However, starting with the MechWarrior 2 Video Game, users could reconfigure almost any aspect of their 'Mech, including internal structure, engines and armor - which even OmniMechs can not do. Since this is better than Omni-Tech, how do we introduce OmniMechs to MechWarrior Online?
Here are a few ideas.
1. Modular Hard Points - OmniMechs should have different Hardpoints depending on what configuration they are in.
2. Build Your Own Configurations - In the Mechbay, you should be able to edit the Fixed Equipment (equipment that doesn't change)which will determine how much PodSpace you have. Then you'll be able to edit each configuration (Primary, A, B, C etc).
3. In Game Configuration Change - Since the 'Mech bay offers better than Omni-Tech, we need Omni-Tech to be better. An OmniMech should be able to change it's configuration during the game. This should take 10 seconds, during which time the 'Mech must shut down.
3A: Damage: The first problem with In-Game Configuration Changes is how to deal with a damaged Omni-Mech. If your AC/20 is destroyed, switching configurations should not give you a different main weapon.
The solution is hardpoints. Each configuration needs the same number of hardpoints. Each hardpoint is linked to one hard point on each configuration. Once a hardpoint is "killed" (the equipment or location is destroyed) equipment on that hardpoint won't work for any of the configurations. Further, if a hardpoint changes to a location that is destroyed, that also kills the hardpoint. There is still room for abuse but not at much.
3B: Modules: Should you be able to have different modules in each configuration? Absolutely. If you switch from a gunboat to a missileboat, you want a different tracking system, for example.
3C: Pickup Points: The concept here is that an OmniMech must reach a certain location before changing configuration. This is a terrible idea. It's fine for light 'Mechs but basically your assault 'Mechs are never going to get configuration changes. Assault 'Mechs are too slow to disengage from combat anyway, so the 10 second configuration change is not available to them anyway once they are in combat.
3D: Non-Changeable Equipment: There may be equipment, especially the ECM, which proves to be problematic with OmniMechs. In this case, the equipment can be designated as Fixed-Equipment-Only.
3E: Equipment Availability: Equipment designated for an OmniMech configuration should not be available for use on other 'Mechs at the same time. Further, equipment should only be available for use in one configuration at a time.
4. New Pilot Skills: The introduction of OmniMechs invites new pilot skills. At advanced levels pilots may even be able to keep moving while receiving a configuration change. A definite skill will be the speed of the upgrade. A high level skill may be an additional Omni-configuration option. Another skill may be an upgrade abort, allowing the pilot to get back into the action if needed. The OmniMechs will naturally find the power-up skill to be more important.
5. This action will delete all Configurations - Are you Sure?: When changing the Fixed Configuration of an OmniMech, if you decrease the amount of podspace available, the system will need to erase the existing configurations because they won't fit anymore.
5A. Save Two Old Configurations: Because of the amount of work required to set up an OmniMech and it's 3 to 7 configurations, OmniMechs should be able to save 2 additional configurations. That way if the user wants to try a new load out, they don't have to edit all 7 configurations every single time.
6. Purchase Each Configuration (except Primary/A): Unlike regular 'Mechs, there won't be 4 to 6 versions of an OmniMech. There will only be one. When we buy an OmniMech, we should get the Primary and A configurations. That way we can at least make one change. Then we should have to buy additional configurations. One configuration should be available only with MechCredits, which could be the Hero/Champion version. It's a nod to the fact that Piranha, Infinite Game Publishing, Nvidia and Catalyst Games need to turn a profit to keep MWO alive.
7. One Skill Tree per Configuration: Like purchasing the configuration, each configuration of an OmniMech should have it's own skill tree.
7A. Naming: Just one name per OmniMech.
8. Configuration Change Disruption: Some weapons, such as the flamer and ECM are designed to disrupt the operation of a BattleMech. Should these disrupt a Configuration Change of an OmniMech?
Is this going to Happen? When?
Most of the stuff I have posted is probably already in the works. I have no insider knowledge though. My ideas are a logical progression based on the board game, MWO and how hardpoints work.
The Poll
I've put up a poll so that R&D can see your opinions. Feel free to reply to talk about any of the subtopics not in the poll.
Mark Charke
Edited by Amethyst Blade, 22 April 2013 - 12:13 PM.