The real problem we're looking at from this point forwards with Inner Sphere 'mechs is that most of the available ones with three or more variants (not including remarkable/hero 'mechs) that even slightly fit the chronology have already been done- and there aren't a whole lot with three variants even if we ignore the chronology.
Of those that have the necessary variants, most are Unseen- and some of those aren't really worth putting in.
The Wasp and Stinger are Unseen and basically equivalent to each other anyway, and the only way they aren't really worse than the Locust is in having jump jets. The Hornet is even worse in that regard. The Thorn lacks the variants to support inclusion, as do the Mongoose and Hussar. The Mercury is a no-go for lack of MASC and isn't notably common anyway, the Falcon doesn't have the available variants nor does the Firefly, the Hermes requires MASC as well, there are really only two Javelin variants (since most just change the missile launcher types), and the Urbanmech requires engines that cannot be used in MWO. The Valkyrie is another Unseen, the Ostscout is essentially completely pointless despite having been Reseen, while the Panther is neat it doesn't really bring anything new to the table, and the Wolfhound doesn't have the necessary variants.
The Sentinel lacks available variants, as does the Whitworth, the Hatchetman requires physical combat, the Phoenix Hawk is Unseen, and the Wolf Trap has only one configuration as it's a prototype at this point in the chronology. The degree of actual difference in the Crab variants is negligible, the Hoplite is not only Wolf's Dragoons only but has no current variants, and the Scorpion is a quad.
The Ostroc and Ostsol, while being Reseen, don't really have the variants to support placement, the Rifleman is Unseen, the Axman again requires physical combat, the Archer is Unseen, the Caesar hasn't got the variants and is basically the Cataphract minus that weird bar across its 'nose'. There aren't enough Guillotine variants available, the Warhammer is Unseen, and so is the Marauder. The Lancelot lacks the required variants and so do the Bombadier and Exterminator, and the Flashman falls into this group as well. So does the Black Knight, and the Thug to boot.
The Goliath is a quad, the Shogun hasn't got enough variants, the Mauler's possession of enough variants is debatable, the Annihilator suffers the same 'these variants aren't really variant' problem as the Crab, the Imp lacks available variants, and the Marauder II not only doesn't have variants but is also Unseen. The King Crab is just as short on variants as the Imp.
For lights, this leaves us with the Panther (maybe); in Mediums there's the Assassin, Clint, Hermes II, Vulcan, Vindicator, Enforcer, Wyvern, and Dervish; we might hope to see the Crusader (although that may be Unseen), Champion, or Grasshopper (assuming someone can dig up enough variants) in Heavies; and Assaults gives us the Charger (and the Hatamoto Chargers), Zeus, Crockett, and Cyclops.
The major limiting factors here are three-
First of all, a lot of variants in-universe don't make sense as variants in MWO. A particularly good example is the ANH-1A and ANH-2A Annihilators- for the 2A one tonne each is saved by converting the AC/10s into LB10-Xs- and then immediately turned and put into changing the Medium Lasers into Medium Pulse Lasers. Net change in hardpoints or other equipment: zilch.
Secondly, MASC is not an allowable piece of equipment yet and neither is Triple Strength Myomer. This precludes use of certain Fleas, any variants of the original Hermes but one, all Mercury's, one of the Vulcans, a Centurion, several Wolverines, a Cataphract, and stymies the Clans by precluding the appearance of the Dasher and Executioner and thus bilking them of their 20-tonner and 95-tonner- and that's just going by a slightly-outdated listing of the 3050 available 'mechs, there are bound to be other variants and Star League era 'mechs that are stopped by the nonextant MASC. Once this is fixed, three light 'mech chassis options are immediately opened for Inner Sphere 'mech addition.
But third and most importantly, the current rules for how 'mech skills work prevent the use of any 'mech that does not have three variants. This kicks out huge chunks of the 3050 Inner Sphere 'mech listing, and further prevents the addition of a high proportion of all 'mechs from 3055 onward, including not only the vast majority of Inner Sphere 'mechs but also a long roster of second-line Clan 'mechs. The 'Mech Skill rules within the game are really due for an overhauling to fix this, or there aren't going to be many more 'mechs left to add to the game within a year and a half.
Until that point comes, we're looking at maybe one Light 'mech, two Heavies (three if we're super lucky), four Assaults and the rest of everything possible for the Inner Sphere being
even more Medium 'mechs that do mostly the same thing as one another.
The short list of likely 'mechs- Panther, Assassin, Clint, Hermes II, Vulcan, Vindicator, Enforcer, Wyvern, Dervish, Champion, Grasshopper, Charger, Zeus, Crockett/Katana, Cyclops.
Of those I think the Cyclops, Charger, Grasshopper, Champion, Wyvern, Enforcer, Vulcan, Zeus, and Assassin could bring valuable options to the game.
Of those I'd
like to see the Cyclops, Grasshopper, Panther, and Dervish show up.
Given the patterns of 'mech presentation and availability previously, of those I
expect to see the Vulcan, Vindicator, and Zeus.
Edited by Quickdraw Crobat, 01 August 2014 - 01:01 AM.