EDG said:
Isn't that more an issue with the fact that you weren't provided with a big enough range of generic robots and vehicles that you could have just used in your setting though?
While it would of course have helped (a lot) to have enough generic equip-
ment, there would still have been the problem that GURPS technology con-
sists of a very complex network of often unnecessarily detailed informa-
tions and rules.
So, while GURPS Vehicles has 4 pages of pre-designed vehicles, it has 24
pages on "Vehicle Action", 7 pages on "Sighting and Detection" and 23 pa-
ges on "Combat".
And if you want to design a vehicle that does what you want it to do with-
in the framework of the GURPS rules, you have to work through 132 pa-
ges of design plus 54 pages of rules - doubtless very "realistic", but from
my point of view really too much of a good thing.
I really do not have to know the exact mass and volume of every bit of
electronics in a cockpit, down to the IFF transponder, with versions for a
dozen different tech levels, plus the ranges for all those tech levels, and
so on and on.
In the end, we of course streamlined the entire system, reducing its "rea-
lism" in order to make it playable without the permanent use of calcula-
tors ...