Utilyan, on 08 July 2014 - 02:31 PM, said:
If you can't create canonical stock load out of urbanmech then the game itself is not canonical battletech.
So with the magical leeway of being non canonical anyway there is nothing to stop releasing a urbanmech with is OWN engine class "quirk".
There is TONS of programing logical tricks available. For example BY quirk if you shove a 100 std engine into a urbanmech it changes to an effective 60 std engine, all weight, tonnage, space techno-magically applied by the lost-tech Urbanmech and how it "interfaces" with the engines.
Designers and programmer can do what they wana do. The idea their hands are tied behind their back is kinda silly.
Also they already have the freedom to releasing variants of mechs that never existed, best example is the 1X blackjack and all the champ mechs.
"stock" is only a mental label and construct, There is nothing to stop them from releasing UM-X1, UM-X2, UM-X3 , 3 versions of Urbanmech with "MWO friendly" Qualifications.
The
BJ-1X does exist in BattleTech, and has existed in BT longer than MWO has been around; the BJ-1X appeared in TRO 3039 (published in June 2009), while the trailers for MW5 (the project that was eventually scrapped and replaced with MWO) didn't appear until the following month.
So, what are you on about with statements like "...releasing variants of mechs that never existed, best example is the 1X blackjack..."?
Also, none of the MechWarrior (or MechCommander) video games are
canonical.
"Computer games like MechCommander and the MechWarrior franchise are based in canon and based in the BattleTech universe, but are themselves not generally considered to be canon. This includes the MechCommander introduction. The fact is, the designers took a little artistic license is all. A
Hunchback with Full-Head Ejection and a
Raven with SRM 2s are *possible* variants, but they have not been canonized as such yet." - Herbert Beas, as BT Line Developer, Oct. 04, 2011 (
source)
However, it is PGI that made one of the design elements & major features of MWO that the 'Mechs implemented are generally faithful representations of what they are in the franchise's source material (that is, BattleTech) - more specifically, as faithful representations of the 'Mechs as they appear in the BT record sheets. It is highly unlikely that they're suddenly going to dramatically deviate from that now, after releasing 38 chassis and over 100 individual variants.
That the
UrbanMech cannot be likewise faithfully reproduced is a result of how PGI grouped the Engine, Gyro, and Cockpit into a single unit while not counting the base 10 HS as part of the Engine weight (combined, the opposite of what is done in BT). Though, that system is likely now integral to the functioning of the game and possibly mightn't be able to be corrected (assuming PGI has the technical capacity to attempt it in the first place) without breaking the whole thing (possibly, catastrophically & irreversibly so).
And unless and until they can do exactly that, the
UrbanMech essentially has zero hope of being in MWO in the foreseeable future, if ever.
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wolf74, on 08 July 2014 - 02:49 PM, said:
Sorry to Say Your Finger Slipped to the Compact Engine Weight on Page 49 VS Standard Engine weight for the Rate 60 Engine. Both the Std 60 & the XL 100 are 1.5 tons.
I just Check all the Engine STD & XL from 100-400, You are Correct on the XL 100 Engine. It is 1 ton too heavy But All the Other Engines Checked out. The Question is Can the Crytek Engine handle a Negative weight. It should be (-0.5ton)
Edit: Guessing they Used the 2 Ton Gyro on the 100XL VS the 1 ton Gyro It should use. Will have to Look in to the Code to see. Looked in the Code they just have the weight Typed. So it was 1 of 2 thing.
1. the CryEngine Cannot take Negative Number
Or
2. someone misread-ed the (-) sign as a Dash.
Also Nice write up there too Strum Wealh
It could rather easily be both (1) AND (2)...
Though, if the XL 100 is the only one that is both off in terms of weight AND hard-coded for the current (incorrect) weight, it's probably purposeful on PGI's part to allow the MWO XL "Engines" to have the same range of ratings as the MWO Std "Engines" (as opposed to Stds starting at 100 and XLs starting at 105) - and probably to do so while getting around some issue that CryEngine may have with negative numbers for the MWO "Engine" weights.