My suggestion is to have a team based game mode where you can go to a terminal in your base to buy and design your mech from there (tribes 2 style). The prestige points could still be implemented, but as cbills. Instead of just having a basic selection of Large/Med/Small Lasers ect, you can further customize the weapons with special mods to improve the weapons (at extra cost and weight).
Some suggestions of possible mods:
Lasers
Best out-lasting weapon due to lack of ammunition, easily damaged if accurately targetted. When capacitors empty the laser can run directly from generator which can disrupt other systems or generate extra heat.
Optional Generator
= An Optional Generator
+: less drain on main gen, faster capacitor regen
-: heavier, need local h/s to cool it
Capacitors
= Capacitors are charged from generators when excess power is being produced, and are discharged slowly when weapon fires. All capacitors for lasers are charged/expended at the same time
+: more damage/longer firing
-: heavier, more power drain
focal lens
= The focal lens can be set to a specified width for generic firing, or with a specialised system can be focused to a point at a distance (requires CPU time to calculate, and power to adjust) Can be tied to main computer or have its own chips.
+: can get focal lenses for different ranges
-: extra power drain, heavier with its own chip
heat sinks
= Used to keep the lenses and surrounding casing from melting
Missles
Pack a punch, however limited ammo and weight are its downfalls. Volatile contents can spell disaster.
Rack Size/Style
= Denotes how many it can carry/fire at once
Guidance Systems
= Tag System, Heat System, Radar/Computer System
Payload
= More explosives, More damage. Nukes have large AOE
Guass/Rail Guns
Slow/Medium fire rate (depending on power recharge). Can overheat.
Optional Generator
= An Optional Generator
+: less drain on main gen, faster capacitor regen
-: heavier, need local h/s to cool it
Capacitors
= Capacitors are charged from generators when excess power is being produced, and are discharged fully when weapon fires. Can be charged/expended in sequence.
+: faster fire time
-: heavier, more power drain, more heat
Barrel length
= Longer barrel means faster projectile, but requires more power and heavier.
+: more range, more damage
-: heavier, more power drain
Payload
= The ammunition. Heavier does more damage.
+: More damage, less range
-: heavier, more power drain
Guns
Rapid fire goodness in a can. Ammo Slightly Volatile. Overheats.
Barrel Length/Style
= Longer barrel is more accurate, heavier. Mini-Gun style or single barrel style.
Calibur
= Bigger bullets mean more damage.
Flamethrower
Can be used defensively and offensively. Can create a nice smoke wall for cover, or cover the enemy in flames, causing them to overheat. Short Range and volatile ammo.
Smoking Fuel
= Makes a very smokey flame
Sticky Fuel
= Sticks to anything!