60 66 60 66 60 54 90 72 90 90 90 90 78 78 78 78 75 72

For damage values from weapons see actors

Pre-mission map: before each mission you are shown a large map of the mission, on this map the different navpoints (objectives) and the location of the drop zone (mission start) are shown Radar: the radar shows the location of any enemies within 900m unless the enemy is using passive sensors in which it can’t pick them up until 600m, your radar can be switched to passive mode where enemies can’t pick it up till 600m but you can’t pick up enemies until they are within 600m as well. Any navpoints in range of the radar is also shown on the screen. Compass: at the top of the screen a compass is show which states which way you are facing in compass terms, also the direction to the next navpoints is show on the compass along with the distance to it. In mission map: by pressing Shift+M you can bring up the minimap, while this is open it covers the radar, heat gauge and speed gauge. The minimap quite literally shows the pre-mission map only scaled down to fit on your HUD, and it also shows your LOS (Line of Sight) and the position of enemies. It won’t pick up Navpoints though.

One of the driving points behind MechWarrior 4 is the balance of the different weapons against armour and speed in the customisation of your Mech. There are many choices you are faced with when customising your Mechs: • How you balance your firepower against your armour, so whether you want to be able to take lots of damage and take out your opponent slowly with a few Page 39

weapons, or put lots of weapons on your Mech and try to take them out quickly before they can hit you much. • How fast you want your Mech to be able to run at or whether you’ll sacrifice your Mechs speed for more armour/weapons • What types of weapons you’ll mount onto your Mech: whether you’ll go for laser weapons which have no ammo but generate a lot of heat from each shot, missile weapons which have a low damage rating but have homing capabilities, or ballistic weapons which in general have a higher damage rating than the other two groups but will run out of ammo. • What range you want to be fighting at, do you want to be sniping the enemy Mech from a great distance, moving into a medium range to attack or moving point blank to deal a large amount of damage, or even do a mix of these 3 • Whether you’ll add some of the Mech options such as LAMS or IFF blocker onto your Mech or sacrifice these for more weapons/armour • How efficiently you want your Mech to be able to cool down, so by increasing the amount of heat sinks the rate at which your Mech can naturally cool down is increased • Whether you’ll go for normal armour or specialised armour which half the damage received from one type of damage but is heavier All of these choices are left up to the player while he’s customising his Mech. Customising a Mech uses a system based on weight, each Mech has a certain amount of weight points it can carry, these points can then be spent to add weapons, options, armour, or engine size (top speed). Each of the options and weapons has a weight value which takes away that amount of weight points off the Mech. When the number of available weight points reaches zero, it has reached its maximum load and therefore more weapons/armour/options/etc. cannot be added unless things are taken off to free up weight points.

Flow chart

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Interface by screen
Main Menu

This is the main menu screen for MechWarrior 4: Mercenaries. From here you have several options: • You can access the general training mission by clicking on training; this takes you straight to the tutorial mission, in which you are taught the basics of the controls for MechWarrior. • By clicking instant action you are taken to the instant action deployment screen • On the selection of Campaign you can resume your current campaign from when you last exited it taking you to the Campaign command centre screen. • Clicking Multiplayer will take you to the Multiplayer connection screen • By clicking MechLab you are taken to the MechLab (generic) screen • The roster button takes you to the roster screen • Options takes you to the options screen • To view the credits you press the credits button

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Instant Action Deployment

From the Instant action deployment screen you can play any mission from the Campaign with no restrictions on the cost or availability of your Mechs and you can freely customise how strong the AI of your teammates is. You can also fight against an endless amount of waves of enemies and try to see how many waves you can survive. From this screen you can go back to the main menu, or go to the MechLab (generic).

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MechLab (Generic)

From the MechLab (Generic) Screen you can customise any Mech of your choice available in the game without constraints on how available that weapon is on the free market or how much they cost. You get access to an unlimited amount of all the weapons which appear in the Campaign and several which don’t appear. From this screen you can go back to the previous screen with the use of the close button.

