

Corbett's Corner
#101
Posted 07 March 2015 - 01:07 AM
As omnimech components they were designed in this way to swap out omni-variants for convenience and speed in the field with both swapping out configurations and repairs. (Significant is repairs here as it is easier to replace a whole section than check each component).
I think the idea of "not" being able to swap out modular components is perhaps only a restriction of the game rules themselves as from lore you could effectively swap out the components in a modular fashion if they could be feasibly made to work. And of course trying to change individual components and supporting systems for each individual tech then takes greater time than swapping out a pre-configured pod. But unlike IS tech which had the modular vision in mind Omnimech tech didn't have those complext arrangements so the idea of custom fitting some differences may then not be technically possible: "researchers never improved (or never attempted to improve) arm OmniPod attachment points in order to make large-bore weapon systems compatible with certain arm actuators". Though hardpoints are still selectable. Maybe the occasional fixed weapon system (your example flamer) is then testimony to the idea that certain hardpoints will have limits with changes due the omni design process as a result on certain chassis and are simply limits to the omni tech arrangements.
I guess then this would then limit adaptations but also reduce complexity in the manufacturing. But the Omni arrangements would allow differing configurations to be interchanged but on a more macro scale as we see.
So if anything IS tech designs involve extra complexity with their modular approach but not allowing for changing of the hardpoint arrangements as per the less complicated omnimech way of doing things. Both approaches then have limits over the other.
IS tech then manufacturing one variant with a specific if complex modular adaptability. Clan tech using omnipods, that allow for fast changes on a larger scale which provides for some variance but faster repair and swapping as a result of this macro style of changing whole sections as opposed to lots of individual components.
The answer then I believe is then intrinsic to how omnitech works and that full modular capabilities has not been considered or designed for like IS (non-Omni) mechs and that as a result some full adaptability is then simply not possible since it was not considered or then catered for in the design process. This to allow for the quick interchange of omnipods to be simple and not having a more complex process.
#102
Posted 07 March 2015 - 05:07 AM
I am not a TT player unfortunately, but my impression is that some of the fixed items might be for balancing purposes.
The lore could justify them with several reasons: because it is an old design and Omni tech was not perfetioned yet; in some designs like the Summoner equiment was considered fundamental for the design or something like that so they just hardwired them. I am not sure if there are better specific reasons.
#103
Posted 07 March 2015 - 03:15 PM
CyclonerM, on 07 March 2015 - 05:07 AM, said:
I'm guessing this is probably the closest to the right answer from a lore perspective. The first Omni developed, the Coyotl, had no fixed equipment outside of the armor, structure, and engine. So there's no technical reason subsequent Omnis could not be completely void of fixed equipment.
#104
Posted 07 March 2015 - 04:20 PM
IE: the Adder was built for heavy firepower in a small mech.
But if it kept having trouble with infantry - I could very easily see them hardwiring the Flamer into it just so that it would not have that issue again.
#105
Posted 09 March 2015 - 10:35 AM

#106
Posted 09 March 2015 - 10:55 AM
You have a mech that can be outfitted very easily (and repaired quickly) for various missions. (remember IS mechs really do not have hard points they are pretty hard wired, and takes a LOT to modify them).
So you swap out the weapon configurations based on optimal mission parameters. giving you a Ton of flexibility without carrying a lot of different frames with you.
Also Clan warriors do not often get to change their load outs past what is considered a normal variant. In "A Time of War" you would have to have like custom mech 6 or 7 on 700 points invested to swap out the pods past what is considered normal.
your khan / so knows what is needed on the mission, you are to execute it with the mech provided based on mission parameters.
Thats pretty much why Omni mechs are the way they are. IS is way more hard wired than a omni mech could ever be... just people like building their mechs the way they want to

Edited by reign, 09 March 2015 - 10:57 AM.
#108
Posted 09 March 2015 - 03:53 PM
Noesis, on 09 March 2015 - 12:38 PM, said:
LOL
Though in practicality it was designed after wolfs dragoons reported IS capabilities to Clanners. So they probably said. They use a lot of infantry. Lets make sure its protected from infantry by giving it a flamer.
#109
Posted 09 March 2015 - 03:59 PM
Edited by Jaroth Corbett, 13 June 2015 - 06:05 PM.
#110
Posted 11 March 2015 - 10:16 PM
Survivability slim to none, violent death more then likely....but people in lore are like "hey sign me up i want to be a mechwarrior" LOL
Edited by Grimwill, 11 March 2015 - 10:30 PM.
#111
Posted 12 March 2015 - 04:31 AM
Grimwill, on 11 March 2015 - 10:16 PM, said:
Survivability slim to none, violent death more then likely....but people in lore are like "hey sign me up i want to be a mechwarrior" LOL
Not to mention that you might be roasted alive by a flamer or, more likely, an Inferno SRM round, be forced to eject on a planet with a toxic atmosphere or killed by a direct hit on your cockpit, ore some other more creative deaths (see Natasha Kerensky).
However, that is not that different from today's fighter pilots, spacemen, etc. but people still sign up!

I wished i could be a fighter pilot myself

#112
Posted 23 April 2015 - 10:21 AM

#113
Posted 24 April 2015 - 10:39 AM
Edited by Jaroth Corbett, 24 April 2015 - 10:45 AM.
#114
Posted 25 April 2015 - 06:08 AM
Jaroth Corbett, on 24 April 2015 - 10:39 AM, said:
It does indeed, but that list is updated to 3062, as it shows, for example, CGB holding just a small % of Arcadia after their move to the IS. This made me wonder if the list for the other Clans were reliable lists of their holding at the start of the invasion (plus, i need info about CGB and CSJ in that time frame).
#115
Posted 30 May 2015 - 05:34 PM
#116
Posted 30 May 2015 - 08:19 PM
Edited by Jaroth Corbett, 30 May 2015 - 08:19 PM.
#117
Posted 31 May 2015 - 10:28 AM
#118
Posted 31 May 2015 - 01:08 PM
#119
Posted 31 May 2015 - 03:31 PM
EDIT: You must have the luck of the Irish Torch. I actually found something.

Mercenaries Handbook 3055
Edited by Jaroth Corbett, 01 June 2015 - 02:41 AM.
#120
Posted 31 May 2015 - 07:39 PM

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