Clan Technology - A Design Perspective
Started by Paul Inouye, Dec 14 2013 01:37 PM
...swapping can be done for all locations except for the center torso. The CT will be what identifies the Mech for purposes such as XP and Mech efficiencies...
...All the configurations of a given OmniMech are based around a base configuration (not to be confused with the Prime configuration). This is the core of the Mech, with all the modular bits stripped out, and what remains cannot be customized at all. These include:
The engine type and rating
The number and placement of a minimum number of heatsinks
The amount and distribution of armor
The armor type and the location of any critical slots occupied by Ferro-Fibrous
The internal structure type and the location of any critical slots occupied by Endo Steel
Enhancements such as MASC
The occasional weapon or other piece of equipment (e.g. jump jets) that is included as part of the base configuration...
These points were restated in the recent Vlog.
Mechs die because specific components are destroyed.
Specific components are destroyed fastest if they are easy to hit and weakly armoured.
Stock Clan lights will be running around 100kph, with their low and poorly spread armor.
These mechs will be ONE SHOTTED more often than the sad Locust we have now. At 100kph and slow manouverability people stop missing with their alphas, and a big alpha (~50dmg) can already core a stock jenner.
But Clan Lights are known for having loadouts with heavy weapons!
With the system we have right now any light can have super-heavy loadouts... some solid builds run with ERPPCs... but none of them will sacrifice speed (maybe some CDA or RVN-4X builds go down to 130, but they are not prevelant).
The number one rule of piloting a light is DO NOT STOP MOVING.
With a stock engine you might as well start the match legged.
Edited by 18 Inches of Hard Steel, 10 January 2014 - 04:25 AM.