Now that sounds interesting. I appreciate you shifting the complexity/depth from stats to something more organic, especially in a genre like this!
Thanks!
Indeed, dungeon crawlers as a genre offer a lot of room for improvements/experiments/additions, but unfortunately we get what we get. While I appreciate that there are people out there who are trying to keep the genre alive, it's sad when the majority of games are realtime and the only noticeable improvement is fancy graphics.
There are still stats in my game, but they are few and far between. I could easily summarize them like this:
Damage -- the power of the equipped weapon.
Accuracy -- the accuracy of the equipped weapon.
Evasion -- base evasion of the mech + weapon penalty.
Mass -- weight of the mech + weight of weapons + weight of ammo.
Mass is crucial when it comes to ramming, and the damage is calculated by the difference between the player's and enemy's mass. In other words, if you hit someone heavier than you, you're only going to hurt yourself.