Grevar, on 25 December 2013 - 06:34 AM, said:
Then tell me Why IS* mechs will be fully customizable???? Why right now i can do what ever i want with any mech in my hangar and it "have sense", don't take months and blablablabla???????
Because no one would play the game if they had to wait weeks to change a single aspect of their 'Mech. We even got rid of repair and rearm because it ate away at peoples' c-bills. Back in Closed, an XL engine could run you at a near loss even if you won the match. Further elaborated below.
Grevar, on 25 December 2013 - 06:34 AM, said:
Coz in general it was realy rary occasion when mech was owned by some private person, usualy mechs were owned by states with they own units.
Following the Star League Exodus and until very recently in the timeline (i.e., the first dark age through the end of the Succession Wars), the majority of BattleMechs in House employ
are privately-owned and operated, since the technology to maintain them has been lost - any new BattleMechs were completely constructed by ancient automated factories, and repairs were done haphazardly resulting in FrankenMechs and unorthodox/custom loadouts. MechWarriors, who were considered the equivalent of medieval lords, were commissioned into various units with their 'Mechs, and expected to serve when called. It's not until after the Succession Wars that we see a resurgence in state-owned BattleMechs. The whole reason we have the term "Dispossessed" is because of that era when destroyed BattleMechs could not be replaced.
Grevar, on 25 December 2013 - 06:34 AM, said:
And more raraly private companies have money for such customization. (it was cheaper to buy one more new mech anyway) SO STOP using such arguments while we have 100% access to customisation for IS mechs.
Correct. The majority of customized 'Mechs we see in lore are
refits of damaged or salvaged 'Mechs (which are cheaper than buying new ones). Ones that are deliberately modified for an edge in combat are pretty rare, Yen-Lo-Wang being a notable example. It was first modified with a new AC20 and claws for use in the Solaris arenas. Then in 3050, it was refitted with Star League tech on Hanse Davion's own dime.
Grevar, on 25 December 2013 - 06:34 AM, said:
Also we DON'T have in this game any combats for weeks, then we need to resupply and repair/customize mech in field. So it absolutly pointless to argue about "How hard to do so" it will be done as fast as i click.
And here we have the issue: why should I use an OmniMech when a standard is technically more customizable? If we make it harder to own a Standard, won't everybody just switch to Omnis? PGI is trying to keep all options viable here in order to maintain a sustainable game. With partially limited Omni customization (remember, we still don't know how weapon pods will work yet), standard 'Mechs remain an attractive option, and thus PGI stands to make money off both technologies.
The way I imagine it would play out is that Standard BattleMechs would give you the option to run any engine/armor/gear configuration you want and limit your choice of weaponry, while OmniMechs would allow you to run any weapon configuration you want while limiting your choice of engine/armor/gear. So you get to choose between customizing performance (IS) or firepower (Clan). I'm hoping technology is constrained to the 'Mech type (ClanTech for Clan 'Mechs only).
Unfortunately for us diehard fans, we are not the future of the game. In order to survive, PGI needs to make the game as accessible as possible, which means appealing to the more casual fans (or even gamers who aren't invested in the universe). This means instant gratification, which means instant customization. All other criticals-based MechLabs (MW2 and 3) made every 'Mech completely customizable, and that didn't make things a lot of fun because everyone automatically defaulted to ClanTech. MW4 made it a little bit of a challenge by limiting certain hardpoints, but still you had the opportunity to use ClanTech weapons wherever you wanted. PGI has the opportunity to create competing tech bases here, and they're rolling with it, not only to give us some of that TT flavor that we wanted, but also to add another layer to the game to keep it moving forward.
When everything is special, nothing is special. But when you have two things special in their own ways, that's where things get interesting.