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I like how you complain about the game being demanding about existing lore then immediately pop off lore that no novice would know. LOL
What blows my mind is people not understanding how many options that really is.
In the BattleTech universe, OmniMechs are a type of Clan BattleMech that can be equipped with different combinations of omni-pods, allowing them to change their weapon loadouts and equipment configurations without needing to refit the entire Mech. The key feature of OmniMechs is their ability to swap out entire systems (like weapons, armor, and sensors) in modular pods, making them highly versatile.
Omni-Pod Configurations:
Each OmniMech typically has 4 to 6 omni-pods, depending on the specific design of the Mech. The number of possible configurations for each OmniMech is determined by how many pods it has, as each pod can be loaded with different equipment or weapons.
For simplicity, let’s assume you’re asking about OmniMechs that have 4 omni-pods, as this is common for many Clan mechs like the Nova or Timber Wolf (Mad Cat).
Calculation for One OmniMech:
4 omni-pods means each pod can be replaced or configured differently.
Each pod has multiple configuration options, but let’s assume an average of 5 different pod configurations (which is a rough estimate, as some pods can have more or fewer options, but we’ll average it out).
Thus, the total possible configurations for one OmniMech with 4 pods would be:
5 options per pod (assuming an average number of loadout choices per pod) → 5 × 5 × 5 × 5 = 625 possible configurations.
For 16 OmniMechs:
If you have 16 OmniMechs, each with 4 pods, and each pod has an average of 5 configuration options:
The total possible configurations across 16 mechs would be:
625 configurations per mech × 16 mechs = 10,000 total possible configurations.
Conclusion:
With 16 Clan OmniMechs, each having an average of 4 omni-pods with 5 configuration options per pod, you would have around 10,000 possible unique configurations.
This number could vary depending on the actual number of pods and the range of available loadout options for each Mech, but this is a solid estimate!
guys dont waste ur time with this comment he just trying to make a fancy way to say, you can only costumize your weapon slots and thats it, slap some weapons and rush b cuz we have a free repair and no need to look for a part scavange just go go go rush b. lvl up and buy new mechs that dosent feel anything rush rush rush b
So it's no big deal for you to remake a mech.
Refiting a mech wasn't a thing. Inner sphere used the mechs as they were made. Which makes Inner sphere lack of customize being compensated with more mechs.
It is finalized and released.
It can be done prior the mission to fit the loadout to the enviroment.
If the unit is fighing in the desert and the loadout is build for low heat (missles and balistics) and the next day the unit is transfered to fight in the arctict the techs can quick swap the pods and weapons to energy.
To make Omni mechs work in a Mechwarrior game changing the loadout should be done before mission start, after reciving all the enviroment and tactical intel.
Could be work like:
1.) building multiple loadouts in the Mechlab with the aviable Omni Pods and weapons and save them
2.) selecting a saved loudout before starting the match
3.) maybe add a setup time for each loadout to restrict the selection per mission. Some missions would have a low set up time, for example if the players unit gets attacked and don't have much time to change loadouts.
Also repairs should be faster than with standard mechs.
Standard mechs in the lore are more restriced - if you look at the time (the rules for that are in the old Mercenaries Handbook).
Exchanging a PPC with a Large Laser is possible, but takes more time than on an Omni Mech.
Exchanging a Medium Laser with an Large Laser... takes a lot of time and the tech may fail.
Yes, it's possible to replace Internal Structure with Endo Steel, Standard Armor with better Armor and even the Standard Engine with a bigger XL Engine on Non-Omni Mechs... but that takes weeks or months to do, and the tech doing the work might fail.
Usually such big modifications are only done for special mechs (like the Ye Lo Wang use for Solaris Combat) or as part of a field upgrade kit for old mechs.
PGI didn't bring that to MWO because no player wants to modify their mechs and then get a time out for the mech to simulate the worktime.
Choosing a loadout for the Omni before starting the match would have work in MWO if they use dropdeck... but most players hate dropdecks, so no chance for that.
Oh and you forgot to say that with 26 letters in the alphabet and the capacity to name your mech, it's actually multiplied by 26^26^max number of characters options, leading to infinite number of possibilities to customize your mech and have a fully renewed gameplay.
Or just simply they cash grabbed the whole community with a trashgame, as with any new "big" title those days. Yeah keep defending it, you'll do wonders ! :)
yes and no, you can customise the omnipods within the hard point type and space requirement, aka you cannot put a 2 slot large MP laser on a 1 slot point, nor can you put a SRM 6 on that small point you'd need to use a different pod, and you cannot save said configurations to then copy and past onto other mechs of the same type you have to go in and manually change them too.