Belisarius†, on 28 March 2012 - 02:41 PM, said:
Sure, why not. I do find it a little hard to believe that there's not a gunbag out there somewhere, so if you care, go ahead and prove that to me. The nova cat and night gyr spring to mind. Oh, and the turkina.
I also think you still have issues handling 'Mechs with unique electronics/JJs on a single variant unless you have a mechanism for locking it to the corresponding pod layout. The ncat and dire, for example, absolutely should not be able to mount jumpjets with their ground-variant pods, or that combination will be all you see.
The IS omnis tend to be much more interesting and much less gun-baggy. The NC and NG, being the only two 4/6 heavy omnis the clans have tend to be more gun-baggy than most. Based off of the CBT configs (and assuming symetry, since the mechs look symetrical) they would look like this:
Night Gyr
RA/LA Pod-1: E4-E4-ES(2)
RA/LA Pod-2: E3-E2-E2-ES(4)
RA/LA Pod-3: B1-B1-B1-ES(2)
RA/LA Pod-4: B4
RA/LA Pod-5: M4-ES(4)
RT/LT Pod-1: E2-ES(4)
RT/LT Pod-2: T2-ES(3)
RT/LT Pod-3: B1-ES(3)
RT/LT Pod-4: M4-ES(1)
H Pod-1: E2
CT Pod-1: E2-E2
CT Pod-2: E3
CT Pod-3: ES(2)
Nova Cat
RA/LA Pod-1: E4-E4-ES(4)
RA/LA Pod-2: E3-E3-E3-ES(4)
RA/LA Pod-3: B3-E2-ES(3)
RA/LA Pod-4: B2-B2-B2-ES(1)
RA/LA Pod-5: M3-M3-M3-ES(1)
RT/LT Pod-1: ES(10)
RT/LT Pod-2: E2-ES(9)
RT/LT Pod-3: T2-ES(8)
Those would cover the stock configurations and assume symetry. Note that I haven't reduced critical space for these guys as with the critical space revisions. Also, you could make a few tweaks to make these less ridiculous: for the NG, I'd start by making RA/LA Pod-5 = M4-M4, and eliminating RT/LT Pod-4. For the NC, you could make RT/LT Pod-3 RT only. Still, they're pretty gun-baggy and I think that the most egregious offenders are the missle pods from the missle boat configs.
As for JJs, I think that they should be fixed, un-poddable equipment. Note that I did this for the NG, as its legs never have any pod space (thats where the JJs are). I would prevent JJs from being on the DW, and I would prevent mechs like the NG and the Gladiator from removing them.
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I don't really care about realism, because, let's be honest, CBT was designed by guys with only the vaguest grasp of highschool physics anyway.
The important factors are balance and believability. It's not hard to come up with some fluff about how the pods are designed to balance (the other kind) matching pods on the far side of the 'mech, and mix'n'matching would make the 'Mech unstable or mess with its gyro/targeting or whatever. I really don't care, fluff is cheap. Expensive considerations are gameplay first and not-being-totally-absurd second.
In particular, art is highly malleable. The dire's model can be adjusted to look less modular while remaining recognisable, if that really ends up being a problem. Gameplay should never be compromised for the sake of aesthetics.
I agree that gameplay shouldn't be compromized for aesthetics. However, I think that in recent years, aesthetics have become more a necessity: the bar has simply been risen by modern games, and while we shouldn't throw gameplay out for aesthetics, we can't do the reverse (aesthetics for gameplay) or we will loose a key gameplay element: players.
That said, I think it would be possible to have linked pods (torso and arms). This may become necessary when designing omnis that carry size 20 ACs, but don't have 10/8 crits in the arm (IS/clan respectively). I'm looking at you, Avatar. This becomes even more necessary when you start dropping critical space based on size.
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This one would be essential for omnis, I agree. I still think it's needed on bmechs as well.
In my imagination, B-mech customization would be completely different than omnis. For a bmech, you essentially have to buy the configuration, and to switch back, you'd have to spend money to modify it back. For omni's you would just go to the mech lab, make a configuration, and then before drop, select a configuration (i.e. just like in MW4). For this reason, I think that more flexible construction rules for the battlemechs would be ok.
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That's a good idea, but you have to be careful. It's obviously forcing a player to pick one of the dire's undergunned pods to fit their equipment because they can't put it anywhere else, which is good, but I'd be very worried that equipment space would then be at too much of a premium. If I wanted to use both the dire's B4 torsos, for example, all I have are 4 slots of EQ in the arms (plus legs etc, granted), and even then only if I pick the pods specifically to get sink space. It's likely that there's another omni out there that's an even worse case.
