Played around with the design rules and had a fun time working through the ruleset making a mech. Here are my thoughts so far.
For the amount of space, do you take 2 x size x leg type space modifer? example: So a bipedal size 8 mecha has 40 spaces available
If movement for mecha is equal to 12-size (like vehicles), are these movement points free, or do you need to provide power to them. If so, how much and secondly, is there anyway to change the speed of the mecha (I like the way power plants work, why not the same type of thing for movement). Personally, I like the idea of figuring out the movement of the mecha by buying a number of movement factors (like energy output) with certain modifiers and dividing by the size + armor value of the mecha.
For example: For 3 spaces per leg, you get 30 movement factors (needing 3 points of energy for normal walking). Without any additional modifications, a size 6, armor 2 Bipedal mecha (costing 6 spaces) would have a movement of 4 (30 MF / 8 = 3.75 rounding to 4) and if it spent double the energy cost (6 in the example), it could 'run' granting a movement of 6 (x1.5 the normal walking speed or 3.75 x 1.5 = 5.6 rounding to 6).
I think the thermal signature is a great idea. I really like the idea of using it instead of a heat scale. I can see, a lot of battlemechs being easily hit due to insane thermal signatures!
I haven't had any real problems with the weapons and how they are created yet, but I haven't really torn them apart. Going back to the battletech example, how would you model a LRM 20? my thoughts would be:
Ballistic: Range 15, ROF: 1 DMG: 3/+3 4 additional barrels. This takes up 8 spaces (15x3x1.15x1.15x1.15x1.15/10), but if I am reading the specials right, all 5 shots can be done at once (not exactly a LRM 20 with 5 rounds)
OR
Ballistic: Range 15 ROF: 4 DMG 1/+1 4 reloads. 30 spaces (15x4x1x1.5x1.5x1.5x1.5/10) and 6 energy. Assuming a ROF of 1 per 5 missiles, it's a better model of the LRM20, just its WAY to big.
Thermal lock on/Hit resolution/damage application:
I haven't tried this out yet, but the bipedal mech I created with the main guns being two Particle cannons (ENGERY: rng: 12, ROF:1 DMG 3) had a 19 thermal signature and only a 4 armor. I guess I better remove a weapon and take "Thermal dampers" a few times (is that even possible).
Thinking about that, aren't the Frame's Special equipment a bit under priced SU-wise. Assuming I can take Thermal dampers three times, in the above example taking my signature from 19 to 3 by only spending 3 SUs? Seems a bit too easy for me.
The only issue I have about the damage application chart is once I beat the armor of a mech, there is a 1 in 5 chance, that I can blow it up (and that isn't taking into account my DMG modifer). I like the idea of the armor value lowering after each shot, but perhaps the damage application chart being some form of critical hit (like the roll doubling the armor value or something). Thus as a mech takes more damage lowering its armor value, it becomes easier to score a critical which destroys systems and soon the mech itself.
That's all the thoughts for now. More to follow.
-Bren