Xeno Phalcon, on 05 March 2014 - 03:39 PM, said:
Maybe PGI will make up a few variants for the shortbus mechs and allow a greater variety all around.
Using only those 'Mechs from both tech bases that have at least three variants/configs at or before the Battle of Tukayyid, PGI could release "one IS 'Mech + one Clan 'Mech" per month, every month, for the better part of two-and-a-half years before running out of 'Mechs (and, by then, additional post-Tukayyid 'Mechs would have become available, anyway).
Strum Wealh, on 18 February 2014 - 03:54 PM, said:
I would expect that "two 'Mechs per month" is more likely to mean one of each tech base until they run out of 'Mechs for either.
The IS still plenty of 'Mechs left (assuming three or more ~3051/pre-Tukayyid variants + the implementation of MASC):
- Flea(FLE-4, FLE-15, FLE-17)
- Thorn (THE-N, THE-S, THE-T)
- Hornet (HNT-151, HNT-152, HNT-171)
- Mercury (MCY-99, MCY-98, MCY-97)
- Mongoose (MON-66, MON-70, MON-67, MON-68)
- Hermes (HER-1S, HER-1A, HER-3S/S1/S2)
- Hussar (HSR-200-D, HSR-300-D, HSR-350-D)
- Javelin (JVN-10N, JVN-10F, JVN-10P)
- Panther (PNT-8Z, PNT-9R, PNT-10K)
- Assassin (ASN-21, ASN-101, ASN-23)
- Clint (CLNT-1-2R, CLNT-2-3T, CLNT-2-3U)
- Crab (CRB-27, CRB-27sl, CRB-20)
- Dervish (DV-6M, DV-6Md, DV-7D)
- Hermes II (HER-2S, HER-2M, HER-4K, HER-5S)
- Sentinel (STN-3L, STN-3K, STN-3KA/KB, STN-3M)
- Vindicator (VND-1R, VND-1X, VND-1AA, VND-1SIC)
- Vulcan (VT-2T, VT-5T, VT-5S)
- Whitworth (WHT-1, WHT-1S, WHT-2)
- Black Knight (BL-6-KNT, BL-7-KNT, BL-7-KNT-L)
- Champion (CHP-1N, CHP-1N2, CHP-2N)
- Grasshopper (GHR-5H, GHR-5N, GHR-5J)
- Guillotine (GLT-3N, GLT-4L, GLT-4P, GLT-5M)
- Lancelot (LNC25-01, LNC25-02, LNC25-03)
- Banshee (BNC-3E, BNC-3M, BNC-3Q, BNC-3S, BNC-MC)
- Charger (CGR-1A1, CGR-1L, CGR-1A5, CGR-1A9, CGR-3K)
- Cyclops (CP-10-Z, CP-10-Z-DC, CP-10-Q, CP-11-A, CP-11-A-DC, CP-11-C)
- Hatamoto-Chi (HTM-26T, HTM-27T, HTM-27U/C/CM, HTM-27V, HTM-27W, HTM-27Y)
- Zeus (ZEU-6S, ZEU-5S, ZEU-5T, ZEU-6T, ZEU-6S-DC, ZEU-9S, ZEU-9S-DC)
With just the above 28 IS 'Mechs versus the 22 or so pre-Tukayyid Clan OmniMechs not included in the initial Clan Package (
Dasher,
Koshi,
Dragonfly,
Fenris,
Vulture,
Loki,
Man O' War,
Gladiator,
Hankyu,
Battle Cobra,
Pouncer,
Shadow Cat,
Stooping Hawk,
Nobori-nin,
Crossbow,
Cauldron-Born,
Kingfisher,
Fire Falcon,
Phantom,
Black Lanner,
Night Gyr, and
Turkina) plus the eight OmniMechs that were included in the Clan Package (for a total of 30 Clan OmniMechs), PGI could easily have enough 'Mechs to follow a "1 IS 'Mech + 1 Clan 'Mech per month" scheme for for over two years - by which point, several new chassis (such as the Clan-built
Linebacker and
Grendel) could become available.
Additionally, changes to the MWO Engine weighting system could allow for the
UrbanMech (with its UM-R60, UM-R60L, UM-R50, and UM-R63 variants) to be implemented, while (per the suggestion of Bishop Steiner) removal of the lower-arm and hand-actuators would allow for the implementation of the
King Crab (with its KGC-000, KGC-010, and KGC-0000 variants) in the absence of the (inordinately more preferable, IMO) ability to crit-split those weapons that had the ability in BattleTech.
PGI won't be hurting for 'Mechs that already meet the known criteria for a long time, so there will be no need to make up variants for the foreseeable future.
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Xeno Phalcon, on 05 March 2014 - 03:39 PM, said:
The Flashman cometh

The
Flashman probably won't see the light of day in MWO for a long time (at least a few years), as it doesn't get a third
variant in-universe until 3061 and (as previously noted) PGI has enough 'Mechs that already have enough timeline-appropriate variants to provide at least a couple of years of content.
Additionally, Bryan Ekman indicated in
ATD #50 (specifically, in the responses to questions #13 and #43) that PGI would be sticking with 'Mechs and tech that are available during the "current" era (that is, in/around 3050), which means that extinct chassis (and equipment) & chassis (and equipment) that have not been invented yet can be safely assumed to be not-in-the-running for the foreseeable future.
That being said, the now-departed Garth Erlam essentially confirmed (in
NGNG Podcast #84, between the 7:40 and 9:30 marks) that there will be time-jumps in the timeline (and that said time-jumps would affect 'Mech availability, and that he didn't know when those would happen as of the point when the podcast was recorded).
Additionally, the
Flashman's third-and-onward variants require tech that PGI hasn't made available in-game yet - the 3061 variant needs a C3i system (which isn't invented in-universe until the 3060s), the 3063 variant needs a normal C3 Slave Unit, and the 3068 variant needs a lot of things (a Light Fusion Engine (which is not the same as a XL Engine), Compact Gyro, Light FF Armor, IS ER Medium Lasers, and so on), and the 3070 variant needs a Light Fusion Engine & Heavy PPCs.
Moreover, all of the
Flashman's variants are non-jumping pure-energy-boats - aside from being faster, it doesn't offer anything that the same-weight, less-timeline-issue-prone, far-more-popular
Black Knight (or the slightly-heavier, also-heavyset
Awesome) doesn't already do, so there is no pressing need for the
Flashman when the
Black Knight could be implemented sooner, more spectacularly (as part of a hypothetical "Clanbuster Pack"), and in a far less troublesome manner for PGI.
As such, the
Flashman is, IMO, one of those 'Mechs that will just have to wait until one for the right timeline skip.