<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=159179.msg7394451#msg7394451">Quote from: TheGlyphstone on 16-12-2012, 21:16:33</a></div></div><blockquote class="bbc_standard_quote">On Modifications:<br/>I'd like to use the Mechwarrior Online system as a vague guideline for modifications. For those who haven't played it, a basic mech chassis can be modified as long as the mods don't go over its critical slots or tonnage limit, but you can only swap weapons for weapons of the same 'class'. Ballistic mounts/slots can only be traded for other ballistics, missile launchers for missile launchers, energy weapons or energy weapons, etc. It allows for alterations without giving us all Omnimechs from the start (they should be rare and incredibly valuable salvage), and seems to fit the 'field modifications' I'm familiar with in the fluff (The hereditary <em>Yen-Lo-Wang</em>, for example, swapped its AC-10 for an AC-20 and finally a Gauss Rifle, and the field-mod of the King Crab traded its AC-20's for Gauss Rifles.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Indeed, I follow this system when I generally look at what 'Mechs are viable to have. While you could basically put a whole bunch of Gauss Rifles on an Awesome in SSW, it wouldn't really be an Awesome anymore. It's pretty indicative of the classic MechWarrior set up with hardpoints.