Ever since the beta I've thought it would be nice to have some reason not to use all of the allowed tonnage.
Balancing heat sinks and ammo, armor and speed, firepower and mobility, is a big reason why we play MWO. Same as a car tuning scene, we tweak our machines as best we can before putting them in a competitive contest. Then it's back to the workshop for more tinkering. This is the game loop MWO offers, in a way closer to Need for Speed than to Call of Duty.
Making your vehicle lighter than it is originally designed to be is absolute basic stuff, tuning 101 if you will, and I've always been slightly bothered by the fact that it presents no repercussion in game. If you care about realism, a given mech should move faster if it is several tons lighter, than if loaded with all the guns it can carry. Twist speed could also be affected, as well as jump distance.
I've never posted about this because I understand than such functionalities would make the game even harder to balance, with some mechs running at a staggering 250 kph... we don't want that, do we ? But today, with Faction Play becoming more and more important, we have a great reason to make light builds have a repercussion in game. I'm obviously talking about dropship limits.
How many times have you been switching mechs in your dropship because you were just 5 or 10 tons above the limit ? How many times have you thought "wow, if only I could take a large laser, or an AC5, off of that mech, it would be great with the others" ?
Maybe it would only bring more balancing problems. But I, for one, would appreciate something like that implemented in the long run.
What do you think ?
Edited by ionzu, 11 June 2016 - 08:44 AM.














