My suggestion is to make the quirks more generic. Here is how it would work:
You have weapon, structure, and mobility quirks. They can be applied to different degrees to each chassis.
Weapon quirks could be:
*Presence (increased convergence speed, tighter missile packs, faster LRM/SSRM locks, ballistic/ppc velocity, and laser duration)
*Range
*Cooldown
*Heat
The four categories woulf be independent of each other, but if one category is used, the whole thing is used and applied evenly. So if range is boosted, it is boosted for all weapons, and presence applies all of those changes.
Structure quirks would be an increase in internal health. It could be applied based on vulnerabilities (light legs, dragon CT) or on shields (cebturion left arm), depending on chassis playstyle.
Mobility quirks could include:
Faster Acceleration and/or Deceleration
Faster turn
Higher torso pitch/twist rate and/or range
Increase in JJ power
Faster hill climb
Higher maximum reverse speed
The quirk spread would be applied to a chassis. For example, Spiders may get cooldown, leg structure, and jump jet quirks. The amount to which the quirks are applied would then depend on its tier (so a 5D might get less of the same bonuses or less bonus than the 5V and 5K). They wouldn't necessarily need to be proportional. In some cases all values may be 0.
This way, quirks could still boost different mechs in different ways and to different degrees, but it would allow for greater build diversity than the current system.
Edited by Skribs, 14 November 2014 - 08:16 PM.