=====EDIT 2: Download added========
You can download an excell spreadsheet that functions as a mechlab using the rules proposed here with the following link:
http://files.enjin.com/112042/ZR%20Mechlab%20v2.1.xlsx
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There’s been a lot of talk about how to do the mech lab, and how it might ruin the game. I’ve been thinking about a way to combine the best of the MW2/MW3 mechlabs (which were basically CBT mech labs) and the more restricted, hardpoint system found in the MW4 mech lab.
In MW2 and 3 single player, I would often configure my mechs to match their geometry and to match or at least come close to their primary configs. Ididn’t play MW2/3 multiplayer, but from what I’ve read, it was horribly min-maxed with mechs bearing no resemblance to their original form.
I played MW4 multiplayer extensively as part of a tonnage and tech restricted leagues (UTS and NBT4/NBT-Mercs). I’m not going to pretend that there weren’t dominant weapons (ERLLs primarily, ERPPCs, GRs, LRMs, LBX10s/20s secondarily) and dominant mechs (Novacats, Shadowcats, etc.), but there was actually a pretty wide variety of mechs used for their different capabilities. Without going into too much detail, I credit the MW4 mech lab’s hardpoint system. Still this system isn’t perfect.
Here are, in my mind, the advantages and disadvantages of both:
MW2/3/CBT
Advantages
--Sticks to the TT game (important for old timers/CBT fans)
--Clear, transparent construction rules (i.e. you know exactly what is on the mech, how much it costs, etc.)
Disadvantages
--Mechs lose their identity (e.g. any IS 100 tonner can be configured exactly the same)
--Aesthetically unpleasing (missles coming out of heavy AC barrels, lasers out of missle racks)
--Easy to min-max mechs. Endgame is that only a few different configurations are used by anyone
MW4
Advantages
--Mechs have more distinct identities because they are limited in what they can carry
--More aesthetically pleasing (e.g. only heavy ACs/GRs fire out of heavy cannons)
--More difficult (but not impossible) to min-max mechs
Disadvantages
--Disconnect from the TT game (i.e. can’t make that one config that you made in CBT)
--Opaque construction rules make it seem like some mechs have unfair advantages (e.g. 360 torso twist, slow heat scale, cheaper engine upgrades)
Here is how I would suggest combining the two. Note that I will work with the IS weapons systems only for the sake of simplicity.
1) Start with the CBT construction system of critical space and tonnage
2) Categorize weapons and equipment based on size and type. I would do it this way:
E1: Small energy (SLs, Flamers)
E2: Medium energy (MLs, MPLs, etc.)
E3: Large energy (LLs, LPLs, etc.)
E4: Heavy energy (PPCs)
B1: Light ballistic (AC2, Mguns)
B2: Medium ballistic (AC5s, LGRs)
B3: Large ballistic (AC10s, GRs)
B4: Heavy ballistic (AC20s, HGRs)
M1 -> M4: Small to large missile launchers (LRM5 -> LRM20, SRM2/4 -> SRM6x2/4x4)
T1 -> Small tech (tag, AMS, C3-slave)
T2 -> Medium tech (BAP, ECM)
T3 -> Large tech (C3-Master, Command Console?)
3) Standardize the critical size for each of categories. This is where we start to deviate from CBT build rules, especially for the heavy ballistics. I would err on the size of less restriction to make sure that all CBT configurations would still fit. For example, I would make B4 = 10 crits, which makes the LBX20 and HGR (I think) smaller by 1 crit. Here is how I would do it:
E1: 1 Crit
E2: 1 Crit
E3: 2 Crit
E4: 3 Crit
B1: 3 Crit
B2: 5 Crit
B3: 7 Crit
B4: 10 Crit
M1 -> M4: 1 -> 4 Crit
T1 -> 1 Crit
T2 -> 2 Crit
T3 -> 5 Crit
4) Treat the categories as MW4 style hardpoints, with the following restrictions: they can only hold one weapon, and can only go up or down one size. For example, if I had a B4 hardpoint, I could put any size 20 AC or HGR in it. I could also put any size 10 AC or normal GR in it. However, I could not put any number of light ACs (2s or 5s), LGRs, or Mguns in it. The only exception to the one weapon rule would be SRMs. CBT only has small sizes of SRMs, so I would suggest including, for the M2 slot SRM8s (2xSRM4), for the M3 slot SRM10s (SRM6+SRM4) and SRM12s (3xSRM4), and for the M4 slot SRM14s (SRM6+2xSRM4) and SRM16s (SRM4x4).
