Why not make a book which contains everything you need for BattleTech's default campaign mode?
Because I doubt this title will ever have one book to bind them, one book to rule them all.
Even IO, the kitchen sink, reached critical mass and split like a cell.
I'm reminded of a quote I'll adapt to this scenario:
"Ask 5 people what's a default campaign to them, you'll get 6 answers."
Heck we're already seeing evidence in that with the constructive discussions with the folks here.
So we have the actual physical concerns of printing a big honkin' book and the difference of player's expectations.
Not even bringing into this what the company itself sees as a direction they want the title to go. I'm not that powerful in psychic powers yet.
Which clumsily leads me to the next thing...
You seem to be assuming that a new edition of the RPG shouldn't duplicate rule systems found in other Core Rulebooks. But why not?
I'm assuming you mean salvage and repair rules from Strat Ops, contract negotiations from books like the FM mercs, etc?
FASA did this and what did we get? Extra books that just echoed earlier things, but contributed very little.
1,000 mile Example: MW2ed has merc company construction rules, so does the Merc Handbook and its successor, the 3055 version.
As a player, I want to make a merc company. Which set should I use?
If they differ in rules, then now I want to know which one "is the right one"?
If they are the same, I just wasted money on books that didn't offer much.
I guess this is why I like the Core rulebooks where they handle the mechanisms, but supplements offer the extras.
Sure the tomes are bulky, but StratOps shows me how thing would be repaired or degrade no matter what era I would play.
RPG book shows me what happens when some player idjot jumps in front of a needler.
I need a game where I repair a Mech? Grab the StratOps, there we go.
Maybe. But to function as a substitute for the RPG, I suspect it would also need:
-repair rules
Already in StratOps, because I could have a campaign without any RPG play whatsoever.
Adding those rules again in a RPG book is superfluous.
I don't know if they'll have anything to supplement what's already in StratOps, but I doubt they need to reinvent the wheel.
-abridged unit generation for RPG folks who don't want to deal with everything
I could have sworn something was open tested for IO, split for the Companion book of course, that handles something like this.
Either way how abridged is abridged in this? Personally I see the epitome of it as "Randomly roll from some RAT, boom your merc force is done."
-a middle ground campaign tracking somewhere between "beans and bullets" and Chaos System
This is where my "5 players, 6 answers" quote would come into play.
Because I've always believe Chaos System to be that middle ground.
-a battle resolution system for RPG people who don't want to bother with the boardgame
I honestly don't even know if this title has something like that. Playing the Mechs without the boardgame.
Well unless we count the old Nova books, but I surely don't.
Now RPG resolution, I'm thinking up something for my own experiment.
-political and planetary events of a non-military (or at least non-battle) nature
And this is the one thing I with AToW really should have cribbed from MW2ed; the weekly/monthly encounter charts.
The encounter charts they have currently work fine for non Mechwarriors dealing with personal things, but nothing higher level.
Hopefully the Companion might have something.