MECH WARS - THE END OF DAYS HAS COME (Canceled)
MECH WARS is a Single (& COOP) & Multiplayer Game, that is settled in a post-apocalyptic scenario with a strong crafting part
MECH WARS - THE END OF DAYS HAS COME (Canceled)
MECH WARS is a Single (& COOP) & Multiplayer Game, that is settled in a post-apocalyptic scenario with a strong crafting part
WE WILL RESTART OUR CROWDFUNDING CAMPAIGN. PLEASE VISIT OUR PAGE FOR FURTHER INFORMATION.
MECH WARS is split into a Single Player mode with a huge campaign and a competitive Multiplayer mode. Both modes are connected and achievements of one mode will affect the other one. Even coop and competitive single player games will be possible. The game takes place in a post-apocalyptic scenario and narrate an immersive story. The game includes a feature-rich crafting part which enables players to construct, modify and create mechs, creeps, weapons and equipment and use them in single and multiplayer.
The game progresses in two phases. In the first phase Mechs are built and prepared for combat. Afterwards every Mech is provided with a unit squad (creeps). Unit types will be built by the automated factories, which have to be conquered by the player. The right Mech and unit configuration is mandatory to dominate the battlefield.
In the second phase, which is the battle phase, every player uses his armed forces to battle the enemy.
The player has to find the right Mech configuration and save them for later usage in battles. Every Mech configuration has benefits and disadvantages. The sum of equipment will determine the Mechs character. An heavily armed Mech will be weak in early game, but evolve into a superior Mech destroyer later on. A lightly armed and fast Mech, is strong at the beginning and can crush creeps easily while losing effectiveness in end game. An example set of equipment and configurations will be presented in the next section.
The Mech is supported by units (creeps). The unit types can be chosen by the player and saved together with a Mech configuration. The weakness of a certain Mech type can be compensated by the right unit squad configuration.
The map consists of different lanes connecting the player's base on one side and the enemies base on the other. Each lane has byroads that lead to automated factories. The player has to conquer these factories to build more complex units. Every factory is guarded by a neutral defensive structure. Factories can be reconquered or completely destroyed during the whole gameplay.
Fast expansion and conquering factories is mandatory for being in advantage. However a player with less factories still has the possibility to compensate his disadvantage by working closer with his teammates.
The player will control his Mech and engage the enemies in a classical Hack'n Slay manner.
Nobody remembers the earth before the nuclear holocaust. For generations mankind has fought for the last resources on the planet.
Not only dust and destruction was left behind in the nuclear war. Automated factories all over the world still produce automated units waiting to be commanded. The weapons of the old world are now used to contest in a new conflict.
The modern war leaves behind more dust and scrap. To succeed in battle a much mightier and more powerful weapon is being created: the MECHs. An ultimate weapon, that will dominate its enemies, will end a never ending conflict.
The high technology weaponry initiated a fierce global competition. In huge workshops Mechs are being designed, built and optimized. Resources are limited, old technology needs to be recycled in a process in which trash evolves into a powerful weapon.
The game provides a full single player campaign, which is narrated from different perspectives. Three factions fight for victory:
- The wealthy Alliance, a union isolated in mega-cities, last remaining huge infrastructure in the polluted nuclear barrens.
- The poor Resistance, that lives in the deserts and is hardened by its unforgiving nature, they collect old technology and improve those, tinkering to survive.
- The Unknown living in the forbidden area, polluted that heavily that no man could ever return to tell a story about the mysterious and dangerous land.
All factions insist on forcing their beliefs and ideologies on each other to rebuild the new world out of the ruins of a nuclear disaster.
The single player campaign tells the story of the Alliance and their endeavor to conquer all lands. As a young general you have to reconquer, what rightfully belongs the Alliance.
The single player mode includes an extensive and immersive story, with dozens of characters. The missions are rich in variety: from crusades to rescue missions over revealing the truth. Players that accomplish missions will be rewarded with exclusive items, weapons and Mech-Parts.
The gameplay is similar to the multiplayer part. The player will build Mechs, conquer factories, build creeps and destroy the enemies.