5) Create hardpoint layouts based on CBT prime configurations. The best way to demonstrate this is by example. Take the Atlas AS7-D: 1 ML in each arm, 2 ML in the chest (moving them to the front like as shown in MWO), AC20 I the right torso, LRM20 and SRM6 in the left torso. This would give it the following hardpoint layout and primary config
LA: E2 ML
LT: M4 LRM20
LT: M2 SRM6
CT: E2 ML
CT: E2 ML
RT: B4 AC20
RA: E2 ML
6) Allocate remaining critical space as “equipment space.” This can be used for ammunition, heat sinks, any other non-electronics equipment (including non-CBT additions like 360 torso twist equipment) and for expanding hardpoints. For example, if I have a B3 slot (standardized to 7 criticals), I could put an AC20 (a B4 sized weapon) in it, but I would need 3 free equipment space to fit it (let’s leave aside critical splitting for now). Given that the atlas has a fully articulated arm, the equipment space for the AS7-D, including ammo and HS for the primary config, would look like this (number in parentheses = space used):
LA:7ES (1) 1xHS
LT:6ES (4) 1xHS, 1xSRM Ammo, 2xLRM Ammo
LL:2ES (2) 2xHS
H:1ES (1) 1xHS
RL:2ES (2) 2xHS
RT:2ES (2) 2xAC20 ammo
RA:7ES (1) 1xHS
7) Set up the mech lab to look like MW4’s but with two screens: hardpoints and equipment space. The player need only view the hardpoints screen to configure a mech. There would be a add/subtract heatsink button, and add/subtract ammo buttons for each ballistic weapon. The mech lab would automatically allocate heatsinks and ammo to free equipment space, but the player could go to the equipment space screen to re-allocate as they want.
8) Change the mech model based on weapons configuration. For example, if we drop the heavy AC from the atlas and leave the B4 empty, remove the AC from the model. If we leave the M2 or M4 empty, cover the missle tubes up with a panel. Externally mounted or internally mounted E2 slots could be removed from the model for covered with a panel, respectively. Furthermore, if you change a weapon from what is found in stock, the model/artwork should change accordingly.
So what could we do with the atlas using this system? The primary config looks like this
Hardpoints
LA: E2 ML
LT: M4 LRM20
LT: M2 SRM6
CT: E2 ML
CT: E2 ML
RT: B4 AC20
RA: E2 ML
Equipment
LA:7ES (1) 1xHS
LT:6ES (4) 1xHS, 1xSRM Ammo, 2xLRM Ammo
LL:2ES (2) 2xHS
H:1ES (1) 1xHS
RL:2ES (2) 2xHS
RT:2ES (2) 2xAC20 ammo
RA:7ES (1) 1xHS
Lets say we want to turn it into a ranged fighter. Lets also assume that we’re still using 3025 tech. We could swap the AC20 for an AC10, freeing 2 tons (IIRC), and use that two tons to turn the SRM6 into an LRM10.
