Listen people, if you're going to TL;DR, then just post that and nothing else. If you did read, you would know that the OP was not suggesting no customization, but a way to control it so that the Hunchback and the Centurion don't turn into (roughly) the same mech.
Frostiken, on 10 June 2012 - 09:40 AM, said:
Right, so those of you pooh-poohing a post obviously none of you read...
Please, pray tell how exactly do you think PGI is going to make any money with the almost-limitless customization we're currently offered? As I pointed out, the HBK-4G (standard Hunchback) is a different variant than the Swayback. The idea is that if you want to laser things, you buy the Swayback variant. However, it's easy to see that with the current mechlab setup, you can easily change the HBK-4G into a slightly-differently setup Swayback (I would actually say it's superior, as it spreads out the lasers more, thus making the right torso no longer a liability). So why would anyone ever actually spend CBills (and thus real money) on a variant they can simply, for free, change in the Mechlab?
This game isn't going to survive to the Clan invasion if nobody's giving PGI money, you realize that, right?
This is not me "making you wild *** guesses about what you think there is". All of this is based off of what was seen in the mechlab video and what the developers have said themselves. Someone conducting an interview even specifically asked about limiting how huge of a weapon you could put into a hardpoint, and he was told 'no', meaning a 3-hardpoint limit means you can put only 3 small lasers, or 3 CERPPCs.
Read through your post, and yeah, I think I'm seeing things your way at this point.
C-Bill cost simply for the act of refitting - I don't like it if we can't 'test' the mech, but I think that's the only reason. From a construction perspective, it doesn't make sense that it costs nothing to fit a PPC into the spot a small laser was. From a game perspective, it doesn't make sense that once you own a handful of your favorite weapons, you never have to buy again (This will be 4 PPCs for a lot of people).
Hardpoints - They don't seem completely thought out. They prevent small weapon spam, but really don't do much of anything against the classic 'PPC in every slot it fits'. You can probably find 3-4 energy hardpoints on almost every chassis, and most mechs probably can't squeeze on more than that anyways for tonnage reasons. I would love to see hardpoints have a type and a size. So medium lasers fit in a small energy hardpoint (which is 1-2 crit slots), while a Gauss rifle fits in a large ballistic hardpoint (7+ crit slots). So a PPC doesn't go in a small energy hardpoint, and a machine gun doesn't go in a large ballistic hardpoint. There's still customization, but it brings focus back onto the varients and how they differ.
Electronics Hardpoints - Sure, makes sense to keep the mech flavors.
Hardware Changes - Armor: wouldn't mind seeing a certain limit placed on this, maybe only being able to add up to X many tons of armor, where X is dependant on the tonnage of the mech? Something like that.
Engine Power: I think bumping your engine up or down one rating is okay, but it seems odd that an awesome can just become a charger because you tossed an engine in. I'd limit the amount you can change engine power somehow.
Engine Type(Standard vs. XL): Should probably be based on variant. Though I think every mech should have an XL variant, even if it doesn't in canon.
Omni-Tech: No comment, hard to make a judgement when it's so far away.
Refit Time: Nah, I don't think that's necessary if we have all these other controls in place.
I don't think this will be overly restrictive at launch (at least twelve mechs are planned, and the devs have said with variants, there will be 'dozens' of options). The fact is, if you love the (example mech) Charger, you should get super excited when they announce it's being added to the game, and maybe think about spending a little cash to get it fast. You should not go 'Lol, already made a charger out of an Awesome, thx tho'.
And I don't think it's silly to place restrictions. Rules are what make games interesting, because you search for interesting ways to play within them.