Campaign command Centre

This is the command centre for the Campaign; from here you can access your stats and see the latest sector news. From here you can also see your current amount of credits (money) and how much the upkeep of your Mechs is per month. Your MRBC rating is also shown; this increases in ranks as you complete missions allowing access Page 43

to later and harder missions which give more money on completion than earlier missions. From this screen you can go the star system, orbital view, free market, MechLab (Campaign) and Load Screens.

Star Systems

At the star systems screen you can change the star system you are currently located in, this allows you to move to other star systems with more missions when you complete all the missions from your current star system, making a jump costs money which is displayed along with how many weeks the jump will take, both of these are displayed on the left hand side of the screen along with a summary of the different missions available in that star system at the time. From this screen you can go to the orbital view screen of your current star system, go back to command centre screen or return to the main menu.

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Orbital View

From the Orbital View screen you can select mission that you want to undertake, in the system. When you highlight one of the available missions a summary of the mission is shown at the bottom of the screen. Recent news can also be seen on the left hand side of the screen. Greyed out missions are missions which have already been completed, the only way to replay these missions is to either load to a save point before you completed that mission or through the mission play option in instant action. From this screen you can go to the star system screen, to the command centre screen or back to the main menu

Mission Deployment Screen

This is the Campaign Mission Deployment screen; from here you choose which Mechs you want to take into the mission with you and which pilots will control them (can only take Mechs and pilots you own in Campaign). On several missions its Page 45

possible to deploy a second lance of Mechs along with your primary lance, the secondary lance on the above screenshot isn’t available on this particular mission so it’s greyed out. Also the pre-mission map in the centre shows important information about the mission as stated above in navigation. In each mission depending on how heavy your lance of Mechs is, you will have to pay a drop fee to start the mission. Also changing the mission time between day and night can be done with the dropdown menu in the lower centre of the screen. From this screen you can go to the MechLab to edit your Mechs quickly pre-mission, go back to the command centre or return to the main menu.

MechLab (Campaign)

This is the MechLab for campaign mode. Its slightly different from the generic version as you are only able to edit Mechs you own and can only put in weapons which you own, for example if you only own 2 large lasers, you cant then put 3 on your Mech as you only own 2. There are 2 ways that you can acquire new Mechs/Weapons and they are to either get them from salvage from the completion of a mission, or to buy them from the free market. A few other differences between this and the generic version of the MechLab are that your account balance and Mech value for the Mech you’ve selected is shown along with a status. When one of your Mechs is damaged a lot during a mission you have to repair them in the MechLab before you can use them again, these will take 1 cycle if its lightly damaged or 2 cycles if its crippled. From this screen you can return back to the previous screen with close or go the free market to buy or sell Mechs/Weapons/Pilots

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Free Market

The free market is where you can buy new Mechs, weapons or pilots, or sell any excess Mechs/Weapons/Pilots. The inventory on the left hand side of the screen is your inventory and shows what Mechs, weapons and pilots you currently own, and vice versa the right hand side shows what you can buy from the market. By dragging items from the right hand side into the middle you can buy items just like how if you drag items from your inventory to the middle you can sell them for credits. By pressing the close button you are taken to the previous screen you were on.


In campaign the game autosaves every time you start a new mission and when you complete a mission, you can also save at any time outside of a mission. From this screen you can load any of these saves by clicking on the relevant save file and Page 47

pressing load. You can also return to the previous screen by pressing the cancel button.


