Prosperity Park, on 05 May 2017 - 07:23 PM, said:
"Sized hardpoints" is entirely a Mechwarrior phenomenon, and has nothing to do with BattleTech.
In BattleTech Mechlab rules you can put an AC/20 on any Mech arm without a lower arm actuator.
(I know, I am just being a pain in the arse)
Battletech also has two sets of customization rules
"Mech construction" aka make your favorite ghost in the shell tanks in Battletech and create your favorite Gundam to wreck face...
And Mech Customization, in which there is loose mention that certain size pieces of equipment is easier to swap versus completely different pieces of equipment:
MRM-10 is easily swapped with an SRM-6.
MRM-20 is easily swapped with an LRM-15.
MRM-30 is easily swapped with an LRM-20
Mech Mortar/2 is replaced with the LRM-10.
This is a complex maze of screwy **** and loose mentions in Sarna, but they all come to a head when mech customization comes into play. What it effectively breaks down into is a "Softpoint" system of sized softpoints, in which if you play within the system, compatible softpoints are "easily" swapped with low difficulty, risk of failure, and low time consumption "Modular systems" such as the Mercury's parts also fall within this system, as well as literally anything considered "non-fixed" on Omnimechs.
If you fail to game that system, swapping an LRM-5 for an LRM-20 and you're met with average difficulty, risk of failure and average time consumption, unless going through the use of a "Refit kit". (Literally every non 4G Hunchback of the 4th Generation [as in 4SP, 4P, 4J, etc] is a refit kit. The 5G and all 5th generation Hunchbacks are entirely new designs that are a bit larger and compatible with things like double heatsinks, something that the 4th generation couldn't do without falling outside of this 'system').
Extreme swaps, as in the kind you'd make in Mech Construction rules... actually leads to some high risks in time consumption, complete failure (creating permanent wasted tonnage), and partial failure (weapon-specific negative
Design Quirks imposed due to Afro-ingenuity, such as machine guns that produce heat, missile launchers that jam, engines with acceleration problems, etc.
It is slightly comical that this first makes its appearance in "Mechwarrior", the tabletop RPG (alongside
dinosaurs), but it also gets loose mention in CityTech, Aerotech, and Total Warfare.
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Edit (required since the short comment below mine prevented it from linking to my original post).
What it really boils down to is a more realistic "campaign"-oriented mech customization ruleset in which you can't just swap whatever random ******** you want, and instead have to really consider whether or not you will have the in-character time to make the changes you want before you are attacked or forced to sortie again, and though the earliest mention I've found referring to it is in the Mechwarrior First Edition RPG book, it has numerous mentions in many 1990s (but not 1980s) sourcebooks set in Level 3 rules.
Now it doesn't really define what they call this ease of swapping (the term modular is thrown a few times), so I personally coined the phrase "Softpoint". But basically while you can swap anything with anything, if it's compatible you get an easy, fast time with high success. If it's within the same family (missile with missile, energy with energy), you get an average time with average success And if it's off the wall batshit (swap your left arm's 3 machine guns for some catapillar tracks) and you can get some really screwy results. (One time I got a machine gun that every time I used it, I had to roll to see if it would cause
EM Interference. Yesterday inspired by the BT Cartoon's Centurion having jumpjets, I traded an ammo storage bin for some jumpjets and I narrowly missed
Poor Sealing but somehow wound up with a
Bad Reputation. It doesn't get better than that.)
Edited by Koniving, 05 May 2017 - 09:35 PM.