The Mech Lab is a planned feature which involves many cornerstone decisions that will ultimately decide the fate of this game as "playable" or "unplayable" in the eyes of many people who currently play and those who are interested in playing but will not play because of the lack of some features (the mod's inherent incompleteness as a beta). It is so the point where I hear some player's saying that they would prefer the Mech Lab to be never introduced. I will say that I have faith in this development team bringing together what could be the most-balanced Mech Lab we have seen yet in a MechWarrior title.
Armor modifications are one of the advantages that BattleMechs have. I remember a dev saying about a year (or two) ago that armor modifications wouldn't be allowed, but, from how I think things are going now, that has changed. I can understand the principal, though. Generally speaking, you don't want the armor modifiable because it takes a large characteristic of a chassis and allows it to be modifiable, making for a hidden statistic. Like, for example, it's generally accepted that the Loki has a fairly low amount of armor, and it pays for it. Players can understand, when fighting a Loki, that their target won't have a whole lot of armor. If armor were completely modifiable (as per "allowed" in CBT), Mech Lab would make it so one could throw any amount of armor on a Loki up to a certain maximum determined by the chassis' tonnage. Then, when facing a Loki, or any mech for that matter, the amount of armor it has is unpredictable. It could have none or it could have the maximum, and anywhere in between. As said before, it takes some personality out of a chassis.
My general "compromise" between fully modifiable armor values (disregarding armor allocation, which is a different beast altogether), involves Standard and Ferro-Fibrous armor. In MWLL's Mech Lab, I propose that the tonnage of armor is not changeable. The relative armor minimum and maximum is locked, and cannot be changed on a per-chassis basis. This decision is towards maintaining the balance-scheme of various chassis' weapons and armor trade-off's, and keeps their "personality" when compared to other vehicles. However, when building a variant, one may choose between either Standard or Ferro-Fibrous armor. Obviously, Standard Armor is, well, standard. It is the base-line armor level of a chassis and doesn't modify it's cost, other than its tonnage. It is maintained as being relatively cheap. Ferro-Fibrous armor is a choice that one may make that sacrifices cost for protection. It is an all-around "upgrade" over Standard armor, but costs more, with its value and effectiveness being different between Clan and Inner Sphere implementation. From the
Sarna entry on Ferro Fibrous, IS FF Armor protects 12% more per-ton, and Clan FF armor protects 20% more per ton. These seem like fair numbers to use when beginning the whole balance-test, but I wouldn't expect them to stay the same. Putting Ferro-Fibrous on a chassis would increase its cost by a yet-to-be-determined degree and armor level on all locations by 12% for Inner Sphere vehicles, and 20% on Clan vehicles. The Inner Sphere modification would be cheaper than the Clan's. Most importantly, the armor tonnage would remain the same and could not be changed.
With this implementation, it gives players a degree of choice over the armor levels of any chassis whilst increasing cost and, most importantly, does
not mess with armor tonnage and keeps the relative armor maximum of all chassis the same. What do you think?