Going to disagree with you. A lot of the limitations are to keep the feel of the game close to the baseline game and TRO3025. But it also affects balance concerns, and this certainly applies a lot to turn based games. Being able to just run roughshod over content can really throw off the pacing in the single player portion of the game and of course abusive builds are certainly a problem in the multiplayer skirmish mode.This, very much this. I have never liked the idea of hardpoints, and if this sort of thing happens too often I'm going to be very disappointed. I can only imagine that if I have 2/3 parts for a tdr-5s, and 2/3 parts for a tdr-5se I'm going to scream bloody murder since they are the SAME chassis, but only a bit of mechlab time away from each other. I have never liked any sort of customization hardpoint limits.
I know exactly WHY they were introduced, but in all probability it's not going to be that much of a problem in a turn based game like this.
In a first person simulator like the MechWarrior series of games where you can make a laser boat, and focus all those on one point, Yeah that can be a little overpowered. You are only measuring a real life persons skill there, as opposed to an in game pilots skill.
But I want full customization (with engine swaps at a time and c-bill cost of course).
Here's to BT2 and hope that they see to reason.
In fact, I think it applies far more to this game than the old single player MechWarrior games, where you're often effectively playing solo with fairly useless lancemates, or none at all. Going 'one vs. lots' with no repair or resupply isn't a setting conceit, so those games really needed the ability to cheese out a mech. This game doesn't.