The possibility for coop gaming will make the single player campaign even better. The normal campaigns will be playable with up to 2 players. Alongside with the normal campaigns the game will provide exclusive coop campaigns with up to 6 players. The most interesting part is the PvP coop campaign (3vs3), in that the players can fight in teams against each other.
Mechs are the central actors of the game. Their configuration and paired unit types will drastically influence the game.
Mechs types, weapons and tools can be combined individually. Every weapon and tool of each Mech will have requirements to energy generation output, engine torque and computer processing power (these are the equivalents to fantasy game attributes like agility, strength and intelligence). Three slots are available on every Mech for installing a power generator, engine and processor. Only one of them can be improved. For example, by integrating a more powerful processor. In that case energy and engine power will be reduced:
OR an alternative configuration will result in this:
These are the main stats of a Mech. Every equipped tool and weapon will decrease them. Heavier and more complex weapons and tools will use more capacity. Lighter and simple equipment will use less capacity. Every player needs to evaluate his Mech configuration and create a balance between stats and equipment to be effective early game.
Every stat results in a bonus in the battle phase:
- ENERGY: Increases ability power regeneration (consumed by special abilities [mana]), health regeneration and attack Speed.
- TORQUE: Increases movement speed, health points and armor points (for damage reduction).
- MIPS: Increases available ability power, increased experience gain, increased weapon precision.
The stats go up with each level. The starting amount of stats will determine the bonus in early game.
The usable weapon and item categories are constrained by Mech types. The type will additionally determine available slots and carrying capabilities. A Mech can be one of the following types:
LIGHT MECH: Are fast and agile actors, that can carry light and energy weapons. Light Mechs are used in early game to control the map and eliminate units.
The usable equipment amount is limited, but this guarantees high resource availability, which results in huge stat bonuses on game start. This will make the light Mech superior to other Mech types in early game.
- MEDIUM MECH: Are strong and well-equipped Mechs. The medium Mech can use every equipment category. Medium Mechs are effective Mech eliminators and tend to be dominant in mid-game. The medium Mechs will scale slower but constantly.
- HEAVY MECH: Are overwhelmingly strong and massively equipped Mechs. They scale very slow but dominate the end-game. They can eliminate Mech groups and destroy the enemy base. To reach this state heavy Mechs must be protected and supported by teammates in early-game.
Every type of Mech can hold a different amount of equipment. The usable power sources, engines and processors are the same for all types.
Every Mech type can hold different amounts of weapons and items. Some slots are suitable for heavier weapons; some are limited to light weapons. The weapon type will define its basic attributes:
LIGHT WEAPONS: shoot projectiles. These weapons have less stat requirements. The usage of light weapons will keep stat bonuses high in early game.
The light weapons have advantages in attack rates and are excellently suited for unit (creep) elimination. These weapons have a low range and an average damage output.
Light weapons are mainly used by scouts, anti-creeps, support or hit and run players.
Examples: Machine Gun, Gatling, Cannon, Light Missile Launcher, Grenade Launcher
HEAVY WEAPONS: Are also projectile based. These weapons have high requirements to CPU and engine. This will lower the starting stats. The advantage of heavy weapons is the convenient attack range and high damage output, at a cost of low attack rates. Heavy weapons cannot be carried by light Mechs.
Heavy weapons are used by anti Mechs, AoE damage dealers (Area of Effect), ranged attackers.
Examples: Heavy Cannon, Heavy Missile Launcher, Sniper, Minigun
ENERGY WEAPONS: Are energy based, armor piercing weapons with medium damage output. These weapons have an average attack rate and range. The CPU and energy supply requirements are high.
They are mostly used by universal-combaters, anti-creeps and supports.
Examples: Laser Cannon, Laser Gatling, Phaser, Plasma Cannon, Railgun
Every weapon (and item) will provide an unique ability. Every Mech will have a maximum of 5 slots for abilities. The player has to fill these slots with abilities enabled by equipped weapons (and tools).
Tools are support equipment increasing stats and enabling special abilities. The tool slot count is much lower compared to other slots. Abilities are described in detail later.
To enable maximum balance and enable player equality we introduced our stat system. This system will provide a circle, that is divided into three main areas with overlapping in-between areas.
