Greetings.
There has been some talk about the mechlab lately and it seems the devs are currently working on a concept. I make this thread for me to discuss my ideas and especially to express my concerns with the tidbits I have gathered so far.
Some may recognize these ideas from my earlier mechlab thread
here, but I feel the need to make a new, coherent thread to get my point across better and more related to recent MWLL versions and information.
Feel free to join me, but please try to keep this on topic.
Also, if you haven't played MWLL yet or if your only experience with mechlabs comes from MW4, please refrain from posting here. Thank you.What I gathered so far:
1)
Pod system: All mechs receive pods to mount their weapons in.
2) Some pods are restricted for certain weapon types. Atlas can only carry missiles in its chest and Energy/Ballistic weapons in the arms for instance
3) All modding will be based on naked variants. There are no factory designs
4) As a consequence, all mechs will be Omnimechs (within the limitations described in 2)
Let's talk about
Omnimechs. Omnimechs are a Clan invention and one of the biggest revolutions in Battlemech technology.
For reference,
here is some information about Omnimechs. To make it short, Battlemech modifications are rare, expensive and take time. In turn, Omnimechs can be easily refitted with alternative weaponry and equipment.
Here is how it would translate into the game:
Battlemechs: Come with main variant and some other canon variants. Everything can be modified, but every change costs extra because a tech has to work on it. Swapping the reactor for instance will be very costly. Other big changes include swapping an arm for an LRM20 pod and stuff like that. This should also be very expensive. If you want to make your Warhammer into a missile boat, you better consider buying a missile mech in the first place or going Omni, because it will be extremely expensive.
To summarize: Everything can be swapped, but the more you modify the more the modification itself costs (on top of equipment cost). A fully modded Battlemech should cost about twice as much as the stock variant.
As an example (Prices were selected for illustratory purposes): Take a Warhammer for instance. Since these mods are based on the default variant, we have 2 PPCs, 1 SRM6, 2 med laser, 2 small laser and 2 machine guns.
Remove old engine (+10k), sell engine (-10k), buy new, slower engine to free up tons (+25k), install new engine (+10k).
Remove weapons arm (+5k), sell PPC that was in arm (-5k), buy LRM20 (+8k), install new LRM pods where the arm used to be (+10k).
You just added 35k to the cost of your mech by swapping the engine, the most expensive mod that can be done on a mech. An additional 18k were used to replace a PPC arm with an LRM20 pod.
Omnimechs: Come with a fixed engine, armor, internal structure, myomer (MASC) and some other fixed components like the flamer on the Puma, jumpjets on some Omnis and heatsinks, which can be increased, but not reduced. It basically depends on the base variant.
Everything else can be freely
added: weapons, heatsinks, jumpjets and equipment. The only limitations are the pods as mentioned above. Quite similiar to MW4, but (hopefully) not as retarded.
Additionally,
maybe we could allow Omnis to change their loadouts and replace lost limbs in the hangar bay.
This is balanced by the fact that Omnimechs are 25% more expensive than equally-equipped Battlemechs to begin with.
An example: The Shadow Cat base variant comes with an 270XL engine that allows it to run 96kph. 6 Jumpjets allow it jump up to 180m, MASC increases the speed to 129kph in short bursts. It comes with an Endo-Steel internal structure that trades bulk for pod space, as do the 7 tons of ferro-fibrous armor. It only has the 10 double heatsinks that come stock with the fusion engine.
All of these things
cannot be changed!! (except heatsinks,
more can be added). This gives you 17 tons pod space to play with.
You now add a Gauss Rifle with 2 tons ammo (+15k), 2 ER Med Laser (+8k) and a Beagle Probe (+10k). That's it. No additional costs, as changing the loadout of an Omnimech is easy and free. But since Omnimechs are more expensive than Battlemechs in the first place, it still costs about the same as a stock Warhammer.
Now, why do I want these restrictions? It's simple. To prevent idiots from making retarded configs. To prevent boating and min/maxing. To increase diversity on the battlefield. To distinguish Clan and IS. To make the game more canon. And make the game more fun.
We all know what happens as soon as the mechlab comes out. People will want to make specific variants. There's the fast brawlers with a shitton of firepower at a single, short range bracket. Then there's slow snipers, possibly with jumpjets that mount long-range weaponry exclusively. Everything inbetween will be raped.
This is a big deal and the biggest fear many of those opposed to the mechlab have!So if we restrict what could be done, these variants will become rare. Let me explain:
If your goal is to make a slow Sniper armed to the teeth with gauss rifles, you will face the problem that you can't change the engine on Omnimechs. You have to live with the pod space you have available, and due to some Omnis coming with a lot of stock heatsinks you better off using weapons that produce heat, since otherwise the tonnage allocated to the fixed heatsinks would go to waste

Other Omnis may come with less fixed heatsinks, but the other limitations remain.
It's not impossible to make such a sniper. Just base the whole thing off a Battlemech, but this will be accompanied by a huge cost. You can still build your 3 UAC20 brawler that runs 86kph, but only at a Premium, based on Battlemechs.
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So please, don't make every mech an Omnimech. They're not, it kills diversity and allows for ridiculous variants. Also, the factories don't produce empty Battlemechs. Starting from an empty chassis for every mech unrealistic and halfway converts Battlemechs into Omnimechs already.
Let me finish by saying that I appreciate the mod so far in every aspect and am thankful for every new release and every hour of work the devs invest into making it! Sorry if I sounded a bit harsh yesterday, KingLeer.

I simply feel strongly about this subject.