MechWarrior 3

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MechWarrior 3
cover art
Developer(s) Zipper Interactive
Publisher(s) Microprose
Release date(s) 1999
Genre(s) Shooter, Simulation
Mode(s) Single player, Multiplayer
Rating(s) RSAC: V1: Damage to Realistic Objects
Platform(s) Microsoft Windows
Media CD-ROM
System requirements Min System: Windows 95/98 Pentium 166 MHz, 32 MB RAM, 2X CD-ROM drive, Graphics 640x480x16 color - 2 MB Video RAM, Hard drive 240 MB free, Sound card Diredt-X compatible
Recommended System: Windows 95/98 Pentium +200 MHz, 64 MB RAM, 4X CD-ROM drive, Graphics 1024x768x16 color - Direct3D Accelerator, Hard drive 390 MB free, Sound card Direct-X
Multiplayer Option: Modem Windows-compatible 28.8 k modem or faster, LAN with IPX or TCP/IP (Internet play requires TCP/IP)

MechWarrior 3 was the first MechWarrior game not developed by Activision. MechWarrior 3 featured an all new 3D accelerated graphics engine. The game contained over 20 missions, with access to 18 different 'Mechs.

Contents

[edit] Campaign

The story opens with a briefing of the Inner Sphere commander’s daring plan to eliminate the most hostile and vicious clan in the Outer Sphere: Clan Smoke Jaguar. The mission, codenamed Damocles, is to attack key Smoke Jaguar installations on the planet Tranquil, including a 'Mech Factory, a starport and a geothermal power plant, and to eliminate Smoke Jaguar forces and leadership on planet.

Two dropships are deployed to release the multi-lance BattleMech force to destroy these installations. However, while in orbit above Tranquil, a dropship is attacked by massive naval laser fire. The Blackhammer is shot down and the remaining dropship, The Eclipse, retreats to safety. The player (referred to only as “lance leader”) had already been deployed from the Eclipse and lands on target. The Mobile Field Bases (MFB) that had been deployed with the player land slightly off target, and the player meets up with them quickly.

The MFBs inform the player that only a handful of individual 'Mechs deployed successfully. All five Damocles teams were destroyed before they ever touched down. As far as anyone can tell, the player is alone. Rescue too dangerous, the captain informs them that until further notice they are to proceed with the mission as far as they can. Now, outnumbered, out-tonned, and facing missions meant for heavier and more numerous teams, the player continues into enemy territory under the original plan.

[edit] Mechs Featured in this Game

  • Annihilator
  • Avatar
  • Black Hawk
  • Bushwacker
  • Cauldron-Born
  • Champion
  • Daishi
  • Firefly
  • Mad Cat
  • Orion
  • Owens
  • Puma
  • Shadow Cat
  • Strider
  • Sunder
  • Supernova
  • Thor
  • Vulture
  • Clan Elemental Battle Armor (only in multiplayer)

[edit] MechWarrior 3: Pirate's Moon

MechWarrior 3: Pirate's Moon is the expansion pack for MechWarrior 3, with an all new storyline and 20 new missions, plus six new 'Mech and a number of weapons. The player has the choice to play as either a pirate (attacker) or a Mercenary (defender) for the Eridani Light Horse.

[edit] Additional Mechs Featured in this Game

  • Atlas
  • Awesome
  • Centurion
  • Clint IIC
  • Masakari
  • Ryoken
  • Clan Elemental Battle Armor (pilotatable)

Both MechWarrior 3’s and Pirate’s Moon’s online play was praised for its detail and longevity, but it was also notorious for lag. Even on the best connection an opponent’s visible position on the screen did not match their real location, and players had to fire ahead of their opponents in order to make hits. Depending on latency, velocity and current weapon, players may have had to shoot up to six “mech lengths” ahead of their targets, and this distance could change during gameplay. In addition, many weapons also had projectile speed to compensate for, requiring even wider shots. Skill in netplay was not just learning how to aim weapons, but how to compensate for the everchanging lag, which made it very difficult for new players to advance. - - Though the games offer a wide range of weapons for use in the single-player campaign, many were not usable online. Distance fighting proved to be practically impossible because lag was too difficult to compensate for at great distances. Weapons like the Long Range Missile and the Gauss Rifle (which was rumored to cause even more lag) were very rarely used. Only weapons that offered Hitscan and/or close-range effectiveness were practical for use in online play. These included lasers, Ultra Auto-cannons, Short Range Missiles and PPCs. This kept online play to melees and brawls, pleasing action-gamers while driving away strategy fans. - - It should be noted that at the time the game was released, broadband was not very common and the majority of players were still using 56K modems. Lag improves greatly with high-speed connections, approaching the direct-fire Mechwarrior 4 enjoys instead of lag compensation. Also, version 1.2 of the game has reduced the amount of lag.

[edit] External links


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