Frankly, I think you've just described how the pod system I propose can work even on gunbaggy mechs like the DW. The balancing factor for having so many weapon slots would be putting equipment space at a premium (for omnimechs anyway). I look at your example and say "Good! The DW can't pack everything feely!" In stock configs the DW only packed a LBX20 in one side torso, not both. However a mech designed for packing a pair of size 20 ACs (King Crab?) or at least for packing size 20 ACs in the arms (Thor?) would actually be able to pack the LBX20s easier than the DW! I think this shows that the system can work.
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I think we're on the same page.
For clan weapons on clan 'mechs, it's a non issue; you just rearrange the under-the-hood stuff to be consistent. It might look a bit wonky; for example, a clan 'Mech with two UAC10's in the same location would mount 2xB3, which you know is technically 16 criticals by the IS reckoning, but the player doesn't care and the 'mech is canon. There are no clan configs that are made impossible if you do it that way.
The key problem, which you've hit on, is mixtech, because the IS slots are designed for "bigger" weapons. I'm certain there are some custom refits out there that just wouldn't fit. That doesn't actually bother me, though. I'm willing to sacrifice those for consistency and retaining four levels of fidelity in the clan slots, which is another big motivator.
In a way, it even makes sense; you can just say that mounting clan weapons on IS 'mechs doesn't happen magically, and so you need to add special housings or whatever that take up more space.
It also keeps clan refits in the realm of "same-but-better." Clan-armed IS configs are going to be heavily slot limited, and so you breed mechs that have a similar weapons loadout but better "passive" features, like the GR 2PPC MAD-5S refit with CGR 2 CERPPC and more sinks, speed and tech. To me that's preferable to allowing a rifleman refit that suddenly packs CUAC10s and ERPPCs, because those drastically change the character of the 'Mech.
Adding equipment slots when clan weapons are added is okay, but I'm not sure I like the way they'd magically appear. Again, I think that's making the behind-the-scenes stuff more visible to the player than he really needs it to be. I'm not convinced that 'mechs would really need them, either.
I think the argument for "special equipment" to bring clan weapons up to IS weapon sizes works and would probably be accepted as logical and intuitive for most players. You could even go the reverse route (assuming there was ever any reason for a clan mech to carry IS weapons) and say that due to more efficient ammo loaders (or whatever), IS stuff fits into clan slots.
That said, I'm not sure that magically appearing ES would be a huge problem. Players would already be familiar with the mechanic from modifying battlemechs (i.e. getting ES back for putting a smaller weapons in a larger slot). You could even color code the ES slots (shading, outline, highlight, something) to indicate slots from hardpoints: e.g. (to use the MW4 color schemes), I put a AC10 in a B4 slot, and 3 ES are added, but are highlighted in yellow.
As for mixtech ... if it was up to me, I would prevent it from a pure game balance perspective. As I said, I'm not sure I'd want the clans as playable factions anyway. However, the clans probably will be playable, and we probably will be able to put clan tech on IS mechs. The simpilest way to fix this would be to increase the price/BV of the mech to match the power of the clan tech.
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I appreciate the effort you've gone to here, but I'm not personally interested in this. I think you're dead right that lights should have more criticals, but, were I designing the 'Mechs, I'd just reverse engineer the slots from the stock configs, making sure each had enough slots to carry its canon loadout and add a few here or there if some look hard done by (hellooo ostscout). I'm not designing the 'Mechs, though, so go wild.
You are probably going to have to recalibrate your +2/-4 as you go. In particular, I would put assaults at 0. Think of that direwolf again; he really doesn't need more slots than he already has. An IS assault, maybe, but not him.
The system I have there works if you're doing the engine/gyro things. Starting with assaults as basline would require setting the 300-400 engines as baseline too ... it just gets wierd.
You are right though in that there is a very simple way to do this if you don't worry about engine/gyro sizes:
1) Lock down the head, CT, and legs, assuming that the cockpit is the same size for every mech, and that the leg actuators, gyros size and engine size scale up with mech size so that there is always 1 crit in the head and 2 in the legs/CT.
2) You now have 4 locations (RT/LT, RA/LA) with 12 crits each for 48 crits, + 7 crits from H/LL/RL/CT for a total of 55 free crits.
3) Standardize mech size by weight class. Consider including "super light" class for really really small mechs (commando, locust, etc).
4) Set assaults as basline and subtract crits by weight class from the RA/LA and RT/LT:
-Assaults: -0 crits per location (CBT standard)
-Heavies: -1 crits per location (-4 total)
-Mediums: -2 crits per location (-8 total)
-Lights: -3 crits per location (-12 total)
-Super-lights -4 crits per location (-4 total) (think 20-25 tonners, maybe really small 30 tonners)
5) Proportionally reduce FF/ES size as crit space decreases
-Assaults: 14 crits (CBT standard)
-Heavies: 13 crits
-Mediums: 12 crits
-Lights: 11 crits
-Super-lights: 10 crits
I already played around with this model and it makes certain configurations (specifically, alot of fast IS meds/lights with ES and FF like the Osiris) impossible. Maybe thats not a bad thing. CBT stock configs can certianly be changed.