Until seeing
this it never really hit home to me just how much of the in-game unit size is due to mechanical enhancements, it's a lot more like the Rifts Glitter Boy than it is to just a suit of Dead Boy armor, in terms of limb extension and size increase, basically...
Kind of wondering if there are any examples in one of the supplements that come close to this kind of PA and if the take the "vehicle as ally" or "vehicle as gadget advantages" approach to doing it.
Trying to think of realistic bare-bones minimums you would have for the HP and DR of such things. What you would expect as the lower threshold of what metal exoskeleta like these would provide. Is this the type of thing done in games like Warhammer?
This just makes me realize how absurd it is for Starcraft to treat these units as entirely organic when the majority of their durability surely must be mechanics. Maybe not to the same degree as a Siege Tank or SCV but still at least 50% mechanics not biologics.
I guess a similar criticism could be made of Warcraft, some of that HP has gotta be "armor" repairable via peasants as a Transport is (weirdly not Ballistas... I guess it takes more skill to build a balista than a transport) rather than helped w/ healing touch of a Paladin.
I suppose unless you use "Damage to Armor" rules in Low-Tech GURPS operates in a simialr way though because in these games they have 'armor' stats equivalent to the "never goes away DR" that armor provides under Basic Set rules. But since GURPS does have such tools it allows for more realistic thinking about iconic things of these old RTS games.