Here's an example:
Every time the player scores a hit with a weapon system (SRM, PPC, AC), it adds up experience points. After the player's 'avatar' has made enough successful hits with a specific weapon system, their 'Proficiency' with that weapon goes up. Perhaps adding a very small benefit in combat, like 10% quicker reloads/recycle time, 10% more damage, or something similar. Having to use a weapon to get proficient with it just makes sense. Someone comfortable using energy weapons on a mech like the Marauder would find it difficult to perform equally well in a missile-based design like the Catapult (until they got proficient with that design).
You could even extend this further so that the player can get proficient with a specific mech design. Each mission the pilot completes using a specific mech (or perhaps even model of a mech) adds to the avatar's proficiency in it. Perhaps a mech's proficiency bonuses could even stack with weapon bonuses. This would give players a reason to stick with some of the lighter designs (especially if they've gotten a lot of proficiency bonuses with that chassis). It would also passively enforce the 'feel' of the BTech universe, where most Mechwarriors use the same mech, mission after mission, because they're familiar with it. They usually only switch out to a new mech if there is an obvious advantage in it for them, or their previous mech had been lost in combat.
I don't think minor advantages like this would be game-breaking and it rewards those who put time and effort into learning a design inside and out to maximize it's abilities. Also, this would give players another incentive (other than bigger mechs) to improve their avatar and increase their ranks.
Thoughts, Opinions, Tomatoes?
Edited by shadowvfx, 06 December 2011 - 10:42 AM.