This is the options screen; from here you can change several of the features of the game: • From the game tab you can increase or decrease the overall strength of the enemy AI with the difficulty option, you can also toggle some of the built-in cheats such as turning heat off, being invincible or having unlimited ammo. From the game tab you can also toggle the default view in-game between 1st and 3rd person • From the video tab you can change the video quality of the game such as increasing/decreasing the screen resolution and/or texture detail, etc. • In the audio tab you can change how loud the music or sound effects are. • In the controls tab you can change the different controls. • The multiplayer tab allows you to set up your avatar and banner for online play

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Multiplayer connection setup

In this screen you select what type of connection you are going to use to play multiplayer, whether it be LAN or dial-up. Once you’ve set up how you want to connect you can click connect to go to the select server screen or press host to get to the host setup screen. From this screen you can go to the options screen or back to the main menu.

Select sever

From this screen you can see game servers online which you can join. From this screen you can join a selected game, go to the options screen by pressing the options button or go back to the multiplayer connection screen by clicking back.

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Host setup

This screen allows you to set up your game how you want it with options such as force respawn and turning friendly fire on/off. From this screen you can go to the edit restrictions screen or when your done setting up your game you can press start to go to the game lobby screen. You can also return to the multiplayer connection screen by clicking back. Game lobby

This is the game lobby, this is where you wait for people to join your game, you can still change the map, weather, visibility, battle type, time limits and Mech weight restrictions, but you can’t change any of the options you chose in the host setup screen. Once you have all your players you can press launch to start the game. You can add bots if need be to balance out any teams if needed. You can still reach the MechLab (generic) from this screen to modify your Mech if need be. By clicking disconnect you are returned to the multiplayer connection screen. Page 50

Edit restrictions

This is the restriction screen for the host setup; here you can ban the use of certain Mechs or weapons to help customise your game more. By clicking ok any changes you’ve made to the restrictions is saved and you are returned to the host setup screen. If you click the cancel then your changes aren’t saved and you’re returned to the host setup screen.


The roster screen is used for when you want to make, remove or edit a profile. Profiles consist of a pilot name, a company name and a sponsor. The pilot name is used in instant action and multiplayer as your avatar name. The company name is mainly used in campaign as what your mercenary company is called and the sponsor defines what you start off with in a new campaign. There are 4 sponsors you can pick Page 51

from each gives you a different starting bonus, other than that which sponsor you pick holds no significance except that their insignia appears on all your Mechs. The starting bonuses the sponsors give are as follows: Kell Hounds: • Start off with better than average armaments • Early access to Clan Technology Grey Death Legion: • More than average starting money • Early access to powerful Lostech Weapons (X-Pulse Lasers) Northwind Highlanders: • Higher Rate of pay on all missions Wolfs Dragoons: • Start with Clan Technology • Greater access in purchasing Clan Technology


The credits screen is accessible from the main menu and shows the credits of the game, you can return to the main menu by pressing any button.

The main style of MechWarrior 4 is mainly of a realistic battlefield, as such in all of missions there is literally almost no music, also while there is some radio chatter there isn’t much of it in mission, most of the speech in the missions are from the mission co-coordinator informing of any changes in the mission objectives and warning of any enemy squads heading towards you. There isn’t any particular back story behind any of the pilots which give more of a people can come and go feel behind the missions, it’s also very hard to get attached to any of the pilots you can buy as the most you’ll probably ever hear them say is “affirmative” to your commands. Page 52

As there is hardly any music it lacks the intense atmosphere some games have in battles, although during some missions there are sections where you enter into a challenging fight such as when you’ve just been ambushed or you’re attacking a heavily defended base. At times like this some atmospheric rock type music will start playing giving the atmosphere of challenge. Outside of missions there is a high tech type of music with radio chatter over it for menu music giving it more of a military operation feel.

Story synopsis
The year is 3063, and the political backdrop is the civil war between the Federated Commonwealth and the Lyran Alliance. The strife begins with Victor Davion’s call to arms against his sister, Lyran Archon Katrina Steiner, following the murder of their brother Arthur. In this struggle, talented MechWarrior’s like yourself are in hot demand. The MRBC has just authorized your new company for mercenary work. After securing the required sponsorship from a full-fledged mercenary company—Wolf’s Dragoons, Northwind Highlanders, Kell Hounds, or Gray Death Legion—your company has ample opportunity to make a name for itself.

