Posted 20 May 2014 - 08:45 AM
Uh, no. "Pod Space" is specific to OmniMechs, because only they use "plug and play" weapons pods. For a non-OmniMech, to replace a weapon, you have to actually strip out the built-in weapon and replace it with a new one (it's actually a point of interest in several of the early technical readouts that 'Mechs depicted as holding weapons in their hands, like the BattleMaster, can swap that weapon out more easily than others.) BattleMechs (as opposed to OmniMechs) just have their weight and space, and modifying them is a significantly more daunting undertaking, requiring a lot more time and effort to rewire the added/subtracted weapons, heat sinks, equipment, and so on. And if you're replacing engines or structure, you may as well just start building a new 'Mech from scratch.
Now, MWO doesn't put any time or cost constraints on modifying BattleMechs (except for the price of the equipment you don't own and how long it takes you as a player to come up with a build you're happy with), so they essentially have what the in-universe flexibility of the OmniMech was intended to have. This paradoxically makes OmniMechs WORSE at being customized than BattleMechs, since with a BattleMech, you can recongifure armor, structure, engines, and just about everything else, provided you have enough time (and hardpoints, in MWO.) In tabletop, OmniMechs CAN be modified beyond Pod Space, but this moves the refit from an "Omni Repod," which takes only an hour or two, into "Maintenance" or "Factory" refits, which can take MONTHS. PGIs way of keeping OmniMechs customizable is certainly interesting. The idea being that you'll be able to mix and match the hardpoints of any official variant to create your own custom design, which goes toward what the OP was saying. Want more torso-mounted weapons for zombie mode? Find variants with more hardpoints in the torsos, and switch out your "Prime" left and right torsos for left and right torsos that can hold the weapons you want.