Naheal said:
Battletech did it first, Battletech did it best. Mechwarrior was just Battletech from the POV of one mech pilot.
First, I must point out that I deeply love Battletech. It remains the only Tabletop game I've ever managed to sit through playing more than once and it kicked off a love affair with humanoid tanks that has never really ended.
That said, there exists a problem with Battletech. Namely that the game, even a very small one (say a pair of lances) takes forever to play. This is generally because the game gets bogged down a great deal in minutae and dice-rolls. Let's say for example, that I'm using a Catapult, a Heavy Inner Sphere artillery mech and I want to use both my LRM-15 launchers on a single target. In order to resolve this attack, I have to roll on each launcher in turn to see if I hit (after calculating the threshold I must meet by taking my base gunnery skill, adding range and movement modifiers, and god forbid, the presence or effect or Artimis IV targeting systems, active probes or combat command computer links), and then roll to see how many missiles hit and then roll to determine where each cluster of missiles hit. This amounts to up to 10 dice rolls just to resolve a single attack by a single mech (one roll for each launcher to determine if you connect at all, one roll for each launcher to determine the number of missiles that hit, and up to three rolls to determine where each cluster of missiles lands). It worked perfectly fine for me, but when playing a single very small game takes 2 - 3 hours from start to finish, you aren't going to attract much of an audience.
Of course, there have been many games based in the battletech universe. There was the isometric action game for the Genesis, there were a pair of strategy games (Mechcommander series), there have been four different in-cockpit games (the SNES classic Mechwarrior and the PC titles 2 - 4), there have even been third persion action shooters (Mechassault, of which I am aware of three, two for the Xbox and one for the DS). The trouble was, the mechanics that worked on the board game have not really worked since in games when directly translated. Mechwarrior 3 was almost certainly the most faithful entry in the series and yet it ran into the very real problem that landing a shot with hitscan weapons was painfully easy. Very high damage coupled with very low armor quantities that worked in the board game resulted in regular instant death in the online version of the game. Worse still, the only difference between two 55 ton chassis with identical weapons was cosmetic alone as every mech handled the same in a given weight class. Mechwarrior 4 caused a great deal of fan outcry since only the core premise of the rule set was maintained, and yet was probably the best implementation of the Battletech universe into a game. Slot layout, different handling characteristics, differences in base heat management and differences in available special electronic options ensured that different mechs did indeed work differently, even if they were identically outfitted.
I'd have to say that, in the end, Battletech may have done it first, but it hardly did it best. The system that was presented made for a painfully slow game on the tabletop and resulted in fundamentally broken gameplay when faithfully translated to a video game.
All that said, I would deeply love to see a new Turn Based (I'd even settle for a good RTS) strategy game based on battletech. In fact, I want that almost as much as I want a new mechwarrior.
And, while we're at it, I'd like to see the same for Heavy Gear.