Hardpoints
LA: E2 ML
LT: M4 LRM20
LT: M2 LRM10
CT: E2 ML
CT: E2 ML
RT: B4 AC10
RA: E2 ML
Equipment
LA:7ES (1) 1xHS
LT:6ES (4) 1xHS, 3xLRM Ammo
LL:2ES (2) 2xHS
H:1ES (1) 1xHS
RL:2ES (2) 2xHS
RT:2ES (-1) 2xAC10 ammo,-3xB4->B3
RA:7ES (1) 1xHS
We could also drop the LRM10, and two MLs completely and turn the arm mounted MLs into LLs. Note that there is now equipment space available in the CT and more available in the side torsos.
Hardpoints
LA: E2 LL
LT: M4 LRM20
LT: M2 Empty
CT: E2 Empty
CT: E2 Empty
RT: B4 AC10
RA: E2 LL
Equipment
LA:7ES (1) 1xHS
LT:6ES (2) 1xHS, 2xLRM Ammo, -2xEmpty M2
LL:2ES (2) 2xHS
H:1ES (1) 1xHS
CT:0ES (-2) -1x2xEmpty E2
RL:2ES (2) 2xHS
RT:2ES (-1) 2xAC10 ammo,-3xB4->B3
RA:7ES (1) 1xHS
What if we wanted to make the Atlas into a dedicated infighter. This is a simple matter of taking the 10 ton LRM20 and turning it into a SRM16 (4xSRM4) with 2 extra HS
Hardpoints
LA: E2 ML
LT: M4 SRM16
LT: M2 SRM6
CT: E2 ML
CT: E2 ML
RT: B4 AC20
RA: E2 ML
Equipment
LA:7ES (2) 2xHS
LT:6ES (4) 1xHS, 3xSRM Ammo
LL:2ES (2) 2xHS
H:1ES (1) 1xHS
RL:2ES (2) 2xHS
RT:2ES (2) 2xAC20 ammo
RA:7ES (2) 2xHS
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That’s the overall idea for the system, but there are a lot of other separate issues that could go a number of ways. Here are my suggestions
Armor
I think that in order to keep the character of the mechs, armor changes should be restricted. I don’t know what would be reasonable, but here’s how I would do it
-Base armor levels are set by the CBT stock configuration, according to CBT build rules
-Armor levels may be changed by +/- a certain amount (10%? 20%?)
-*Modified* armor levels may exceed CBT build rule maximums
This would make it so that an Atlas, which has the maximum amount of armor for a 100 tonner in CBT, will always be able to hold more armor than a 100 tonner with less than maximum in the stock config. Perhaps increasing armor over CBT maximums would require equipment space (critical)
FF armor and ES internals
I think that ES internals should be locked down completely, and their critical locations unchangeable. It makes no sense that a mech would be able to change its skeletion. Furthermore, ES internals are simply the best weight saving upgrade period. FF armor is always worse than ES when it comes to saving weight, so I could see a mech shifting to FF armor. However, there should be some restrictions. I don’t think you should be able to choose where the critical go (e.g. a mech going from standard to FF armor would have to have 3 criticals available in each arm and side torso, and at least 2 available in the CT, legs and/or head).
Engines
I would suggest restricting or locking down engine size. Certain mechs, like the Dragon and Banshee are special because they are fast for their size. If you could drop their speed or jack up the speed of other similarly weighted mechs to match, they lose some of their character. I would suggest restricting the range of engines that you can switch to. This is somewhat “realistic.” In reality, you can’t just plop a Mustang’s 5 liter V8 into a Prius. There’s simply no space, the engine mounts almost certainly don’t match, and the chassis probably couldn’t handle the extra weight in front. As for XL and light engines, I could see the argument for upgrading and downgrading. The process should be expensive, and would of course require equipment space in the side torsos.
Electronics
In my system, electronics can already be allocated via the “T” hardpoints. However, my experience in MW4 tells me that mechs that can’t carry any electronics (like, say, AMS) are going to suffer a sever disadvantage. Furthermore, because the stock configs of 3025 mechs have no electronics, all of the old mechs will fall into this category. I suggest the following:
-Add electronics slots to 3025mechs that look like they should have them (e.g. Atlas, Black Knight, Rifleman)
-Give every mech a free “electronics slot.” This slot would take up no crits, could be easily swapped (like ammo, before a drop), but the electronics in the slot would still require free tonnage and would be mounted externally (i.e. easy to shoot off).