Script from the mission “Beach Attack” Pre Mission Briefing: Castle (Mission Co-ordinator): Ok sir, if your serious about going through with this trial of possession, I’ll broadcast your intent to the Clanners. I suggest outfitting both of our Lances with the best tech available. Meeting the Clanners on their own terms won’t be easy Mission Start: Aisa: attention this is Star Colonel Aisa Thastus of the Jade Falcons. I claim these islands in the name of Khan Martha Pride. I bring to this trial of possession a full binary of Mechs. Spectre: This is Spectre 1, Commander of this Dragoons Company. I refute you claim to this territory, I bring two lances of warriors to end this struggle. Aisa: two Lances against two Stars of Jade Falcons, you underestimate us. Spectre: Do you wish to rebid your position Star Colonel. Aisa: Nay, you will suffer for your insolence. Spectre: Well bargained and done. Come and get me. <Battle begins> Castle: If I didn’t know you better, id say you were enjoying this a little too much sir.

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Spectre: Facing down the Clans, outnumbered in the field of Honour, I was born for this fight. Castle: Just make sure you live to finish it. Spectre: Roger I’m planning on it. <When half of the Jade Falcon Mechs are destroyed and you have above half of your Mechs left> Castle: I mark their forces at 50% strength, we’re doing slightly better. <When half of the Jade Falcon Mechs are destroyed and you have less than half of your Mechs left> Castle: I mark their forces at 50% strength, we’re doing slightly worse. <On the destruction of all but 3 Jade Falcon Mechs> Castle: Three Falcons remain, finish them off commander. Spectre: I’m on it. <On destruction of all Jade Falcon Mechs> Aisa: Curse you Freamer. Spectre: Star Colonel Thastus, I hereby claim you as my bondsman, you now serve Wolfs Dragoons under my Direct Command. Castle: Sir I object, you can’t be serious, Clanners cannot be trusted. Spectre: At ease Lieutenant, I’m in command here, she might be a vicious Clan marauder, but now she’s our vicious Clan marauder. Castle: I don’t like it at all Sir. Spectre: I don’t need you to like it Castle, Spectre out. At mission completion screen: Castle: well I hope it was everything you wanted sir. The Clanners have been beaten on their own terms and Merc Net is abuzz with our achievement. Whenever a Merc unit takes down Clanners it can’t help but be good for business.

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Mission 1: Eaton – Merc Alley
This is an early ambush mission which could be interpreted as a mission to let the player get used to the controls of the Mech due to there being no enemy Mechs present in this map. This map is mainly a large desert with dunes and a single large ridge. There is minor cover from dunes in some parts of the desert and none in others.
Drop Off Point

Navpoint Gamma

Navpoint Beta

Navpoint Alpha

Primary Objectives:
Capture the Lyran Convoy by destroying its escorts Eliminate all Lyran military forces

Secondary Objectives:

Maximum Number of Teammates Allowed: 3 Pay: 1,250,000 Enemies (Red Dots)
Group 1: Vedettes Bulldog Harasser LRM Carrier Group 2: Myrmidon Page 55 x1 x2 x1 x2


Group 3: Nightwind


Mission specific entities. (Green Dots) 1: Convoy Truck x6

From the drop-off point the player proceeds towards Navpoint alpha where he is met with group 1 followed by the convoy both travelling north. After the destruction of group 1, the first primary objective is completed and the convoy stops moving. The player is then informed of group 2 near Navpoint beta and that group 3 is approaching directly from near Navpoint gamma. With the destruction of both of these groups the second primary objective is achieved and the mission is complete.

