colors and insignia...
I will say a word on our plans for this, trusting you to be aware that all of this is subject to change, and may not even be possible.
I think we will be able to offer a handful (4-8) paint schemes for every vehicle. About half of these will be faction-style color schemes (like the current Longtom). We do not need suggestions. We are aware that battletech has dozens of factions and everyone has a favorite. The factions will be chosen to support our Clan vs IS theme, with a smattering of less obvious choices. The others will be more generic camo colors. I estimate that this will add roughly 1gb to the final build size (most of our textures are at least 2k). These will probably be able to be set by the map designer, per-factory. So one a given map, the clan factory might produce all Jade Falcon colored mechs, while the IS factory might produce only desert camo.
Now, the more interesting part. None of the paint schemes will include personal touches. No faction logos, unit insignia, pinup girls, "death from above", kill markers etc. These will all go on a separate (smaller) texture divided into quads. I estimate roughly 50 permutations of this per-faction. The good news is that this does not need to be done for every vehicle. Each vehicle will have unique coordinates waiting to receive these. The bad news is that... given all the factions in btech, even if these are only 256 pixels, there would be ALOT of texture files. Maybe over 2,000...
Of course the other option would be to put all the faction symbols on 1 material, unit insignia on another, all the slogans on yet another, and all the pinup girls on yet another. Problem with this: 4 extra materials being loaded per vehicle created. Significantly worse on performance.
Either way, whatever we go with, the personal materials (faction logos and such) should be selectable by the player through a menu interface (possibly incorporated into the mechlab. We might be able to assign this, by factory, to any vehicle that player creates.
I would say that's a best-case scenario. Odds are we would have it working at or a short time after 1.0
I hope this sheds some light on the complexity of the subject, demonstrating the work we're putting into it.