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Omnimechs
For omnimechs, I think that giving them omni hardpoints, as in MW4 is a mistake. It basically leads to the same gun-bag problem of the MW2/3 mech lab, but on a smaller scale. I would suggest that omnimechs be given “pods” where pods are different configurations of hardpoints for given locations.
I would do the following:
1) The omnimech’s base config (empty of weapons, fixed equipment only) would be based on the CBT construction rules.
2) Unlike battlemechs, omnimechs can not alter their armor at all, and cannot remove or change the location of their fixed equipment. If we go with the “free electronics slot” idea, omnimechs wouldn’t get this.
3) Omnimechs are given “pods.” Pods are configurations of hardpoints and equipment space that fit within a set number of critical. An omnimech may have several pods for a given location. Pods will be unique by mech and will at least initially be based on CBT configurations.
4) Switching pods should cost much less (however cost is assessed) than modifying a battlemech or may even be free. However, maintaining and repairing omnimechs should be more expensive.
Again, the best way to demonstrate this is by example. For this example, I’ll use the Sunder (as opposed to a clan mech) so that all of the hardpoints/critical space etc. from the Atlas will carry over.
The Sunder uses standard armor, standard internals and an XL engine. It has 15 fixed DHS, one of which is external to the engine. This DHS is fixed in the RA. It has no lower arm or had actuators. So the available space (and therefore, the size of each pod) in the sunder is as follows:
RA: 7 (-3 DHS)
RT: 9 (-3 XL engine)
RL: 2
H: 1
CT: 2
LL: 2
LT: 9 (-3 XL engine)
LA: 10
In all of its configurations, the sunder packs the following weapons/electronics by location:
RA: 2xLL, 1xERPPC, MRM30, 2xMPL, 2xPPC
RT: ML, MPL, ML+C3M
RL: Empty
H: SRM4, LRM5, SSRM4, Empty
CT: 2xSRM4, 2xLRM5, LRM10, SSRM4, Empty
LL: Empty
LT: ML, MPL, ML+C3M, ML+C3S
LA: AC20, GR, LRM20, MRM40, LBX20
Based on this, we could represent the Sunder using the following pods
RA-Pod1: E3-E3-ES(3)
RA-Pod2: M3-ES(4)
RT-Pod1: E2-T1-ES(7)
RT-Pod2: E2-T3-ES(3)
RL-Pod1: ES(2)
H-Pod1: M1
CT-Pod1: M2
LL-Pod1: ES(2)
LT-Pod1: E2-T1-ES(7)
LT-Pod2: E2-T3-ES(3)
LA-Pod1: B4
LA-Pod2: M4-ES(6)
So, overall, you could switch your sunder’s left arm between a heavy AC slot or a heavy missle launcher, the right arm between a pair of large beam slots or a large missle slot, and each side torso between a medium beam slot and a light tech slot or a medium beam slot and a large tech slot. Even though the head, CT, and leg slots don’t change, you still have a configuration advantage over battlemechs as you can move things in and out much more easily (i.e. without time/expense/right before drops/etc).
Just for laughs, here’s what a dire wolf would look like using the same system (note that clan weapon slots would all be different):
RA-Pod1: B2-E3-E3-E2-E2-ES(1)
RA-Pod2: E4-E3-ES(2)
RA-Pod3: E4-B3-ES(2)
RT-Pod1: M2-ES(6)
RT-Pod2: B2-B2
RT-Pod3: B4
RT-Pod4: T1-ES(7)
H-Pod1: E2
CT-Pod1: T1-ES(1)
LL-Pod1: ES(2)
LT-Pod1: M2-ES(6)
LT-Pod2: B2-B2
LT-Pod3: B4
LT-Pod4: T1-ES(7)
LA-Pod1: B2-E3-E3-E2-E2-ES(1)
LA-Pod2: E4-E3-ES(2)
LA-Pod3: E4-B3-ES(2)
So the Dire wolf would still have ridiculous configuration possibilities, but there would still be limits to what you could see on a DW.
