...I will be working on the "So weapon variants again" thread. As part of it, I'll have a mini-design doc of how I plan on doing my mod in regards to weapons/customization/etc. Far as what to expect: More customization than MW5: Mercs from what we've heard. Significantly more in depth, though somewhat complex modification limitations going for a more realism-simulation approach.
(As a quick example: The CN9-A Centurion carries a Luxor-D class 10 Autocannon in the right arm. This is known to be 70mm with a firing rate of 10 shells-per-second according to William Keith Jr. (first Battletech novelist) in the BattleTechnology magazine. (1987)
In Ghost of Winter by Stephen Kenson it is 80mm... (1999)
I go by the oldest reference as a personal preference, plus 80mm ACs are very common in BT, 70mm not so much.
Bit of reference stuff to help out in visualizing it
We could distribute damage all kinds of ways, but in the interest in a very...very brief look into this for our example, lets ignore the numbers and shift to customization and why this specific AC is relevant.
For starters, there is special mention of how the Luxor-D series autocannon is known for feeding system flaws. As such, there's also note that sometimes technicians flat out replace the AC, and that this is an arduous task due to its custom fit.
For me, I define the the Luxor-D autocannon as an arm-type cannon, akin to Highlander, Dragon, and Bushwhacker, each of these have an autocannon with a lower arm actuator. (I'm undecided as to make the distinction between lower-arm type and upper arm type). As such, you wouldn't be able to put it into a torso mount, for example. It's too long and not made for it. But, you could mount another lower-arm type. For a lore-specific example, Yen Lo Wang's Autocannon/20 is a Pontiac 100, taken out of a Victor which is another mech with a lower-arm-type AC. Or you could use the Enforcer's Federated AC/10, or Enfield's Defiance Distintegrator...and we could keep expanding it too.
This is a rough idea of how I would distinguish a variant's compatibility, with it being easier/quicker (with fewer to no problems) to do when supplying it to a mech that already had something similar, although I would also make it so that you could modify any lower-arm-without-hand-actuator to equip a Luxor-D or any other AC of that specific type of mount (so if you wanted to you could in theory mount any AC of that type into the arm of a Marauder for example if you didn't want to use default energy weapons).
I'm not limiting this to ACs, but its an easy point to focus on as artwork exists of these mounts for easy comparison.
And for the not-so-brief... / other examples.
(Zomg TL;DR!)
But the basic gist is in a customization mod I have planned: instead of hardpoints you'd have softpoints^1 with weapon variations locked by "mount types" as well as distinguishing interchangeable sizes. So instead of being locked to only energy hardpoints in your Marauder's arms, you could in theory mount any lower-arm-no-hand mount type weapon...be it energy, missile, or ballistic. Part of the control for this (to keep it somewhat realistic) is a change across actual weapon types (ballistic/missile/energy) combined with size difference associated with it compared to what you start with can have varying levels of difficulty...up to and including impossible for your current tech.
^1
In a way, it'd be more customizeable than what is possible in MWO....and in a way, less customizeable than what is possible in MWO (as you can't just put a weapon anywhere and if it can't accomodate the size of what weapon you want to use, perhaps you need a variant of the mech that can). (My size restriction is less about AC/5 is bigger than AC/2, and more fluff-variant related, so while X-size softpoint can't accomodate a Y-size PPC, it could handle an X-size PPC without issue. (Example being Lord's Light PPC and the Aberdovey Mk XXX ER PPC, which are both very small IS PPCs. Now they're not Light PPCs, just physically small ones)
So while you might have a weapon in your inventory and a want to use it, you might be unable to because it doesn't "fit" in your 'Mech or isn't made for where you want such a weapon...adding a degree of realism without being as restrictive as Mw5 is described to be.
(I would also be modifying the game to include the ability to find new techs although from what I understand he's pretty hardset into the game due to all the voiced dialog... as such what I might do to get around it is mod in unique astechs to get the results I seek... I once saw the quote "there's too many chiefs and not enough indians", and have heard a "leader's performance is directly affected by the quality of those that follow." Starting with few to no astechs and steadily acquiring them at varying degrees of experience and confidence [which could build up of course] should work.)
(Completely random side note: have you ever heard an Irish man speaking Russian... Something you can never unhear once you do...)
Edited by Koniving, 15 March 2019 - 12:48 AM.