Re: GURPS Virtual Mekton
I was going to use MZ 10-second turns in VM and there's not going to be chances for mixing like you suggested. And I think you mean MP not MV.
As for init I hadn't thought of that, but standard GURPS rules would apply because the MZ ones won't work.
One advantage of doing things the way I am which I forgot before, with the Mecha piloting being a video game I don't have to re-work out MZ knockout mechanics
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