TheRAbbi, on 21 April 2014 - 09:24 AM, said:
I think it was more to keep gameplay somewhat reasonable. Imagine a Jenner with no weapons, no extra heat sinks, no JJs, just as much armor as a Warhammer. "RAMMING SPEED!" It becomes a bowling ball. The max armor limit by tonnage helped curb that.
Also of interest? You'll recall that TT armor had far fewer points/ton than in MWO. Half as much, IIRC. I seem to remember a max 9 points on a mech's head, regardless of weight, though that may be wrong. It's been a long time.
Edit: Rereading this again, I realized you were thinking of raising armor values or being able to put in 20 tons of armor on a 35 ton mech.
It wasn't actually what I was implying.
Instead, consider this: Lets say you weigh 20 tons. You have 4 tons of armor stock. Your max isn't even 4.5 tons. It's 4.25.
Meanwhile there's a 35 ton mech whose stock armor is 4 tons. Due to this low armor they get good hardpoints and jumpjets while you PGI had to inflate your hardpoints because it was just that depressingly sorry. But worse, when you spend the money on the same size engine, that 35 ton mech gets to sport 7.4 tons worth of armor.
How is any of that fair? You both started with identical armor, but that mech that has better hardpoints, better maneuverability, better jump, etc. gets to have better armor too? (And we wonder how meta mechs develop? With the exception of the Highlander, if you look at every meta mech... they are mechs that are supposed to have absolute garbage for armor and in return have better hardpoints, flight, etc. But that low armor means nothing; slap in some weight saving stuff and bam you have it all).
So my idea or what I meant to say is why is armor not based on the stock armor tonnage instead of a max set of points? If you start with 4 tons of armor, maybe you get 7 tons as your maximum? Sure the Locust might struggle to fit on 3 extra tons but it'll be the happiest, tankiest locust you ever did see! The Jenner would also weaken a bit from the meta position too. Or at least the Jenner D would. The Jenner K would thrive with even more armor (and maybe not need the hardpoint inflation it has).
And the less worthy Ravens? The favorite has the lowest armor, and the other two were designed as fighters. The 2X as a mixed scout/combat unit. The 4X was designed with the intention of taking out larger medium mechs in straight up fights. A Brawling light... and does that mean anything in this game of everyone has max armor? Nope. Not a thing.
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Original response below.
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I'm aware. We have double the points of armor. But nothing wrong with bowling balls, they cost the player using them too. I'm speaking in relation to Ferro (which didn't come until after removal of knockdowns). The tabletop rule is x max is x max. Hardened armor just gave 2 points of protection per point of armor (a get-around). Ferro just saves weight instead of additional protection.
I'd like it better and it'd make more sense in a scientific and military aspect that armor be based on tons the chassis can carry, not on an arbitrary one size fits all point system. Makes the mechs significantly more unique, and gives Ferro a tangible purpose even without repair and rearm. (The only reason to use Ferro is it was a LOT cheaper to repair than Endo Steel; Endo Steel could easily break your bank).
Edited by Koniving, 17 July 2014 - 10:41 AM.