First off you'd definitely have to have a gate to be allowed to do it. Something like rank 10 or 15 in your faction, 30/60+ concurrent days maybe even with a minimum amount of drops in that faction, and the 3 mechs in your deck need to be fully mastered, module'd, with and additional amount of say 50k mech xp.
I'll tackle the infantry drop in a few sections.
Drop weight would be the same for the mechs - infantry counts as 0.
Hp - 10 with 5 armor, one hit box only. Get shot with just about anything you die.
Speed - 44.7 kph (we'll just assume anyone crazy enough to foot it against mechs is Usain Bolt)
Weapons -
First damage should be set at 1 damage or less to start out - super weak, but its human controlled and could be adjusted later. Possibly have infinite ammo on these guys to account for their sheer weakness.
When you drop you get either a random pick or there could be an MC/cbill option for choice.
All get a pistol - Damage 1, range 90m cd 1sec
Then a selection of 1 other weapn at random.
Sniper rifle - basically an ac1 with similar range to an ac2 and the reload time of an ac20.
Small Laser - 1 damage version of the small laser, with LL recharge time
MG - basically the same, just lower the range and the damage slightly to equal out to an average of 1 dps.
Tag - no change necessary
The drop-in - Always Last Drop
If you eject successfully from your last mech you start at that spot.
Otherwise you parachute/JJ down from the dropship to your spawn point.
Other possible features -
Single JJ pack - makes travel easier and hitting cored parts more possible.
Transport tanks - 1 driver, 1 gunner on 2 MG, 1 on a ML mount. 70-80kph and can transport up to 6 total people including gunners, must slow/stop to exit. Placeable by the unit commander or a lance commander, or just drops at a certain location.
Could have a couple random armament variations on the transport tanks, minor-moderate damage but takes a minimum of 1 driver and 1 gunner if you want to fire. (for the life of me I can't recall what their name is in the canon).
Defense side they could take over the automated turrets to try to make every last shot count.
Destruction of a vehicle while mounted in one converts to death of all passengers.
Rewards - same reward system for the mechs, but damage/kills/assists attributed the infantry have a 100% gain.
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Outside the match you could have another skill tree added just for them. Adding range and cd improvements to the weapons systems they use. Possibly only one strike module that they could use 2 times with a 3 minute cd.
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The infantry would be total hard mode but could add some more variation to the game and a lot of fun for organized units, possibly offset some of the "teamwork is op" against lesser organized units by having some people dropping with less mechs, albeit heavier mechs but once they are gone you are down to a very low output last stand.
Could also up the total reward for this style including the performance of the rest of the mech, if there was a cutoff on how long or how much min damage you did with the infantry.
Anyhow, just a thought I had not really much of a hope of it actually happening but it would be a pretty cool option to have at your disposal.
Edited by sycocys, 10 April 2015 - 06:59 AM.