Can you help with deciding what to make it out of without using synth flesh?
I'm not sure you could even really get something like this with ER tech without synthflesh. I'd kinda advise to get a battlesuit variant (added to armory in wiki by the way) that suits your needs and working from there. Or at the very least, make it smaller, 6m is really big for a (realistic, synthflesh has spacemagic so not as big a problem) legged mech.
2. Synthflesh/Normalflesh hybrids. I have some ideas, but first I need to make sure this is possible and sane.
Yes you can, check the armory. If you can buy individual synthflesh limbs, you are already mixing those.
IIRC, the dex bonus of MKIIs comes from the small maneuvering rockets. They draw from the same tank as the main rockets, but you could probably shrink the tanks and remove the main rockets to cut down on price
I dunno, which is why I asked PW if there were problems with this plan. Though fitting those small maneuvering rockets between the armor seems doable.
First, something I said awhile ago, is that we should give all sods MKI suits at the least. I guess the robobody ones are getting stripped down MKIIIs, so they'll be pretty obviously different, but you can still give one or the other to synthflesh sods. Simus has shown that a regular-sized synthflesh body retains it's good stats, so putting them in MKs would make them stand out less. If you mix them with the cannon fodder at the same time, it becomes difficult to prioritize targets- the only defining characteristic is their weapon.
Synthflesh sods don't need suits, they have everything the MkI suits offer (and better) already. Robosods also wouldn't 'need' them. About not standing out as much... For certain missions, this could help, but in general it kinda seems superfluous. And I'm not sure if a MkI suit wouldn't restrict the mobility of a synthflesh body a bit. And robosods couldn't use their jump pods (integrated into their back).
And MkI's are free (for players) and cheap (in-universe), but if you start giving them to troopers that don't really need them on the scale of an interplanetary army, I'm guessing the cost would ramp us fast (difference between me lending you a tablespoon of sugar or a truckload).
And regular sods could certainly get MkI's, yeah, probably should've specified that. Though I'd personally only give them when we know they'll need them (like engagements on spaceships or companies facing lots of combat) instead of every one ever. Again, cutting costs. But that's probably the inner bean counter talking, I'd be willing to give a MkI to all genemod sods if we can afford it in the grand scheme of things (though one has to wonder why the UWM wouldn't do that themselves).
Not to mention, giving them MK suits lets us have a wonderfully detailed view of the battlefield.
Not a problem for robots or synthflesh, and giving a whole MkI suit to a genemod sod when you only need a few of its features seems wasteful. God I feel like an accountant.
Next thing: this is more personal preference, but I seriously recommend we mix a few designated marksmen into the general squads. They don't have to be improved, just have a precision weapon and a slight change to their programmed tactics.
Well, a regular sod is already an
incredible marksman. A reason I mixed laser rifles and gauss rifles in a normal squad was because gauss are crap for anything beyond close range, whereas laser rifles are less powerful but better range. But if you think a marksman in a regular squad is truly necessary, we could replace one of the grenadiers.
Do I need to go into the benefits of this?
Normally, no, but you know what? go for it. Surprise me