

Why Do All Mechs Have Same # Of Critical Slots?
#1
Posted 28 April 2013 - 05:44 PM
Example im trying to level Atlas's ddc is good, i have the Ds basics done and im trying ot get the basics on the R done i dont feel like doing the same builds in the R as the DDC and D, so for giggles i did 4 ppc or 4 LL, i end up having alot of tonnage left over even after filling every empty slot with heat sinks.
I just dont get how a 100 ton mech like the atlas would have the same number of critical slots as a 25 ton commando thats about 1/3 its height.
It shouldnt even be a Balance issue, you already have hard point restrictions, you already have weight restrictions.
Oh wait heres a better example, The Hunchback.... This poor guy has to run around with 1 or 2 of his side torsos sticking an extra 5-10 meters above his damn head and he doesnt even get extra Critical slots to show for it.
I know PGI will probably never change it at this point even though it wouldnt realy cause any extra work for them to rebalance anything keep the stock loadouts how they are now and do critcal slot numbers by at least class so
lights stay with 53
mediums get say 58
heavys get 63
assaults get 68
so the mediums would get say
1 extra critical in each torso
1 in each leg
heavies would get
1 each arm
1 each leg
2 each torso
assaults get
2 each arm
1 each leg
3 each torso
im sure people are gonna rage at even the thought of this, and will create hypothetical boogymen that will be created by this insanity,
OMG 6PPC STALKER WOULD BECOME UNSTOPPABLE!!!!!
or something like that, but the current heat/weight/hard point restrictions would still put adaquite limitations on the mechs. This would just allow a bit more variety to be used and explored.
#2
Posted 28 April 2013 - 05:49 PM
#3
Posted 28 April 2013 - 05:59 PM
#4
Posted 28 April 2013 - 07:34 PM
#5
Posted 28 April 2013 - 11:46 PM
Without it, this wouldn't be machwarrior, just "another game with big robots shootin stuff"
#6
Posted 28 April 2013 - 11:50 PM
Bishop Steiner, on 28 April 2013 - 05:49 PM, said:
Firstly, considering Ferro is supposedly "bulkier" than standard armor, having that extra bulk on the outside might interfere with actuator performance and movement in general. But we have all this extra internal space between the frame (to which the armor is mounted) and the internal components (which are suspended from/attached to the frame somehow), so if we move the extra bulk to the inside, it solves all the problems of possible mobility issues! At least, that's what I think the reasoning is.
Secondly I believe there are advanced rules whereby you can force X number of Ferro crits per location, which could be a valid option to explore.
Edited by Volthorne, 29 April 2013 - 01:35 AM.
#7
Posted 29 April 2013 - 12:22 AM
Ph30nix, on 28 April 2013 - 05:44 PM, said:
.
Mechs are not that big. 5-10 meters is about 15 to 30 feet. The tallest mech, the Atlas, is only 12- 16meters tall, depending on the source. That's a little taller than your average telephone pole (~12 meters) or 3-5 story building (~ 9-15 meters) Maybe you meant to say feet, but in any case, mechs are smaller than you might think.
To math nerds: these are approximations based on various sources. It's to give a good sense of scale and not to give my slide rule a workout.
#8
Posted 29 April 2013 - 12:56 AM
So a critical is just a volume size that depends on the mech... hm no that didn't work...because a AC 20 has same volume for a Commando as for a Atlas....
And again ... you have to understand the reason why there are just 12 or 6 critcials.
First reasons d6
Second reason: they have to fit on a A4 sheet
Do we play with dice? - hardly
Do we need the Mech Crits to fit on a A4 sheet? - NO
So Bigger Mechs could have more internal room? Depends...because a bigger Mech has also bigger muscels, bones and joints.
So considering that a Atlas may have 20 internal slots on his legs... 4 are for the Hip, 4 are for the upper leg activator, 4 are for the lower leg activator, 4 are for the feet. Remaining 4 Slots
Look at the Commando: 5 internal slots per leg: 1 for Hip - to feet leavin a single remaing slot for the leg.
In the end it stays the same bigger mechs have more room as smaller mechs. But vital parts are also more easy to hit.
#9
Posted 29 April 2013 - 04:16 AM
Will is happen? Not a chance.
#10
Posted 29 April 2013 - 09:43 AM

And again, the combination of tonnage + crits means that, yes, Assault mechs can and do fit "more stuff" than smaller sized mechs.
#11
Posted 29 April 2013 - 10:02 AM
Volthorne, on 28 April 2013 - 11:50 PM, said:
Secondly I believe there are advanced rules whereby you can force X number of Ferro crits per location, which could be a valid option to explore.
"firstly" that might make sense on a field mod. A factory refit would take extra bulk into account, and shape the plates accordingly.
#12
Posted 29 April 2013 - 12:40 PM
#13
Posted 29 April 2013 - 01:44 PM
#14
Posted 29 April 2013 - 06:05 PM
#1 - Design rules were for fun and experimentation. In the first versions of Battletech (before the multi-tiered rules) They were *not* properly balanced to fit within the range of canon mechs. You know all those complaints you get about the urbanmech, and the stock spider, and the stock this/that/theotherthing?...THOSE are the mechs that the basic game design was balanced around.
Part of the reason so many people are so against some of the really unbalanced builds in MWO, is because once you push the limits of the design rules, you come up with combinations of weapons/heat/armor that the majority of the game just wasn't designed to handle in a balanced manner
Most mechs were designed around one primary system (close range or long range), then they had a supplementary weapon system (or two, if they were big enough) at the other range. Then you shoved in some med or small lasers to fill in the rest of the space, and maybe some machine guns or a flamer for lore purposes (all designed as anti-infantry weapons that the game kept telling you was an issue but never really came up