Mission 2: Halloran V – Checkpoint
This is one of the first missions available where you fight enemy Mechs, as such you only fight a few light Mechs so the difficulty of this mission is still quite easy. The main focal point of this map is the large valley which snakes its way throughout the map, the steep sides to the valley can only be traversed at a few points on the map, otherwise its too steep to climb out, this potentially makes it very easy for the player to be ambushed, and with little cover in the valley the player would be at a significant disadvantage if such were to happen.
Navpoint Gamma

Navpoint Beta Drop Off Point Navpoint Alpha

Primary Objectives:
Destroy Hostiles at Navpoint Alpha Destroy Hostiles at Navpoint Beta Destroy Hostiles at Navpoint Gamma Page 56

Secondary Objectives:

Maximum number of teammates allowed: 3 Pay: 2,115,000 Enemies (Red Dots)
Group 1: Bulldog x1 SRM Carrier x1 Owens x1 Group 2: Bulldog x2 SRM Carrier x1 Mobile Turret x2 Group 3: Owens x1 Mobile Turret x2 Bulldog x1 Group 4: Peregrine Group 5: Owens



Group 6: Puma x1 LRM Carrier x1 Bulldog x2

The player starts at the entrance to the valley at the drop-off point. Heading towards Navpoint alpha the player picks up group 1 of enemies, who then charges at the player. While fighting group 1, group 2 will move in to attack the player aswell. With the destruction of group 1 + 2 Navpoint alpha will b clear, completing the first primary objective. The player then follows the valley towards Navpoint beta, half way to the Navpoint the Owens and Bulldog from group 3 breaks away from their group and run onto the ridge above you where they attack you. Shortly after they attack the player group 4 appears on radar and attacks the player. Page 57

After the destruction of the enemies here the player proceeds along the valley to Navpoint beta where the remainder of group 3 is located. With the destruction of group 3 Navpoint beta is clear and the second primary objective is completed. Carrying along the valley towards gamma a lone Owens ambushes the player from the northern ridge. After dispatching this Mech, further along the path near Navpoint gamma is the last group of enemies. On annihilation of this last group the last primary objective is achieved completing the mission

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Mission 3: Halloran V – Offshore
This is the first defend mission available to the player so as such it’s hardly going to be extremely challenging. This mission is set at a costal region so half of the map is in water which slows down the players Mech quite a bit; this can hinder the player in trying to get to defend certain points quickly as they wouldn’t reach the area as fast as normal.
Navpoint Delta Navpoint alpha Drop Off Point

Navpoint Beta Navpoint Gamma

Primary Objectives:
Defend offshore oil rig at Navpoint alpha Defend offshore oil rig at Navpoint beta

Secondary Objectives:
Defend Fuel Industry Buildings and Vehicles (500,000 Credit Bonus)

Maximum Number of Teammates allowed: 3 Pay: 1,750,000 Enemies
Group 1: Barge Patrol Boat Group 2: Condor Group 3: Nightshades Page 59 x1 x6



Group 4: Destroyer


Mission Specific Entities
1: 2: 3: Oil Rig Beta Oil Rig Gamma Fuel Cells (Secondary Objective)

The player drop-off point is at Navpoint Alpha; from here the player is warned of group 1 moving on Oil Rig Beta. Moving to Beta the player then engages group 1 before they can destroy the Oil Rig there. After destroying group 1, the player is then warned about group 2 moving on Oil Rig Gamma. The player then starts to head over to gamma but due to water slowing will at best arrive when half of group 2 has split off towards Navpoint Alpha and the Fuel Cells. Destroying the 3 Condor’s moving on Alpha pretty much completes the secondary objective as no other enemy groups try to attack alpha. After dispatching the rest of group 2 before they can take Oil Rig Gamma, the player is informed about the Destroyer appearing and group 3 approaching. Group 3 will keep making bombing runs at the player until they are destroyed. The player is given the new objective of dispatching the Destroyer, as the destroyer mostly has very long ranged weapons by staying close to the destroyer its easy to dodge its attacks while hitting it with your own, after a several shots the destroyer should blow up completing the mission.

