So, we have a Structure, Power, Controls, and Transmission specialist on our team, and it's a recon mech, so firepower isn't being prioritized. That means we're lacking Feet.
No, that's what they do here. As you increase in prestige, you get more engineers, which allows them to split parts of their jobs off to form sub-jobs and increase productivity. These are the four basic jobs of building a mech: Hard Components, Engine/Transmission, Cockpit, and Articulators for Gregory, Matthew, Conrad, and Yves respectively.
The light everything feels like a gamble, but being able to sprint and hopefully be enticingly cheap is quite tempting to me.
Matthew's design is faster over a one-kilometer sprint, but just remember Gregory's will beat it out on a full marathon track. That said, they'll be fairly similar in cost: Matthew's design has more guns, but less actuators (16 to 24) so the deciding factor would be in components that are already locked in.
That is a horse. Yves has designed a robot horse. what is even the point of this design, when you could just use a guy on a horse instead? At least horses are smart enough that you can go hands-off to yell over the radio without them ramming themselves into a tree.
I rolled a dice to see what Yves had been taking lately. It came up one, so he only got absynthe and nitro. No strokes of genius today.
It's also the design that puts the most stress on the feet, which are the component our team is lacking a specialist in. If we get bad rolls, we could quite easily find our design getting literally cut off at the ankles. Add in the increased performance of the hexaped in rough terrain *cough*Ardennes*cough* and there's a serious argument against it.
Point of order, you don't have any specialists on this team. More importantly, this is a quest that doesn't use rolls for the operation of your machines. Everything that comes out is purely the result of the efforts you put in.
With such a stable base, this mech could easily receive field retrofits or unplanned upgrades, while also being the most forgiving and stable to actually pilot. Maintenance will likely be more intensive, but the benefits of both stability and adaptability (in both the base design and the potential for upgrades) are worth it in my opinion.
So, as a general hint, "troubles with the cockpit" is generally a polite way for people to say "the learning curve is about as gentle as getting pushed off the side of the Alps". You need to have mechanical linkages for everything and then some, and more importantly interfacing which you, as an end user, may need to control. This means cockpit layouts tend to get very messy, very quickly. About the only promise is that it won't be as bad to pilot as an Arachnée, but that is not so much a low bar to clear as it is a bar you find buried in the yard.
Since Greg's design doesn't allow for dismounts, mounting an optical telescope would be a good idea if they want to stay in the mech and not dismount.
I mean it sorta does, in that you can stick your head out the hatch and go "ooh, trees" but it's not optimized for the job like Matthew's is.
true but in that same vein it's the least complicated for the feet then the Hexaped would be for it's feet so while I that it would the more stress full on the feet the biped would have the most simple version of the feet meaning that fixing any problems wouldn't be as bad as with the quad or hexaped.
The biped actually has the most complex feet, as a point of order. The hexapod gets away with a one-actuator foot with a pivoting mounting point and crude load balancing, the quadreped has all it's actuation in the ankle so it can have a nice BDF (Big Dumb Foot) like the Arachnée, but the poor bastards for biped work need to have three foot actuators: left brace, right brace, and front brace. Fortunately, since you're not drinking the pasta water, the left foot and right foot will be interchangeable. Observe this evidence of me being a nice QM. You would need to research that shit in a Germany or Russia start, and would never get it if playing as Italy.