Hunchy - AC20 (short range), and then some med lasers to fill in space
Dragon - AC5 and LRMs (long range) and some med lasers to fill in space
Battlemaster - awwww yeah...ppc (for long range), srm (for short range) and some med lasers to fill in space (and a couple of machine guns for lore/fit the stolen macross picture or wherever it was from)
and so on
*boated* designs in original TT were mostly specialized support weapons. The Archer, the Firestarter, the Awesome - these were mechs that had a very specific storyline role (long range fire support, terrain denial and just plain silly, and PPC'S BABY!!) and were generally quite vulnerable without other mechs to support
2 - I can't *prove* it, as I have no input from the designers, but TT design rules were basically an insight into how mechs got built for the canon designs (in fact, there were a few designs that if you faithfully followed all the design rules as printed, "cheated" a little bit on tonnage

problem was, these hypothetical designs, *your* hypothetical designs, weren't necessarily built with an eye to balance against all the other mech models in the game. And it *was* possible, even with the set design principles, to build mechs with crazy loadouts that you could use to exploit a particular vulnerability, or support a particular playstyle, etc, etc, AND THAT'S NOT NECESSARILY A BAD THING!!
problem is, now we have MWO - and MWO is *expected* to be a relatively fair, balanced, semi-competitive environment - but, because of the design system, which is taken from an existing design system, which wasn't *entirely* built to be balanced, people can now build mechs with such heavily prioritized game changing factors, that to compete, people HAVE to build to counter the overbalanced playstyle. And that can be frustrating, AND contradictory to the point of a mech-customization system.
Or, try to think of it like this...
MWO - "We're going to give you a mech design system, so you can build any mech your pretty little heart desires!"
PlayerA - "Awesome!!! I like light mechs with lasers - I'll build that!!"
Player B - "cool - I hate light mechs, I'll build a 6ppc stalker that only has to hit once with an alpha and it'll annihilate any light it hits!!"
Player A - but I wanna play lights!!"
Player B - cool! more easy kills for me!
Player A - You're a jerk!
Player B - yah?! you wanna beat me - build a 6ppc stalker like I'm building - then you can kill me just fine.
Player A - but I...LIKE...LIGHTS!!f
and so on and so forth
customizing mechs is one of my favorite aspects of Mechwarrior. But, it's also one of the most serious issues as far as overall game balance is concerned...and so being very, VERY careful about what allows what is important.
Almost none of this is directly related to the OP - So, think about this - I'm personally *against* increasing the amount of available space, or reducing it for smaller mechs, primarily for the following reason;
I like *limits* in mech design. Sometimes I think there should be more limits. I find that managing to build a mech that is effective, and fun, while working within certain mechanical limitations and restrictions, is one of the challenging aspects of mech design. I think the current system works pretty well - it's worked, in one form or another, *pretty well* for 3 mechwarrior games (there wasn't any design option in the first mechwarrior pc game), and while it may not be perfect, it DOES seem to reasonably well give lights, meds, heavies, and assaults, the generally appropriate mix of weaponry, speed, and armor that I've come to expect from the franchise.
there are any number of real world justifications you can use to mollify yourself over why the mechanics work the way they do, just as you can concoct any number of real world justifcations for why the system should be different. But in the end, I think it's pretty okay as is, could, in my own opinion, use a few *more* limitations, and again, I feel the game would get even *more* unbalanced if we unlocked a few more restrictions on mech design.
So no, I wouldn't be in favor of expanding critical slots, as much as it might make some of my own design ideas easier
and no, there's not TLDR version of this...
#15
Posted 29 April 2013 - 06:17 PM
Also I think each mech is supposedly wired differently so even an AC20 may be oh so big you need more interfaces and anchors and other junk to fit it properly in an atlas then say ... a spider.
edit: also power interfaces can factor in. due to the allotment of different engine sizes per mech chassis it could need different power regulators and the like to correctly power each weapon with the ammunition feed.
another thing isthe ammunition feed system in each mech is custom designed to fill up each mecha certain way, so that takes a certain set amount of space percentage wise per mech also. ( isn't it great you can store your ammo anywhere and it still gets to your mech some how?)
Edited by Lord Psycho, 29 April 2013 - 06:20 PM.
#16
Posted 29 April 2013 - 07:49 PM
#17
Posted 30 April 2013 - 01:01 AM
Kraven Kor, on 29 April 2013 - 09:43 AM, said:

And again, the combination of tonnage + crits means that, yes, Assault mechs can and do fit "more stuff" than smaller sized mechs.
Not exactly...
You have to convert it too.
A ton of armor have a cubic volume of 1...and a ton of ferro fibrous have a cubic volume of 1.18.
So if you convert it the ferro fibrous of the Commando will consume fewer crits.
However as you can see... it is not possible to say...hey remove two crit for lights, and a crit for mediums.
That didn't work.
#18
Posted 30 April 2013 - 06:07 AM
No need to scale Ferro-fibrous and Endo-steel critical slots by actual mech mass.
Internal Structure takes care if armour scaling.
Allows for other flat costs like ignoring square/cube law for internal structure.
It's simplified.
Doesn't really make too much difference.
It all comes from tabletop.
Keep in mind mech form is purely artistic licence.
Most mechs don't push criticals to the limit in tabletop.
Ferro-fibrous and Endo-steel are the huge crit eaters, and they should scale by mech size.
#19
Posted 30 April 2013 - 09:28 AM

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