While I totally agree with you here, you also have to remember that the Battletech game community at it's core are wargamers. And while it would be nice to bring in new blood to the universe, The majority of players these new players are going to meet are going to be wargamers and crunch RPG players. While I have nothing against narrative/lite rules players (just playing with the rules myself), I don't see them changing their playstyle to crossover into the greater Battletech community. So in the end further dividing CGL's resources to support another subset of the community. And while I say bring them in, I just don't want to see Any of these subset within the community get the shaft because of lack of resources to go around.
Some of the same issues above, if you are not expecting the players of this game to support the larger Battletech product line then it has to be asked why divert resources to it with the expatiation that you will get a few new players for this product only?
I get where you're going here. And honestly, I agree, I think growing the line is critical and that means prioritizing products and efforts that will bring in new players. But then...I'm not management. The best answer I can give as to their thinking is that having a modern-style RPG on the shelf provides one more way to expose a different sub-set of gamers to the BattleTech brand. I think you're on the mark that most gamers interested in a mecha-flavor RPG may not jump into a tabletop miniatures game, but it's an avenue of exposure that BT has always had.
As far as the
opportunity cost in producing this - hard to say. But considering that MW:D was included in the KS, I suppose that's evidence that it will be supported going forward.
On this one I have to ask
(no initiative)
1. Will there be an optional rule to add it?
Kind of? Players can use plot points they accrue through various methods to "jump in front" of another player to give a narration. It's a little hard to describe if you're not familiar with the Cue system - check out the Beta when it releases, then circle back to tell me what you think.
(all gear is covered through XP instead of cash)
1. Is this just in character creation or throughout the game?
2. Will gear have C-Bill cost if you want to ignore this?
3. Will armor have stat or is it just going to be a spend 3XP or what ever, get +1 armor system.
1. Throughout the game. I realize this isn't going to be everyone's cup of tea. But it's part of the rules-lite intent of the system. All hail the mighty C-bill, but it's a bit inconsistent to strip down most of the rules and still make you play AccountTech for repairing your gear and buying new stuff.
2. Groups are certainly empowered to track things via C-Bills if they choose, but there is not a list of costs in the book or anything.
3. I'm not entirely sure what you mean here. There are various types of personal armor, which each have a certain number of "pips" of damage they can sustain.
Before I get peppered by too many more specific questions, please know that we're in the final stages of getting the Beta together, so all those questions will be answered soon. I don't mean to put anyone off, but I don't want anyone to pre-judge the book before they take their own, fresh look at it. Phil put a lot of work into it.