Mission 4: Eaton Merc Alley A
Same map as mission map and objectives as mission 1 but only this convoy is much more heavily guarded than the previous convoy, with more vehicles, a heavy and a medium Mech among the escorts this is going to be a much tougher mission than the previous ones.

Drop Off Point Drop Off Point Navpoint Beta Navpoint Alpha

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Primary Objective:
Capture the Lyran Convoy by destroying its escorts Eliminate all Lyran military forces

Secondary Objective:

Maximum Number of Teammates Allowed: 5 Pay: 1,350,000 Enemies
Group 1: Demolisher 2 Vedettes Myrmidon Bulldog LRM Carriers Harasser Argus Chimera Group 2: Nightwind

x2 x1 x3 x4 x5 x1 x1 x1


Mission specific Entities: 1: Convoy Truck x6

From the player drop-off point the player heads towards Navpoint Beta, then heading towards alpha the player meets a very large group 1, acting as the convoy escort this time. When the player engages group 1, group 2 appears and joins in the fray. If the player is able to destroy both of these groups of enemies before the convoy can exit the mission area at the top of the map then both primary objectives are achieved, which ends this simple yet challenging mission

Mission 5: Halloran V – Industry Raid
Mission Concept:
This will be the player’s first stealth mission, the focus on this map being sneaking through a blind spot in a bases turret grid to disable their power grid taking the base Page 61

defence’s offline. This map is set in a half mountainous half plains setting with the mountainous region being the place where the player sneaks round the back of the base, this mission also has your first morale choice in that you can choose to engage and destroy another mercenary group stationed at the base in the mission or avoid them and complete the primary objectives without engaging them.

Navpoint Alpha Drop Off Point Navpoint Beta Navpoint Gamma

Primary Objective:
Destroy the Generator at Navpoint Beta Destroy the Large Factory at Navpoint Beta Destroy the Factory at Navpoint Gamma Find and Destroy Fuel Supply

Secondary Objectives
Destroy all Black Cobra Mechs (Discretionary)

Maximum Number of Teammates Allowed: 3 Pay: 2,455,000 Enemies:
Group 1: Large Amount of Base Turrets Group 2: Myrmidon x5 Quad panzer x4 Group 3: (Black Cobra Unit) Chimera x2 Bushwacker x2 Mission specific entities: 1: Generator 2: Large Factory Beta Page 62

3: 4:

Factory Gamma Fuel Cells

The mission starts with the player at the drop-off point at the top left of the map; from here the player has a choice. He could either head straight to the base taking out turrets on the way to gain access to the base, or he could head to Navpoint Alpha and bypass the defence turrets. If the player chooses to storm the base then he would head straight to gamma through group 1 and 2 to get to the buildings before meeting group 3 (black cobras). Alternatively the player can use the stealthier route of heading to Navpoint alpha; this takes him around the defence turrets and brings the player into shooting distance of the bases generator. After a few hits on the generator it explodes taking the base defence’s offline and completing the first primary objective. From here the player can head into the base. Once again there are two methods to complete the rest of the mission. The first is to run in and destroy the objective buildings; this causes the black cobras to retreat when all 3 remaining buildings are destroyed. Otherwise by destroying all the units around the buildings including the black cobra unit, then destroying the objective buildings you will also complete the mission, which choice you pick can affect you later in the game.

Difficulty level:
The difficulty of MechWarrior 4 can be changed in the options screen, from that screen (as can be seen in the interface chapter) you can toggle the difficulty between novice, regular, veteran and expert. The only difference between these different modes is the strength of the enemy AI, so the enemies will be hitting more accurately more often the harder the difficulty becomes.

Multiplayer options:
Also found in the options screen is the options for multiplayer. In this screen you can customise your online options such as changing your multiplayer name, changing what your player insignia is and also what your faction is called along with having the option of adding in your own custom insignias that you could show off online.

