It's a shame
@drtoboggan hasn't been around for years as I gave FATES another look, and by that, I mean I watched a bunch of videos about it.
It's recommended as
THE mech game if you want mechs that isn't Lancer or Battletech but always found it confusing. I think I understand it now. Please correct me if I'm wrong.
First the name. Fudge/Fates are basically different editions. Fudge was first, Fates built on it.
As for the mechanics. One you see it as a writing/storytelling engine instead of a "game", it makes much more sense.
For all the jargon and abstraction, it all comes down to descriptive words. Called "aspects", with other jargon being specific kinds of aspects. So if "acrobatic" would be an aspect, but "tightrope walking" is more specific so would be a stunt, but they all fall under the general aspect mechanic. Basically, whenever you want to do something, if you can tie an aspect to it, you spend a fate coin to get +2 to the roll. So if you were jumping over a fence, you could say "I'm acrobatic", spend a coin, and get a +2. Players and DMs can also force you to use an aspect by giving you a coin.
Scenes, buildings, vehicles, they're all just lists of aspects. I'm still not sure how combat plays out. But I imagine it's similar.
So why is it recommended as a top tier mech game? If my understanding of the rules is right, it does away with the autism inherent in crunchy mech rules. Instead of managing chassis and build points and weapon stats, you instead just list cool stuff your mech has, and play them as aspects. This system also means that out of cockpit stuff is viable without bolting on an entire second game, as your pilot is just a list of aspects too.
Might be worth trying out.