I got to thinking about this in the shower (the shower spawns lots of weird thoughts for me), and now I'm interested. On Something Awful there's a Traditional Games forum, where a lot of people play play-by-post RPGs, and I bet I could probably get people to go through some mecha-stomping action if I posted for it.
My question is, how difficult would it be to make GearHead transition over to a tabletop RPG? Lots of the stuff could be cut out (random plot generators, etc.), but how difficult is, say, a round of combat? I'd probably simplify some of the stats ("speed 1" means your weapon takes a turn to recharge/reload/rechamber/whatever, etc.), of course. I'm just trying to think of how many dice rolls are needed per participant per tern. Off of the top of my head:
Mecha Piloting to move
Mecha Gunnery/Artillery to fire
Mecha Piloting to evade (?)
Electronic Warfare to avoid ill effects
Damage dealt
Components destroyed
I also know that there's some kind of odd step system used for the dice in Gearhead, based off of Earthdawn? Really, the time taken per round of combat dosen't make a huge deal - play-by-post usually goes at the rate of one post per person/day - it's the number of rounds. Even with lots of lancemates, combat can take an inordiate number of player rounds. I suppose I could shorten that by removing the need to individually move, tile-by-tile, until the enemy is met - that would shorten it drastically.
At any rate, I suppose I could dig through the source code later, to find a lot of this stuff, but I figured I'd get some input - especially from Joseph, if you don't want me hacking your game into a tabletop system for some goons and I, then obviously I won't.
Also, if anyone's curious, it would be based off of GH1, with some changes - the party isn't composed of a clone with amnesia, an AOL refugee, the last son of a ninja family and some guy with a weird robot-creation fetish.