Looking at the Cargo Robot, noticed its Hull and Structure seemed low (comparable to a Servitor), especially given that it is scrap when its structure becomes 0.
Further, the Vehicle Damage system being used for robots doesn't really do what it says, as damage goes to systems regardless of hull hits. Seems silly, why not use END and treat them like characters? (Basically, Hull = END, and Structure = STR+DEX.)
I'm thinking of using the existing robots/drones with END = (Hull + Structure) x 2.
So, what have I missed here - is there a compelling game mechanic reason to use Hull and Structure points and vehicle rules for combat (other than that is the way the rules came)?
* - or should be - but this is another issue...
Further, the Vehicle Damage system being used for robots doesn't really do what it says, as damage goes to systems regardless of hull hits. Seems silly, why not use END and treat them like characters? (Basically, Hull = END, and Structure = STR+DEX.)
- Handling robots as vehicles doesn't account for robots having skills with stat DMs. Using END and the personal combat system would allow for 'injured' stat DMs. The 1/2/3 hit thing would also be better handled by reductions in stat DMs*.
Example: Vehicle (robot) takes 1st hit to Limb, -2 DM for 'that limb's' operation -vs.- robot loses DEX points, possibly reducing DEX DM. Meaning it is clumsier all around (like aiming), and describable as 'slightly limping' to 'lurching around uncontrollably', based on amount of damage.
- With END representing 'hull' (and 'power')- damage would actually go thru the hull. END of zero could equate to unconsciousness (no power). Generally making robots easier to render 'unconscious' than characters (who need another stat at 0).
- If all three physical stats become 0, they are scrap. Thus STR+DEX would equate to structure - thus, in the case of high STR and DEX robots - they become harder to 'kill'.
I'm thinking of using the existing robots/drones with END = (Hull + Structure) x 2.
So, what have I missed here - is there a compelling game mechanic reason to use Hull and Structure points and vehicle rules for combat (other than that is the way the rules came)?
* - or should be - but this is another issue...