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Video/sound options
Video options:
In the video options you are able to change the game resolution between 600x480, 800x600, 1024x768 or 1280x1024 You can also adjust the gamma to make the picture brighter if need be

Sound options
In the way of sound options you can toggle how loud you want the music when it plays and the sound effects. You can also toggle whether your Mech says warnings to you, such as when you’re out of ammo or when you’re about to shutdown due to overheating.

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MechWarrior 4: Mercenaries – Cyberlore Studios, Inc. Project Team
Project Lead and Lead Designer:
David Fifield

Lead Programmer:
Chris Tohline

Lead Artist:
Seth Spaulding

Jon Clark

Executive Producer:
Joe Minton

Adam Saunders, Aaron Horne Page 65

Bryant Johnson, David Silverman, David White, Michael Richard Sean Wang

Additional Artists
Mark Champigny

Corey Navage Ferret Baudoin

Sound Design and Engineering:
Jack Cameron

Content Manager:
Charles Lane

Additional Content Manager:
Cara McCormick

Jay Adan

Erik Hawley

Additional Playtesting:
Alex Michaud, Eric Marcoullier, Mark Champigny, Michael Pohoreski

MIS Support
Jonathan Wonson

Voice Talent:
Alan Maynard, Brian J. Wozniak, Daniel J. Rossi, David Dellecese, Devon A. Mason McArdle, Frank Aronson, George Ledoux, Gilbert Mcauly, Hanna Rechtschaffen, Heather Crocker, Jarice Hanson, Jessican Kirgy, John Haag, John Saulman, Joseph Loftus, Lisa Abend, Mike Duignan, Peter Carlson, Rob Murphy, Stephan Eldridge, Steve Henderson Cyberlore Management Team Page 66

Human Resources and Office Manager:
Clarinda Merripen

Art Department Director:
Seth Spaulding

Programming Department Director:
Matt Kimmei

Design Department Director:
Tom Henderson

FASA Studio, Microsoft Corporation
Studio Manager:
Dave Luehmann

Executive Producer, BattleTech® Line
Tj Wagner

Program Manager:
Andrew Brown

Art Director:
Heinz Schuller

Development Manager:
John Yovin

Jacky Chan, Jerry Edsall

David Abzug, Derek Carroll, Pete Mayberry, Sage Merrill

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Competitive analysis
Comparing MechWarrior 4: Mercenaries to MechWarrior 3.
• • • • • There’s a visible improvement overall in the graphics for MechWarrior 4. Both games are played in 3d but the texture detail is at a much higher quality in MechWarrior 4 although the graphics still lacking when compared to other shooter games which were out around the same time. The splash screens on MechWarrior 4 look much more colourful and less confusing to use. In-game the Mechs more and turn much more smoothly than they did in MechWarrior 3. Ballistic/lasers/missiles looks more realistic than in MechWarrior 3.

• • • • Almost nonexistent in-mission in MechWarrior 4, loses atmosphere MechWarrior 3 had but makes it feel slightly more realistic. A lot more sound effects in MechWarrior 4 than MechWarrior 3 had. In MechWarrior 4 the main character talks as opposed to MechWarrior 3 which has a silent protagonist. MechWarrior 4 some spot effects whereas MechWarrior 3 had none present.

• • Coolant is more sparing in MechWarrior 4 and will decrease the heat at an increased rate to the usual rate, whereas in MechWarrior 3 it cools down fully the instant you activate the coolant. This makes MechWarrior 4 more realistic. The MechLab is much easier to use in MechWarrior 4 than in MechWarrior 3 mainly due to all the weapons are colour coded along with the hardpoints they can go in. in MechWarrior 3 the MechLab is much more complex, this allows the Mechs to be customised more than they can be in MechWarrior 4. MechWarrior 4 has a tutorial level which tells the player the basis of all the controls whereas in MechWarrior 3 you are catapulted straight into the action, this makes MechWarrior 4 a more “newbie” friendly. MechWarrior 4 has much less game controls than MechWarrior 3 has, this makes MechWarrior 4 much simpler and to play well but limits what your Mech can do, in MechWarrior 3 you have less of a limit on what you can get your Mech to do. In MechWarrior 4 there are more teammate commands you can give, this gives you more freedom in ordering around your teammates than you had in MechWarrior 3.

