Jump to content

On-Board Module Expansion – Daughter-Boards


27 replies to this topic

#21 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 09 February 2012 - 08:41 AM

View PostNik Van Rhijn, on 09 February 2012 - 02:51 AM, said:

I suggest you look at Chembots thread http://mwomercs.com/...s-take-spoiler/ it references the possible original source material.


I did. My #'s were alot lower than anticapated but that assume they take them as Canon... :o

#22 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 09 February 2012 - 08:45 AM

View PostDurant Carlyle, on 08 February 2012 - 08:56 PM, said:

We have absolutely no information on what modules will be in the game, nor on how many slots will be in each chassis ... and you're already coming up with a plan to get more slots for those upgrades we know nothing about?

I have a feeling that 'Mechs are going to have a lot more slots than 3/4/4/5. Did you see how big those trees were? I could easily see 6/7/8/9 as the default numbers. And remember, you might get more module slots according to the BattleMech efficiency chart if that upgrade makes it to the final version.


Ahh, the beauty of the SUGGESTION Thread!

Another thread has appeared this day showing some Supplementary Rule Book module values.

If the Dev use those values then perhaps we may have enough.

Just like taking a Stock Mech should be good enough right? :o

#23 Nik Van Rhijn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,905 posts
  • LocationLost

Posted 09 February 2012 - 08:47 AM

I think they would use them as a basis but change specifics to suit their need. Your numbers are perhaps a little on the low side IMHO but it's all guesswork. What was interesting was that the numbers were not necessarily weight class dependant, more function aimed. I was surprised by the number of slots for the Atlas though. Also by the low numbers for the Dragon & Centurion.

Edited by Nik Van Rhijn, 09 February 2012 - 08:48 AM.


#24 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 09 February 2012 - 08:49 AM

View PostNik Van Rhijn, on 09 February 2012 - 08:47 AM, said:

I think they would use them as a basis but change specifics to suit their need. Your numbers are perhaps a little on the low side IMHO but it's all guesswork. What was interesting was that the numbers were not necessarily weight class dependant, more function aimed. I was surprised by the number of slots for the Atlas though.


And I found the disparity in Ranges somewhat confusing but assumed I was not interpreting them correctly. :o

#25 Phades

    Member

  • PipPipPipPipPipPip
  • 334 posts

Posted 09 February 2012 - 06:32 PM

View PostDarkTreader, on 08 February 2012 - 06:52 PM, said:


Well yeah. Didn't you know that's what GAUSS stands for? Giant Auditorially Upsetting Sonic Surge. Comes standard on this car:
Posted Image

:D

...
Now, sadly, I picture a Mad Cat Mk. II thumping its way thru an Urban map, assaulting enemies with the sounds of the Wu Tang Clan... >_<

The cat is a WMD. They would ditch the LRMs for speakers and go with dubstep exclusively for maximum damage potential.

#26 Kaemon

    Member

  • PipPipPipPipPipPipPipPip
  • 1,924 posts
  • LocationMN

Posted 09 February 2012 - 09:55 PM

http://youtu.be/pOEIRwBlfiY

Halp! I've fallin' and I can't get up!

Just let me lie here...oh great...orbital bombardment...

*dies*

Edited by Kaemon, 09 February 2012 - 09:56 PM.


#27 guardiandashi

    Member

  • PipPipPipPipPipPip
  • 255 posts

Posted 10 February 2012 - 06:25 AM

in the battletechnology article the lowest number of slots is 2 (on the T&T computer from the ostscout) and the highest is 14 the TEK TRU TRAK which is in the phoenix hawk

as an additional note, in the referenced battletechnology article, there are a number of available add in modules (~28 ) and their use ranges from 1 port up to 4 ports

for instance adding an automapping function requires 1 slot, scan arc enhancement is 45 arc 1, 90 is 1, 180 1, and 360 is 2
the biggest slot use is for the "Garret Mole Target AQ Sys" which uses 4 slots plus it in addition uses 1 ton of mech weight, but adds in TAG, firesupport, (ind), and multi-targeting

#28 Nik Van Rhijn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,905 posts
  • LocationLost

Posted 10 February 2012 - 10:31 AM

View PostMaddMaxx, on 09 February 2012 - 08:49 AM, said:


And I found the disparity in Ranges somewhat confusing but assumed I was not interpreting them correctly. :D

No you were right - there is a wide range, also the arcs varied from 45 to 369, most being 90.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users