So last time I went on about similar 'mech designs being separated by quirks. Specifically, I kicked around a system wherein 'mechs which have been in production for 500 years will be generally better than a 'mech that was produced 500 years ago and not since.
Fucking Hammerhands.
The system is that new 'mechs can be based on existing designs or completely original, they can simply add to that template or radically revise it. 'mechs based on existing designs have known intractable flaws, but are of generally higher quality. 'mechs which are completely original have more negative quirks, but produce a new intractable flaw.
I'm using the idea of a Quirk Maximum here. In the rules quirks are either positive or negative. Each quirk has a point value associated with it. If you're keeping a 'balanced' 'mech, the value of that 'mech's positive quirks will be equal to the value of its negative quirks.
If you're a fan of My Hero Academia, I can only apologize for the rampant use of the word "quirk" you're about to read.
Instead of that, I'm treating the values of all negative quirks as, y'know, negative numbers. Add all your quirk values together and you'll get a total. To get them to a base balance recommended in Strategic Operations, the sum will be 0. We will use a Quirk Maximum to represent the maximum value of all quirks--usually negative--that a new design can have. The sum of the values of all of that 'mech's quirks must be that number or lower.
I checked the rules, but couldn't find it so for the sake of simplicity, this system will limit quirks to a maximum of 6 total quirks, positive or negative.
Design Types for New 'Mechs
Variant - A variant is a modified version of an existing 'mech. Like a -K2 Catapult or the -R60L Urbanmech. It inherits the quirks (including the intractible quirk) and quirk maximum of its parent designs and usually makes minor changes.
"Minor changes" covers a lot when you at things like, well, the -K2 Cataputl. But let's not get into that. You're changing your design and don't mind if it's got all the flaws of the current production model.
Overhaul - Originally termed a 'next gen' design, it's a refinement of the original concept after serious revision and testing. This can be the line model BJ-1 Blackjack when compared to the original BJ-1X Blackjack or the omnimech Blackjack which carries 5 tons over it's parent BJ-1.
Overhauls will maintain the Intractable Flaw of their parent unit, but will increase their quirk maximum by +1 (to a maximum of +3).
Conventional - A conventional design is a new design not specifically based on any existing model, but using conventional design practices. It uses standard components; actuators, engines, sensors, etc. that many battlmechs share and which makes the Non-Standard Parts quirk a quirk. Most new designs are this.
Conventional designs will choose an Intractable Flaw quirk, begin with a separate, -1 point New Design negative quirk, and have a quirk maximum of -2.
Radical - A radical design may be mostly build from conventional parts, but posesses at its core a vasty different and untested system. This might be fluff, or it might be a custom or experimental equipment (or perk!).
The Coyotl and the original Raven could be considered Radical designs. They could also be considered an Overhaul or a Conventional design, respectively.
Radical designs will choose an Intractable Flaw quirk, begin with a separate, -2 point New Design negative quirk, and have a quirk maximum of -3.
Prototype - Every 'mech goes through a prototype phase. If it didn't it, IS the prototype. Prototyping requires a lot of testing and changes so you don't really need to make a prototype, but we're all doing this for fun so do what you want. Prototypes have the Prototype quirk and a -2 quirk maximum and are required to have the design's intractable flaw.
What is a Variant?

