Coralld, on 15 May 2012 - 10:11 AM, said:
Also something I think every one should know if they didn't already is that Omnimechs, particularly Clan Omnimechs "are not fully modular. An OmniMech's structural components: its engine, internal structure, armor and any equipment installed on the base chassis of OmniMech are "hard-wired" and cannot be modified outside of a total redesign of the 'Mech" That's from Sarna. So you may have your big bad Timber Wolf but guess what, all its armor, engine, heat sinks and other equipment cannot be changed. So you can change up the weapons very easily on a Omnimech for what ever roll you want but you can't change its over all performance like you can with a standard Battlemech.
That's a slight mis-statement of the Omni rules. Yes, everything that is pre-installed on the Mech is hardwired and cannot easily be changed. However, you can always add
extra heat sinks or other equipment via the pods just like you can change weapon loadouts. The hand and lower arm actuators are also considered pod-based and can be removed or added if need be (and need to be removed in the case of certain large weapons). Theoretically, you can also make the same changes (engines, etc) you can with a standard mech, but the changes necessary to do so ruin the Omni qualities of the mech.
I'm not sure how hard the coding for that would be, but that would place an interesting choice in the player's hands - keep the strategic flexibilty, or aim for one 'perfect' design?
That and remember that not all Clan mechs are Omni. Many of the most famous are, but there will be plenty that aren't. Those would, presumably, follow the same hardpoint rules as IS mechs.