• • •

• The AI in MechWarrior 4 is much stronger than that of MechWarrior 3, this means their not as idiotic in trying to destroy the enemies so they won’t often sit there trying to shoot through a hill at the enemy on the other side and wondering why the enemy isn’t taking damage. Though saying that the AI still isn’t perfect

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• •

as sometimes they stop and wont move from that position and other times they’ll stop listening to you if you’re a certain distance away. MechWarrior 4 is much more fun in my opinion as there’s something extremely satisfying about running up to an enemy Mech then unloading several PPC’s into one section of the enemy and watch them fall over from the force of the hit. This is slightly harder to do in MechWarrior 3 as the heat system is much more sensitive so several small lasers can send you into overheating. In MechWarrior 4 its harder to hit the enemys, this can be both a good and a bad thing depending on who you are, in MechWarrior 3 the aiming system was quite literally a point and click firing system so made a lot of the light Mechs obsolete online as their extra speed didn’t help avoid shots, this was changed in MechWarrior 4 as to aim you have to move the Mech torso which moves at a much slower speed than the guns did in MechWarrior 3. This balanced out different Mech types greatly making the game a lot more realistic. Also in MechWarrior 4 when hit it will make the crosshairs momentarily from the force of the blast, makes it harder to aim under fire and therefore add more realism. Making better Mech builds can become slightly addicting as you can customise your Mech to run in and hit things up close, but these are then weak against long range types, so you can then customise it around a bit more so its not as weak against that long range types but still be good at what it was originally made to do. In MechWarrior 4 the weapons and Mechs are much more balanced making the larger Mechs not as powerful as they were in MechWarrior 3 but the overall gameplay of MechWarrior 4 much more fun and tactical

• The story in MechWarrior 4 is almost nonexistent, there’s a rough story going on as you play through campaign but for the most part of the game you’re not involved with it. Every now and again you may get mentioned for certain events caused by the completion of a mission but you only really become a part of the story in the last few missions when you choose a side in the conflict, and even then you don’t play a big part in it. This in itself adds to the realism that your character isn’t some big time hero who goes around saving babies from crocodiles or something like that, but just a commander who’s in charge of a mercenary group so you do what mercenaries do, take missions from people hiring. In MechWarrior 3 you are set on a linear storyline in which you complete each mission given to you to further the storyline. All the characters who you hire don’t have a back story or any sort of story related to them on that matter, this is the same in MechWarrior 3 only your teammates talk more. You also never see the characters in-game the most you see of them is their picture when you equip them to a Mech, it’s the same in MechWarrior 3 only you don’t see a picture either. In both MechWarrior 3 and 4 the main character doesn’t go on any sort of journey in a way of personality as in MechWarrior 3 he never speaks and in MechWarrior 4 he doesn’t get involved with the story for the most part. There isn’t much in the way of script both MechWarrior 3 and 4, in MechWarrior 3 most of the talking comes from mission briefings and from your teammates, in 4 it mainly comes from the mission co-ordinator aswell as from the main character giving out orders and occasionally talking to the mission co-ordinator

• • • •

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• As I stated earlier there’s something very satisfying about firing several weapons into one point on an enemy Mech and watch as it falls over from the force at which when it gets back up you knock it over again often destroying maybe one of its arms or legs in the process Its also surprisingly fun to sadistically destroy an enemy Mechs limbs and weapons one by one then watch it limp around unable to attack you

Main tradeoffs in MechWarrior 4: Mercenaries
• • The story pretty much taken out in exchange for greatly increasing the quality of the gameplay making MechWarrior 4 much more fun The interface has been made much simpler than it was in MechWarrior 3 to make it easier to play which makes MechWarrior 4 much easier to get into.

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