pbiggz, on 04 April 2025 - 11:03 AM, said:
Echoing what other people are saying, but yeah, a problem with having so many variants has been that some mechs who have specific roles are outperformed by alternative variants of mechs that just happen to have more optimal hardpoint layouts and/or hitboxes. The only way to sort that issue out is straight up by taking away variants. If you just push all the hardpoints onto one variant, then every mech kind of ends up doing almost everything.
The real solution is to genuinely reduce the variant count down to 2 or 3 at most for each mech, so that different mechs genuinely fill different roles, but since again, its taking away things people may have paid for, and its disruptive, its probably never going to happen.
you dont really need to consolidate all the hardpoints into one chassis, there will be enough locational conflicts and geometry variants to make that nearly impossible. then you got mechs like the crab which are just the same hardpoints repeated several times. most are 5-6 hardpoing energy builds with the only major outlier being the florentine. you could easily make that 2 variants. if you can condense 5+ varients down to 2 or 3, mostly the stronger builds staying as is with the weaker builds merged. that stands to be a good way to reduce variants a lot.
for each chassis:
identify which variants perform the best, and which are mostly filler builds.
leave the strong ones alone unless you can merge them with similar variants without too much inflation. ideally where you can represent the weaker variant as a build on the stronger one, but not making the strong build any better.
consolidate the filler builds when possible. merge builds that are similar and allow more inflation on weaker variants.
identify which variants have hardpoint conflicts (eg mechs that say put a missile rack and a laser in the same location). merge these with similar variants that use that geometry. worst case scenario these become stand alone variants.
consolidate quirks and make generic any conflicting quirks.
ideally if you can get each chassis down to 4 or fewer variants, it really cuts things down.
for equipment:
actuators, targeting computers, small cockpits, compact gyro and other specific equipment become swappable (or become upgrades) to represent respective variants.
add mg arrays, and dual rack versions srms. make them available only to specific variants. this helps reduce hardpoint inflation as an alternative to stacking up hardpoints. eg an srm or machine gun boat can be represented by a strong variant without adding more hardpoints. these might come with a slot penalty that prevents it from being used as part of a more meta loadout by blocking large weapons of the usual type.
more efficient ammo bins replace ammo quirks for certain mechs with limited podspace. these can be tied to specific variants.
you can also do this:
turn mech bonuses into a slot item. then you can move them among builds and consolidate the identical variants with different/no bonuses.
make hero/special skins available across all variants (you get these for free if you own the variants they came with). eg catapult k2 and jester can be merged and the skin can be transfered.
turn custom geometry into bolt ons. perhaps make boltons enable/disable certain hardpoints so you can chose one or the other based on which bits you use. this would simplify the issue where mechs that should be merged based on performance but hardpoints would conflict.
make clan<->is conversion an upgrade (limited to chassis with both versions and locked otherwise). this unlocks respective tech, also means that you can merge clan and is versions of mechs that are similar enough to another variant and then unlock the upgrade.
allow skill point cap quirks above 91 points, so that you can buff things via the skill tree to replace quirks specific to one variant or the other. this helps close quirk disparities.
surely this is better than flat out deletion and if anything may give you more build options
Edited by LordNothing, 05 April 2025 - 02:55 AM.