Bhael Fire, on 25 July 2013 - 09:35 PM, said:
New Module Category: Armor
This category would be for armor augmentations and enhancements.
Reactive Armor Module: Reduces damage from missiles by 10% for Basic and 20% for Advanced. Can't be used with Reflective or Hardened Armor modules.
Cost: 5000 GXP to unlock Basic and 10,000 GXP to unlock Advanced. Each module costs 6,000,000 C-Bills.
Reflective Armor Module: Reduces damage from energy weapons by 10% for Basic and 20% for Advanced. Can't be used with Reactive or Hardened Armor modules.
Cost: 5000 GXP to unlock Basic and 10,000 GXP to unlock Advanced. Each module costs 6,000,000 C-Bills.
Hardened Armor Module: Reduces damage from ballistics by 10% for Basic and 20% for Advanced. Can't be used with Reflective or Reactive Armor modules.
Cost: 5000 GXP to unlock Basic and 10,000 GXP to unlock Advanced. Each module costs 6,000,000 C-Bills.
Heavy Armor Module: Increases total equipped armor points by 10% for Basic and 20% for Advanced. However, this module slows the mech's top speed down by 10%.
Cost: 10,000 GXP to unlock Basic and 20,000 GXP to unlock Advanced. Each module costs 10,000,000 C-Bills.

Rather than Modules, I would prefer to see armor types released as actual armor types.
In general, I do not like the notion of the module system replacing actual equipment and/or capabilities that are or should be inherent to such equipment. Augmenting the already-present abilities of such equipment is (IMO) okay, but outright replacement of such equipment (as suggested in the OP) is (IMO) very much
not okay.
Especially when one considers that part of the trade-off for a number of the advanced armor types over Standard Armor was the consumption of critical spaces (14 criticals for IS Reactive Armor and 10 criticals for IS Reflective Armor; halved for the Clan-tech counterparts) or tonnage (Hardened Armor of both tech bases offered only 50% of the per-ton armor points of Standard Armor, meaning that it took considerably more tonnage consumed to achieve "maximum armor protection").
The Module proposal, as originally written, inherently removes those trade-offs.
And then there are still the timeline considerations - Hardened Armor (which reduces the damage from all weapons, not just ballistics, by 50%) should be available to the IS now (though the Clans don't get it until 3061), but Reflective Armor isn't available until 3058 for the IS (3061 for the Clans) and Reactive Armor isn't available until 3063 for the IS (3065 for the Clans).
And the OP's "heavy armor module" concept is covered by
Modular Armor, which isn't available to the IS (via ComStar) until 3072 (3074 for the Clans, via Clan Wolf-in-Exile).
Bhael Fire, on 25 July 2013 - 10:54 PM, said:
I think they have decided to abandon the timeline consistency. It's basically just a general period between the years of 3049 to 3065 . And it's not like they have been completely faithful to BT canon thus far with regard to TT rules. I don't think the addition of these modules would stray from the spirit of the those rules, given the nature of the game.
That was actually said (by Russ Bullock in NGNG # 79, starting at around the 24:50 mark) with regard to the timeline was:
"The timeline was interesting at first. It was kinda cool with the tweets and everything, but it's not a very... it's not really a driving factor anymore, it's a minor tidbit. It really... the only importance left there is that people say 'Yes, stick to it!' because they want their Clans, right. Otherwise, it's not a very important aspect; it's more important to have a quality game across the board."
Taken in context, the above statement was made in reference to when certain in-universe events (e.g. the arrival of the Clans, the Battle of (Planet XYZ), etc) might happen - that we would/should happen to be in the middle of the fourth wave (of five waves) of the Clan Invasion is not terribly important by comparison to getting MWO as a product to a point in its development where it could be considered launch-ready by mid-September, and changes to when "important timeline event X" happens must, by necessity, be made in deference to this fact.
Given the continued absence of post-Clan 'Mech chassis & variants, weapons, and other equipment, we can still reasonably assume that the Devs may be planning to return to the timeline as a concept once the "big push to launch" is done (so that the various "important timeline event X" situations can be used for in-game events), and that available 'Mechs and equipment are (apparently) still to be governed by timeline availability as a result.