I have a few different feature ideas that I'd like to see implemented in MWO, as well as a few buffs and nerfs.
Firstly, the main "feature" that I'd really like to see implemented, is an "omni-variant" selection screen AFTER the map/mode vote. Omnimechs' strength was their ability to be rapidly customized to the environment and mission they were facing, and rapidly repaired in the field. As a limitation to this feature, to prevent omnimechs from becoming too overpowered, the only options should be stock loadouts for all omnimech variants which can be made with currently available tech (or you can abstain to keep your customized loadout). Without this style of adapting your omnimech to the map and mode after it's known, we will NEVER see Inner Sphere Omni's, such as the Avatar and Sunder, because they will have fixed IS XL Engines, and there won't be any point to accepting that guaranteed weakness. The ability to swap to a cold loadout when you see Terra Therma, or to a long-ranged loadout when we get Frozen City Domination, etc, will make IS omnis worth the investment.
Another feature I'd love to see, is a change in the VIP mode. Specifically, a change in the VIP. I think it would be a lot of fun if someone who took Company Command could then issue movement commands to the VIP. On top of that, it would add a whole other dynamic to the game if the VIP were changed into a FUNCTIONAL mobile field base (a la MechWarrior 3), but have a time limit on reaching the destination, so the defending team has to ration their time between stopping for repairs and moving to the end point (if you keep repairing your team, you won't make it in time. Maybe even limit the supplies being carried so that the MFBs will run out of supplies after five or six repairs. You can still stop for repairs, and they'll use up whatever they have left, but anything they're out of won't get fixed).
As for the Buffs/Nerfs, I'd like to see Gauss Rifle functionality changed slightly. Currently, you can fire two Gauss rifles of any size at one time. I'd like to see that changed so you can fire one heavy Gauss, two regular Gauss, and three light Gauss at the same time. This results in 25, 30, and 24 pinpoint damage, respectively, normalizing the damage output (you can still quickly charge and fire the next set of Gauss rifles, similar to how a quad Gauss Kodiak already works).
Also, Heavy Large Lasers have been an issue since they were introduced. Their stats, as loaded in MWO, are 18 damage for 16 heat. On TableTop, they dealt 16 damage for 18 heat. Why didn't we start with those values? Why didn't we adopt those values as soon as they began to present a problem? You're not gonna get any complaints from the lore-hounds, because that's adjusting it so it matches the Lore. (Same thing with C-ERLL. TT: 10 dmg, 12 ht. MWO: 12 dmg, 10 ht, and adjusted since then a few tenths up and down). Just an observation from someone who's only recently begun studying record sheets.
On the subject of heat: Coolant Pod Consumables. You know those actually have a Lore equivalent which takes up crit slots and weight, right? Can we just have that, please? It can still be consumable, and it can still be adjusted with the skill tree, but it'd limit their overpowering effectiveness if you have to decide between a cool shot and a heat sink, which was the original dilemma they were intended to create, anyway.
For that matter, could we get rid of strike consumables and give pilots the option to carry Arrow IV and Long Tom artillery? With all of the same limitations and requirements applicable thereto. Which means to use Arrow IV artillery missiles, you have to have someone spotting a target with a TAG designator, and the TAG laser would no longer have any effect on LRMs. Long Toms are just super ballistic and hard to aim. Either that, or have the ability to dumb-fire missiles and have them automatically home in on the nearest tagged target (NARC would be too powerful, but TAG would be fun).
Otherwise, just the same old requests that are constantly asked for and constantly shot down: Fire Moth, Unreal Engine, Ammo Switching, etc. Getting thunder and inferno LRM munitions with ammo switching would be fun and add new game dynamics.
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