Mechwarrior 4 Mercenaries Book of Variants

Mechwarrior 4 Mercenaries Book of Variants
Author: Jason "Coolant" Head
Publsiher: Lulu.com
Total Pages: 34
Release: 2010-04-23
Genre: Games & Activities
ISBN: 9780557353675

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Free to download. For a PRINTED copy go to HTTP://WWW.LULU.COM/PRODUCT/PAPERBACK/MECHWARRIOR-4-MERCENARIES-BOOK-OF-VARIANTS/6451548. Mechwarrior 4 Mercenaries Book of Variants is the third and final book in a series. This strategy guide is meant to compliment the previous two. Building these variants may help you to score points, but without the tactics listed in the first book, or picking the right mech and variant for the map that is mentioned in the second book, you really aren’t using these variants to their full capacity. Put simply, you may not see a huge change on the scoreboard. Hence, the need for this guide. Specific variants for many mechs are listed in detail allowing you to make them in the Mechlab in just seconds. Then its on to combat where your newly build mech will see action and where you will see your points soar.

Mechwarrior 4 Mercenaries Strategy Guide

Mechwarrior 4 Mercenaries Strategy Guide
Author: Jason Head
Publsiher: Lulu.com
Total Pages: 74
Release: 2010-03-06
Genre: Games & Activities
ISBN: 9780557300327

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THE authority on scoring points in the Battle/Team Battle game type for the Mechwarrior 4 Mercenaries PC game. This unofficial guide will help you to soar to the top of the leaderboards in multiplayer. If you want tips on how to outscore your opponents read this strategy guide!

Mechwarrior 4 Mercenaries Comprehensive Strategy Guide

Mechwarrior 4 Mercenaries Comprehensive Strategy Guide
Author: Jason Head
Publsiher: Lulu.com
Total Pages: 157
Release: 2010-03-06
Genre: Games & Activities
ISBN: 9780557356041

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This comprehensive manual covers all the basicand advanced tactics and styles of play that everyMechwarrior shouldn't be without. This guidetakes an in-depth look at all things Mechlab fromstatistics to components. Specific mechs areexplored as well as specific variants - 37 of themwith 18 mechs represented, and 5 Battle Armorconfigurations. Also included are 42 maps withsynopsis, terrain and dropzones. THe core engineis explained through experimentation. Lastly, theBattle/Team Battle format is scrutinized in detailwith Formulas, Damage Multiplier and the CoolantEquation. If you've ever wondered how toconsistently outscore the opponent and be at thetop of the scoreboard read this guide!

Mechwarrior 4 Mercenaries Map Strategy Guide

Mechwarrior 4 Mercenaries Map Strategy Guide
Author: Jason Head
Publsiher: Lulu.com
Total Pages: 62
Release: 2010-03-06
Genre: Games & Activities
ISBN: 9780557327973

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Mechwarrior 4 Mercenaries MAP Strategy Guide isthe second in a series of three Strat Guides. Thismanual goes into detail about specific multiplayermaps you will encounter when playing Mercs. Itwill prepare you to tailor the tactics explained in thefirst guide to the current map. Specific tactics arementioned played by the author and tested in onlineplay. The first guide helped with scoring points onthe Battle/Team Battle format with generalities.However, different maps require different gameplayto be successful. How do you know when toBrawl? How do you know when to use Circle-of-Death? When is Hit-and-Run a viable Style ofPlay? This guide will answer those questions andsend your score soaring even higher.

MechWarrior 4

MechWarrior 4
Author: Doug Radcliffe
Publsiher: Unknown
Total Pages: 0
Release: 2000
Genre: Computer games
ISBN: OCLC:1392385271

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Science Fiction Video Games

Science Fiction Video Games
Author: Neal Roger Tringham
Publsiher: CRC Press
Total Pages: 540
Release: 2014-09-10
Genre: Computers
ISBN: 9781482203882

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Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).

Funology 2

Funology 2
Author: Mark Blythe,Andrew Monk
Publsiher: Springer
Total Pages: 561
Release: 2018-07-20
Genre: Computers
ISBN: 9783319682136

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How should we understand and design for fun as a User Experience? This new edition of a classic book is for students, designers and researchers who want to deepen their understanding of fun in the context of HCI. The 2003 edition was the first book to do this and has been influential in broadening the field. It is the most downloaded book in the Springer HCI Series. This edition adds 14 new chapters that go well beyond the topics considered in 2003. New chapter topics include: online dating, interactive rides, wellbeing, somaesthetics, design fiction, critical design and participatory design methods. The first edition chapters are also reprinted, with new notes by their authors setting the context in which the 2003 chapter was written and explaining the developments since then. Taken with the new chapters this adds up to a total of 35 theoretical and practical chapters written by the most influential thinkers from academia and industry in this field.

Funology

Funology
Author: M.A. Blythe,K. Overbeeke,A.F. Monk,P.C. Wright
Publsiher: Springer Science & Business Media
Total Pages: 294
Release: 2006-03-28
Genre: Computers
ISBN: 9781402029677

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This book reflects the move in Human Computer Interaction studies from standard usability concerns towards a wider set of problems to do with fun, enjoyment, aesthetics and the experience of use. Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability. This book is a first step towards that. It brings together a range of researchers from academia and industry to provide answers. Contributors include Alan Dix, Jacob Nielsen and Mary Beth Rosson as well as a number of other researchers from academia and industry.