The Concept: People love tinkering and customizing their Mechs, trying to get every last ounce of performance out of them, and many times, users may not have everything they need to create these configs in their inventory.
The Blueprint system basically gives the user free reign to custom design a Mech whether they have one in stock or not. Choose the Chassis, armor type, engines, weapons, ammo, modules, everything. Once happy, save the Blueprint with a name.
Then, you can press a Mech into existence (and service) by building off the blueprint. You can select a blueprint you want to build and it will look at your inventory, determine what you have and what you need to buy from Market.
For example, you might have some parts, but then it will come back and say "In order to press this design into service, we require either X Mech Credits or X C-Bills". If you have enough, you can confirm and then the Mech will exist in your Mech Bay. (You should be able to see an itemized breakdown of the costs as well as the tally)
Let's say you have 2 blue prints for 1 chassis. After pressing Blueprint 1 into service, you can then select that Mech and APPLY Blueprint 2 to it. This will remove everything off the Mech, moving it into your inventory, and then attempt to use your inventory to apply the specs in Blueprint 2 to the chassis (Blueprints would be based on Mech Variants) In the event you are missing items to perform that change, you'd be alerted again as to the cost needed for those missing items to be bought from the Market.
In the event you still wanted to apply the Blueprint but not get the items, you'd be presented with a list of the tech that is missing from that conversion.
So in short, this allows us to customize to our heart's desire, but build to our wallet's.
