Frostiken, on 10 June 2012 - 03:08 PM, said:
Fair enough, that would work. Ideally though I think there should be a little wiggle allowing parts to be scaled up, but not by much. I suppose a combination of the hardpoint criticals limit, and a hardpoint weapons limit would be enough to lock a 'space' into a mech body cavity - not too big, but not too small.
You are correct though, that's what I foresee is something absurd like a single MG being able to be replaced with a Heavy Gauss simply because it's on the left torso, and you carved out enough space elsewhere for it. A change like that utterly betrays the nature of the mech's original design.
See? We have achieved peaceful understanding of each other. Huzzah for the forum!
I agree as well, that perhaps making the slots a little bit "stretchy" or something would be nice.. So, while you couldn't replace the machine gun with a Gauss Rifle, maybe you could put something as big as an AC 5 in there. Maybe.
Frostiken, on 10 June 2012 - 03:08 PM, said:
My objection to a totally cost-free mechlab is not only the absurdity in allowing you to simply 'float' parts between mechs, but I think it would encourage too much min/maxing and encourage people to constantly be changing mech setups at the drop of a hat.
Based on my experience, what you're trying to avoid here really isn't a bad thing. "Min-maxxing" is a pretty key part of battletech.... and indeed, of every tabletop game ever. Just in slightly different incarnations.
The reality is, allowing folks to tweak their mechs all they want doesn't ruin the game. It makes the game better. It's FUN. Allowing folks to adjust their mechs to match the environment, or even better, to match what they think you are going to be bringing against them.. that's a great aspect of the metagame that mechwarrior games have had over other game series.
I understand your desire to keep the generalist mechs, but I think you're trying to tie peoples' hands without really having to.
Based on my own previous experience in MW4.. We would tend to always bring a lance of mixed range, despite most other lances going with a mountain of long range ERLL based mechs.
We were exceptionally effective, because once we got close, we were doing far better damage than they were. And yet, we never made the mistake of not bringing ANY ranged weapons. Everyone had to bring at least one ranged weapon to poke with, because you never wanted to be in a situation where you couldn't do some damage at whatever range you were at.
The reality is, while many foks assumed the more "generalist" mech was weaker, in was in fact stronger if paired with good movement. So you don't really need to try and force it on folks... because, in the long run, it will be proven out on the field. Flexibility always leads to strength, if you know how to use it correctly.