This system would give Omnimechs much more flexibility than battlemechs. However it would also preserve their character and make it easier for the game designers to model them.
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Space restrictions based on size
In CBT, the different sizes (as opposed to masses) of different mechs wasn't really taken into account. Small mechs could, IIRC be as small as 8m high, while the atlas (and later Executioner) were close to 15m. However, all mechs had the same critical space despite their sizes. A good example (from mechs included in MWO) is the commando vs the atlas: both have a fully articulated arm with a single ML in it meaning both have the same amount of remaining critical space for heatsinks/whatever ... even though the commando is much smaller. This wasn't really an issue since being small didn't really give you an advantage ... all mechs were equally hittable.
This becomes an issue in a real-time mech game. Anyone who played MW4 knows that size plays a huge effect: you can get a Loki up to 96kph, but compare it to a similarly fast Raven ... the raven is much smaller and much harder to hit. The size differences is basically a free buff to the Raven, from a mech construction standpoint, and the idea that a much physically smaller mech would have the same space available just doesn't make sense.
I suggest reducing or increasing critical space based on physical mech size. However, to make things fair you have to also mess with FF/ES (and potentially other space-reducing structural equipment) space. This makes sense as the crits taken up by FF/ES don't represent actual equipment, but rather the bulk of the structural elements reducing a % of the avaiable space. A smaller mech would have a smaller skeleton and a less volumnious armored shell.
Here's how I would do it:
1) Lock down the head, CT, and legs, assuming that the cockpit is the same size for every mech, and that the leg actuators, gyros size and engine size scale up with mech size so that there is always 1 crit in the head and 2 in the legs/CT.
2) You now have 4 locations (RT/LT, RA/LA) with 12 crits each for 48 crits, + 7 crits from H/LL/RL/CT for a total of 55 free crits.
3) Standardize mech size by weight class. Consider including "super light" class for really really small mechs (commando, locust, etc).
4) Set assaults as basline and subtract crits by weight class from the RA/LA and RT/LT:
-Assaults: -0 crits per location (CBT standard)
-Heavies: -1 crits per location (-4 total)
-Mediums: -2 crits per location (-8 total)
-Lights: -3 crits per location (-12 total)
-Super-lights -4 crits per location (-4 total) (think 20-25 tonners, maybe really small 30 tonners)
5) Proportionally reduce FF/ES size as crit space decreases
-Assaults: 14 crits (CBT standard)
-Heavies: 13 crits
-Mediums: 12 crits
-Lights: 11 crits
-Super-lights: 10 crits
I already played around with this model and it makes certain configurations (specifically, alot of fast IS meds/lights with ES and FF like the Osiris) impossible. Maybe thats not a bad thing. CBT stock configs can certianly be changed.
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Mechlab simulator
The following link has an Excel spreadsheet that functions as a mechlab that uses the rules suggested in this thread:
http://files.enjin.com/112042/ZR%20Mechlab%20v2.1.xlsx
I've included all of the mechs confirmed for MWO, any confirmed variants of these mechs, and at least one 3050 upgrade for each. I've also included a sheet with a series of mechs that could (by MWO's timeline) and (IMO) should be included in MWO. These include the mechs that won the weight class polls in the general discussion forum, as well as some others that I liked/think would would good to add.
EDIT: Added new version that includes "MWO mode." This removes size restrictions from the hardpoints, consistent with what we know about hardpoints so far.
I haven't added sheets for omnimechs or any clan mechs, but I plan to do this in the future.
Edited by zorak ramone, 26 April 2012 - 06:19 AM.