From "Overview of the Game:"
Zodia Sunset tries to do something a little different than most games that deal with mech. This will delight some people, and really turn some people off. The difference here is that mecha combat isn’t about building a mecha piece by piece and then using miniatures and a battle-mat to fight out battles.
The mecha battles in Zodia Sunset are certainly important, but the outcome isn’t determined as much by tactical decisions as it is by dramatic decisions and role playing. This game is an attempt to keep the role playing going when the mecha combat starts, not to facilitate a shift from role playing to miniature wargaming.
This game will involve the story interactive story that the players and the game master create. The ultimate goal here is to have an enjoyable experience that feels like a unique anime series with the player characters as the starts of the show. This story should be filled with drama, large and small decisions, and conflicts.
The rules are very fast and loose. They are designed to spend as little time as possible on game mechanics, and as much time as possible on story telling, role playing, and character personality development. In fact, the rules will hardly be used at all if things go right, they are simply there to use when some sort of conflict, that ‘s outcome should be random, needs to be worked out to determine the direction of the story.