Questions, questions, where do I begin?
OmniMech Fixed Jump Jets.
Quite honestly, given the way you decided to implement Omni-pods the way jump jets were originally assigned seemed to both hold true to lore and was internally consistent with the system you have designed. This 'fix'? Not so much. On the Kit Fox the JJs were always modular and now they are not. On the Timberwolf the JJs were always modular and now they are not. So...break with the lore (in the past understandable and forgiven, this time...not so much yet), break the system (less so, and having a hard time respectively), moving on to getting over it.
So, questions.
First: If slots are 'locked' with regards to what is in them (ES, FF) and where, and these slots are determined by, as you have repeatedly said, the Center Torso, how will non-S-variant Kit Fox and Timberwolf variants even be able to
mount jump jets? (maybe you explained this, but I am having a hard time wrapping my head around it. Currently I am stuck in a 31st century 'chicken and egg' scenario, sort of 'which comes first, the CT or the OmniPod?')
Second: Will these Jump jets now be locked into place in these components the way Endo-Steel and Ferro-Fiber armor is? And if they are not locked into place, then should not my technician be capable of removing them from the chassis entirely?
Third: If I have the S-variant Timberwolf Center Torso, but neither side torso, will I be allowed to run with one jump jet, or, because 'locked slots' are determined by the 'center torso' will I have to somehow allocate five despite not having the side torsos normally associated with it?
Fourth: If I equip one S-variant Kit Fox leg on a non-S-variant CT (assuming I get two jump jets that I have to incorporate, see concern above) will they be force-allocated to that leg, or will I still be able to allocate those two jump jets anywhere I normally could (side/center torso or legs) the way I can now?
Fifth: Because the option whether or not to mount jump jets (and some instead of all) was presented as a positive quirk that is now being take away, and in fact extending to a de-buff at least in sense of lost tonnage and slot location, will these components be extended replacement positive quirks or have negative quirks removed?
Sixth: Because you are now establishing that mechs mounting jump jets have to run jump jets (or at least those mounting parts that have jump jets will have to run those jump jets) will you be enforcing the same construction mechanic on Inner Sphere mechs?
Clan Side Torso Destruction
First: Engine Double Heatsinks cool at a factor of 2. Those mounted
into engine free slots cool at 1.4. How will that 20% reduction in engine heatsinks be allocated between these to be fair to Clan Mechs (since you seem to alternate between 'nerf the clans' and 'buff the IS')?
Second; Will this be extended to single critical hits on engine components in Clan and IS mechs?
Mech Quirks:
Is it your intention to make certain mechs' cannon weapon suites playable? I ask specifically in reference to those loads most severely affected by ghost heat...excuse me, I mean 'heat scale', including the Warhawk Prime, Nova Prime, Adder Prime, and Hunchback-4P.
Edited by Kael 17, 29 September 2014 - 08:19 PM.