Dredger, on 17 December 2011 - 11:06 PM, said:
First of all, this is not Chromehounds, Earthseige, Heavy Gear, Steel Battalion, or Gundam. This is MechWarrior.
Obviously.

That doesn't mean that we (or, more to the point, the devs) cannot look at what has been done before and elsewhere and give consideration as to whether there are characteristics that might be useful or interesting (and, most importantly,
reasonable and justifiable) adapt (or even improve upon) and adopt.
The examples I listed were intended to demonstrate that there are likely relatively few
technical reasons not to implement this, as older games built on older and less-capable engines have done so - said implementation would be, as all things regarding MWO are, subject to whether the devs 1.) are sufficiently interested and motivated to implement it and 2.) have the resources (mainly time and patience) to actually do so.
Dredger, on 17 December 2011 - 11:06 PM, said:
Second, the reason appearances don't change with weapon loadouts is because they don't need to. Mech armaments are mounted internally as opposed to the external hexapod configuration of Chromehounds. This is also why it should be harder to swap out equipment, as most weapons are attached to the internal skeleton of the mech rather than bolted onto the outside.
Indeed - in fact, the relative difficulty of putting any given weapon system(s) in any given location as a function of how the mounting points on a 'Mech's skeleton are set up and distributed is one of the major points I made in
a prior post in this thread... one that I see you liked, no less!
Dredger, on 17 December 2011 - 11:06 PM, said:
Third, I've never had any problems with my Madcat shooting lasers out of its missile racks. I don't even think I would be able to mount lasers in my missile racks if I wanted to.
It wasn't so much of an issue with the slot system employed in the MW4 series - the MW2 and MW3, on the other hand, could and would allow for multiple ACs, or multiple lasers, and so on to be mounted in and fire out of the
Timberwolf/
Mad Cat's missile launchers... and have them still appear as missile launchers rather than changing to resemble the barrel(s) of the newly-fitted non-missile weapons.
This would be akin to building the
Mad Dog/
Vulture C variant (twin Gauss Rifles) or the
Mad Dog/
Vulture E variant (twin HAG-30s) and having either look exactly like the
Mad Dog/
Vulture primary variant (two large pulse lasers, two medium pulse lasers, and two LRM-20 racks).
Dredger, on 17 December 2011 - 11:06 PM, said:
Fourth, this is not the current concern. The bigger picture involves the possibility of an open and unrestricted Mechlab spawning an unstoppable swarm of Frankenmechs with no regard to canon; see the Thor example quoted earlier.
Simply because the appearance changing with the loadout is not the
primary concern of the thread does not mean it is not a related (if only tangentially so) point-of-interest.
And I agree with you on the point about the "open and unrestricted Mechlab spawning an unstoppable swarm of Frankenmechs with no regard to canon" - I also believe there should be some reasonable restrictions placed on the retrofitting process, and that one element of that should be the distribution and type of mounting points on the 'Mech's body (as stated in my previously-linked post).
On this much, we agree, yes?
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Alizabeth Aijou, on 18 December 2011 - 04:40 AM, said:
Question would be:
Would an OmniMech thus modified still be an OmniMech?
Also, that Summoner you quoted is absolutely laughable.
I could do a Dire Wolf config with that, though.
Yes, it is still an OmniMech.
The
readout on the Kingfisher (a 90-ton humanoid Clan OmniMech) state that the base 'Mech has a cruising speed of 43 kph, a maximum speed of 64.5 kph, and 24.0 tons of pod space available for weapons and equipment.
The base 'Mech comes with a "Star League 360 Fusion Engine", a standard-type (that is, not XL) engine weighing 33.0 tons.
Let's say one changes out the standard-type 360-rated engine for, say, a standard-type 270-rated engine (which weighs 14.5 tons).
Assuming we changed nothing else about the 'Mech, our modified
Kingfisher now has a cruising speed of ~32.4 kph, a maximum speed of ~54 kph, and 42.5 tons (the original 24 tons plus the 18.5 tons freed by the engine change) of pod space.
Neither the actual volume of the 'Mech (number of available critical spaces) nor the number or distribution of pod-slots on the chassis would have changed - only the available tonnage has increased.
By the TT rules, changing our
Kingfisher's engine from a 360 to a 270 should be no more difficult or time-intensive (engine replacement, under normal/average conditions, takes ~6 hours by TT rules) than, say, changing the engine of a
Highlander (a similarly-sized/shaped, 90-ton non-Omni IS BattleMech) from its standard-type 270-rated engine (which still weighs 14.5 tons) to a standard-type 360-rated engine (which still weighs 33.0 tons) - a process that would need 18.5 tons (the tonnage difference between a standard-type 270 engine and a standard-type 360 engine) to be freed before it could take place.
The difference is that the
Highlander's weapons are attached directly to its frame (it's skeleton, the internal stricture) while
Kingfisher's weapons are installed into omni-tech pods/bays, with the pods/bays (rather than the weapon itself) being what is attached to the 'Mech's frame.
It's the use of this pod/bay system that makes an OmniMech an OmniMech, and it's the ability to slide weapons and other equipment in and out of the pods/bays quickly and with relative ease that gives the OmniMechs their flexibility - which is their advantage over standard (that is, non-Omni) BattleMechs.
Though, the advantage is not without cost - OmniMechs and the Omni-tech components they use are rarer, much more expensive (1.25x normal price), and much more difficult to repair (double repair time) than the equivalent non-Omni 'Mechs and components.
Edited by Strum Wealh, 18 December 2011 - 10:44 AM.