The areas represent the bonus damage for one particular armor type. A weapon will only have a maximum of two bonuses. Weapons can move between two areas. They will address both armor types, but this will split the resulting damage bonus between the armor types. Specialized weapons will have a stronger bonus in one category.
The closer a weapon is to the border, the stronger the weapon will be, but the higher the requirements will get.
*STRETCH GOAL 20K $*
Equipment can be created, improved and modified in a crafting menu. By combining items and weapons, specialties and advantages can be transferred to the new equipment. Created weapons will have unique attributes. Resulting parts will have different models and textures. This will enable stronger individualization and different play styles.
The crafted material will not be more powerful than the original used equipment. The stats will be shifted and new usage areas will be covered. The same equipment stat system will be used as described previously.
*STRETCH GOAL 25K $*
The battle ready Mech needs to be combined with a unit squad. Unit squads are a collection of unit (creep) types, that are built in the automated factories. Factories that are conquered by the player will produce these selected units. Units are separated into following categories:
- SOLDIERS: Are unarmored units, that are cheap and accessible in early game. The soldier specialization (anti-soldier, anti-tank, anti-Mech) will determine strength and weaknesses. Soldiers are vulnerable to projectile weapons, but have a resistance to energy weapons.
- LIGHT TANKS: Are light armored vehicles, that are fast and good against soldiers.
- HEAVY TANKS: are heavy armored vehicles, that are slow but durable. They are effective against other vehicles. In groups they can as well be dangerous to Mechs.
Units can be improved in a crafting menu like equipment, resulting in more individual stats.
Before the battle starts every player can choose from his own configurations and see the competitor’s choices. The competitors Mech configurations will be shown with all stats and short guides about strengths and weaknesses. After 60 seconds the selection process stops and the last selection will be used for the game.
The battle will be hold in a classical MOBA manner. The player can eliminate enemy units and Mechs.
The main base consists of several defense structures and one factory, which builds units automatically. At the beginning every player should try to conquer as much factories as possible. The factories are defended by neutral guard towers and units, which have to be destroyed. The guard tower can be rebuilt. In construction times the factory is not defended and enemy units can attack and destroy it.
After the first factories are conquered additional units will spawn and move out on the lane to the enemy base. For every conquered factory the main factory will produce one unit of the scheduled type.
For eliminating enemies and conquering factories the Mech earns experience. In Mech configuration dependent steps the Mech gains a new level. Every level will deliver one point, that can be invested in stats or abilities. Every Mech will develop a unique play style according to its configuration.
The player has the ability to pick up some units and form a squad with these units. These units will follow the Mech and attack enemy targets in range. The player can command these units to defend a position on the map, return to base and release them to move on the lane again.
As in other MOBA games an item shop will provide items. These items can be consumed to increase stats over a period of time, repair the robot or permanently increase stats. The items can be bought with the currency W (watt), which can be earned by eliminating enemy units and Mechs. In contrast to other MOBA games the items can only support the Mech. Items will not do a heavy impact on the gameplay. The Mech configuration is the central function for improvements and optimizations. To improve the Mechs configuration the shop provides upgrade kits for equipped weapons. Every weapon can be upgraded and improved with a kit. The upgrade kits are available as a Mechs level increases. The upgrade will increase damage and bonuses of each weapon
The group that destroys the enemy base wins the game. To achieve this goal, the players firstly have to destroy the enemy factories and attack the base cooperatively. This goal can be achieved in different ways:
- By dominating the factories
- By leveling up heavy Mechs and frontally attacking the enemies base.
- By eliminating enemy Mechs and preventing them from supporting units.
- Feel free to invent more winning styles on game release!
The success will depend on preparation (Mech building and creep selection) and team play.
All play modes and games can be restricted by the game creator. By integrating filters, joining players can be controlled and matches with proper team players can be made possible. Besides these restrictions different game modes exists:
- UNRANKED GAME: A normal game that will be hold to gain some experience and have some fun.
