_Magno_, on 23 January 2020 - 04:16 AM, said:
Your volumetric comparison relies more on uniform integration of structure, components, hydraulics, armor, etc..
Which easily is not going to be the case. Each Mech is designed with different objectives in mind; speed, firepower, armor, etc..
Profile and silhouette are also a big design consideration.
Known as attribute or parameter balancing. With assaults, you're not often favoring small profile, you're favoring armor and firepower and heat efficiency. The return on maximizing those attributes are easier to obtain rather than forcing a bad integration.
So the way the structure is composed, the engine laid out, and integrated can easily and often provide for strange negative spaces inside the mechs. This in turn will affect volume.
On the small mechs, the objective is to accommodate speed, profile, etc.. So the designers will place more effort in compacting the design.
So the Atlas, which is the scouting mech, is designed for maximum speed,
And the Commando, which is the lynch pin of the battle, is design for maximum compactness?
If you want to add more logic to this thread, the only result is going to be that Assaults are more dense, not less dense, than lights because the former are for tanking damage and the latter are for speed and support. This is if you're taking the density of tanks IRL into the discussion, engineers make tanks meant to take hits far more dense than those that are not, for example mobile artillery or armored transports or fast skirmishers.
Unless, of course, from your engineering background you'd like to explain the reasoning that uniform surface area/ton is the better metric to use. I.e. explain why starting with uniform surface area per ton and adjusting for mech role is better than starting with uniform volume per ton and adjusting for mech role, and as the former is what we have today.
Edited by Nightbird, 23 January 2020 - 06:59 AM.