But the current idea of omnimechs by PGI is extremely hindered when compared with battlemechs:
- Armor customization
- Omnimechs can not change the amount or type (standard vs FF).
- Battlemechs can change both.
- Omnimechs can not change the amount or type (standard vs FF).
- Engine customization
- Omnimechs can not change engine rating or type (standard vs XL).
- Battlemechs can change both.
- Omnimechs can not change engine rating or type (standard vs XL).
- Component customization
- Omnimechs can not change any components (jump jets, ECM, ect).
- Battlemechs can add or remove components that are allowed on that mech.
- Omnimechs can not change any components (jump jets, ECM, ect).
- Weapon customization
- Omnimechs contain pods, which are a set of hardpoints, between sections.
- Battlemechs have hardpoints already set for sections.
- Omnimechs contain pods, which are a set of hardpoints, between sections.
But, hardpoint customization sounds like a huge bonus right? Far from the truth. Hardpoints have no other limitations except for the type of weapon, meaning that hardpoints are already extremely open in what they allow. Plus, battlemechs usually contain so many hardpoints of all kinds that there is only a small need to modify them.
But, working on this idea that omnimechs can have huge weapon customization at the expense of having a chassis limited customization while battlemechs can customize it's chassis but their hardpoints are locked, we need to have some new rules for hardpoints.
This is where hardpoint sizes should come into play. Think about this, if battlemechs can only equip a subset of weapons for it's hardpoints, meaning not only the type of weapon but also it's size, then for all the restrictions for customizing armor, engines, and components, omnimechs can heavily modify what available weapons can be equipped.
These hardpoint sizes would be the available critical slots allowed to be equipped on the mech. Basically, hardpoints should have three limiters, type, size per hardpoint, and number. The size value is a maximum number of critical slots available in a given location.
Take an AWS-8Q for example, each of it's locations would have 2x Energy (4) hardpoints. This means each location can equip up to 2 energy weapons, totaling up to 4 critical slots in each location. This would limit the Awesome to being one of the few mechs that can equip multiple PPCs.
Another example is the HBK-4G, it's hunch containing 3x Ballistic (12). The HBK-4H would have 1x Ballistic (7) / 2x Energy (2). This limits the HBK-4G to being one of the few mediums to be allowed to equip an AC/20.
Omnimechs, on the other hand, have no critical slot limits, just a number and type. This would allow any omnimech with a ballistic hardpoint to equip anything from a UAC/2 to LBX/20, on any type of mech. Omnimechs also should be allowed to swap pods out in the pre-drop lobby. This is easily done by knowing how much tonnage the mech has available, thus the player can develop multiple pods and equip them after seeing the drop environment.
This is a two fold solving fix. The first problem it fixes is the customization issues between what is expected of omnimechs and what is already known for battlemechs. The second problem it fixes is giving back the uniqueness of certain battlemechs that are completely overlooked due to the open ended customization of weapon hardpoints.
One drawback to this change, though, is that all the champion mechs would have to be refunded and removed because they are built on the old system (unless they already fit with the design of the mech). But this is a small price to pay to fix a huge problem between omnimechs, battlemechs, and poor chassis/variants.
Edited by Zyllos, 11 January 2014 - 09:35 AM.