- RANKED GAME: Game stats will be saved and included in the player's ranking. The player can fight in different competitions and leagues. The difference to a normal game is the equipment exchange. Each player of the winning team will be rewarded with (the weakest) one equipment from every Mech of the defeated team. This exchange guarantees item exchange between the community and gives a huge motivation to win the game. The lost item can be retrieved, for example, by waiting an amount of time.
- ARENA GAME: Will be the same as the ranked game. Instead of removing one equipment on loss, the whole Mech will be lost when defeated (permadeath). These kinds of games will be logged and presented in (live) channels. Clans that are in dispute can solve their problems in the arena. The arena will be the most dangerous place for players in MECH WARS! This playmode will be optional and only used by pro gamers, who love risk.
Every item can be sold or bought by players in an internal auction house. The player can choose any price tag . Especially good Mech configurations can be a valuable selling item.
The main achievement for bakers are the single player campaigns, exclusive items and the in-game currency RAD (Radiation). In our first single player campaign (The Alliance) you will have a 30h of great gameplay. The single player missions will include an intensive story with secrets, intrigues and nasty surprises. The campaign will include new weapons and equipment, which can be achieved by completing missions. The single player campaigns will be sold (to non-bakers) after release for 29$. As a backer you will get the single player campaign exclusive extra items and additional RAD. Only the RAD worth more than your actual funding. For example, for 99$ you will get 2.5x amount of RAD as 99$ is actually worth (=worth 250$ [this will be more than enough to buy all items and DLC's even those which will be released in further add-ons!]). The single player campaign owners can use this currency to unlock items, before completing the missions or use them to buy DLC's or unlock visual improvements, as texture packs and skins.
Additional exclusive in-game Mechs and weapons will make the achievement even better!
On our collector’s editions you will receive high quality physical items (with MECH WARS brand), like keychains, a pocketknife and much more interesting surprises.
Our clan packages are great starter-kit for clans. Containing dozens of ANNIHILATOR packages.
Further you can support us by ordering one of our limited packages. With this package you will be involved in exciting development processes and will get exclusive access to internal information.
This kickstarter campaign is NOT a way to grow rich! We will finance our core development until the early access phase on steam. So our first target is 15.000$. This is not much money and 70% will go to asset creation and direct staff loan payments. The rest will be used for the Kickstarter fees and taxes.
We would be happy to be able to deliver a more complex game. So we defined 5 stretch goals:
- 20K $ Weapon and Tool crafting module (described earlier)
- 25K $ Unit build types and individual unit building (described earlier)
- 30K $ A mobile companion app for building and preparing your Mechs on your mobile device
- 60k $ Extended single player campaign (extra 30h of gameplay) with (anime-style) animated videos (total 30min length), full synchronized by professional voice actors. (You will forget the game and watch the sequences ;)
- 70K $ Mac and Linux (SteamOS) version. With your help we will port this game.
Spread the word and please help us! This campaign will only be possible with your help. But we don't only want your money! We have an active community, that helps us improving the game. We do polls for decisions and listen to the player feedback. Even ideas and concepts of our community members are incorporated. This is not a black box game and we will not deliver a product, as selling some pre-manufactured goods. We want to develop the game that you demand and deserve. So help us and be a part of MECH WARS.
HAN STUDIOS was founded in 2015 and has done some great work until now. The team consists of crazy game developers and addicted gamers, with valuable practical experience in game development. Our main focus is on quality, fairness and feedback. We want to create a game that players desire, not what publishers demand. We are convinced that our dedication made us find our inspiration in your vision of a good game. Please support us, so that we can preserve our philosophy. The whole Team will be grateful.
Risks and challenges
We have strictly planned this project and still invest many hours of hard work to localize risky weak spots. In our opinion the weakest spot in this project is fair game balance. A multiplayer game has to be fair and no player should take advantage of imbalances, only with skill and teamplay. To prevent unfairness, cheating and frustration, we have created a mathematical structure for stats (briefly explained before). Additionally we will stay in close affiliation with all players. The gamers will be included in development processes. Every problem that gamers could possibly encounter will be solved immediately before the game reaches the gold master. We solve all upcoming issues all together and develop the game that you really want!Learn about accountability on Kickstarter
- (30 days)