How far beyond known variants should customs be allowed?
#1
Posted 22 January 2012 - 04:24 PM
#2
Posted 22 January 2012 - 04:31 PM
#3
Posted 22 January 2012 - 04:35 PM
Truth is we don't know how MWO will handle mech customisation.
The devs have said they are trying to stick to the TT rules where they can, and the TT rules already have the full customisation rules: items have mass and size, and being able to mount a particular item pretty much depends on whether it will make the mech overweight, and whether the chosen body location has enough space left.
...so it's possible we may something like that, but we'll have to wait and see.
Nothing wrong with PPCs and Gauss rifles on an Atlas if that's what someone feels like, BTW!
#4
Posted 22 January 2012 - 04:37 PM
I'm hoping we see at least few variants for each mech, but the technology of the time (AFAIK) just isn't up to MW4's level of customization.
Edit: Of course, this only applies to weapon loadouts. We already know modules will be entirely customizable.
Edited by snake-eyes, 22 January 2012 - 04:39 PM.
#5
Posted 22 January 2012 - 04:39 PM
Edited by KingCobra, 22 January 2012 - 04:39 PM.
#7
Posted 22 January 2012 - 04:53 PM
#8
Posted 22 January 2012 - 04:54 PM
#9
Posted 22 January 2012 - 05:11 PM
Forgive me if I'm wrong, but I'm under the impression that we're getting a bunch of C-Bills and the like, gained from our contracts, lost by repair costs, etc. I can't say I'm sure as to how that's being managed but if it IS how the things are being managed...
Make customisation cost equal to the price of customising the TT 'mechs.
Such as swapping a Medium Laser for a Large Laser costing, for example, 190,000 (40k for Medium Laser, 100K for Large, 25K for each modification (taking one out and putting one in)). This is no small cost, really. And if this is the factor, including the cost of repairing the 'mech, and then the weight\\space\\heat mitigations... The act of customizing will take a LOT of guts. What if it's a bum design etc.
This also makes Omnimechs a good thing (I know they're only appearing later on, but it merits mention), as their 'pod space' allows a LOT of freedom, being able to effectively halve the cost of modifying and take less time in the hangar.
And to customise outside the podspace of an Omnimech will take 3x the time and money, as doing so even the SLIGHTEST BIT requires a complete overhaul, hardwired as the standard frame is.
All in all, if they implement prices to customisation, the standard configs will be quite common until we all get enough cash to tweak our 'mechs, or save up for the complete re-hash. I think it could be fun.
#10
Posted 22 January 2012 - 05:19 PM
The devs have already revealed there will be mountable modules for info warfare applications, so that goes already beyond "known variants". Anything else is pure speculation at this point anyway, but... it's less a matter of "allowing" customization than making balancing not a radar rat race. Which with completely free customization it might become IMHO.
Edited by Dlardrageth, 22 January 2012 - 05:19 PM.
#11
Posted 22 January 2012 - 05:20 PM
Merovigian, on 22 January 2012 - 05:11 PM, said:
That would be cool - still allowing customisation, but using c-bills as a mechanism to prevent a free-for-all.
Quote
Omnis are expensive though...
#12
Posted 22 January 2012 - 05:22 PM
#13
Posted 22 January 2012 - 05:33 PM
After months of play testing to hone game balance we can talk customization.
#14
Posted 22 January 2012 - 05:36 PM
#15
Posted 22 January 2012 - 05:40 PM
#16
Posted 22 January 2012 - 05:41 PM
#17
Posted 22 January 2012 - 05:43 PM
Graphite, on 22 January 2012 - 05:20 PM, said:
Oh yes they are. And the inherent affinity for modification is why.
Not just talking about Clan Omnis, there's also the Avatar, the Hauptmann, etc. These are expensive, but as said in another thread, the difference is hours of time in the bay for repairs and refits as opposed to days/weeks.
I'd say that's worth the extra moneys.
#18
Posted 22 January 2012 - 06:04 PM
#19
Posted 22 January 2012 - 06:21 PM
Better have a spare 'mech or two handy. If you're modding one, and you're called to battle you'd HAVE to. Then if it gets totalled, the repairs will take time, too. Better have more than one spare, really.
#20
Posted 22 January 2012 - 06:45 PM
I don't care if it's a PPC/ERL/etc., but if you know "OK, THIS Mech can carry ENERGY weapons at THIS location" then you can familiarize yourself with knowing how to cripple your enemy based on the type of weapon you want to take out. Long story short, the majority of a Timberwolf's projectile capabilities are in his "ears". Clip them and you help diminish that threat.
I'm not for the Mech just being an X ton weapons platform where you can put any type of weapon in any location; Mechs were specialized for different roles.
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