Crit splitting is already in the game, after a fashion. Endo and Ferro both are able to shift a fixed number of reserved slots around, and mounting ACs or PPCs in the arm of an Omnimech already removes actuators. Therefore, both pieces of code necessary to implement crit splitting are already in the game.
The game already is able to compare the number of crits in a component against the available crits in the mount location, or it already wouldn't be able to handle refusing the player's attempts to mount things they don't have sufficient crits for. Since it can do that, that means it knows how many crits it needs, how many are available... and therefore how many would be left over and require splitting.
When an outsized weapon is mounted in a location, the game would check which location, remove/disable arm actuators if needed, and reserve the appropriate number of crits in the adjacent location as locked crits, throwing up an invalid notice and failing to mount if there are too few crits available in
that location, or if the player tries something illegal like arm-mounted HGauss.
The only real hurdle to implementing crit splitting is figuring out how the game should decide where the spillover crits go. I don't remember how TT decided that, or whether the game let the builder decide within reason. Ideally, it would just use the damage transfer priority model for arm and side torso mountings (Arm->ST->CT), and reverse it for CT mounts.
Edited by WrathOfDeadguy, 25 April 2019 - 08:32 AM.