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Old 03-21-2016, 02:58 AM   #14
Peter Knutsen
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Join Date: Oct 2007
Location: Europe
Default Re: [Basic] Skill of the week: Mechanic

Quote:
Originally Posted by johndallman View Post
There are two ways to build a vehicle mechanic. The first is to just take Mechanic (Vehicle Type) You're quite capable with that type, but that is all that you are good at. The second is to take the appropriate motive system and power plant specialisations, possibly plus supporting skills: Electronics Repair at TL6+, Carpentry if the vehicle is largely wooden, Machinist, and so on.
The problem with the first way is that there still needs to be some kind of improved default to other vehicle types and to other engine types.

Someone with Mechanic (Car/TL7) should have an at least slightly better chance at repairing (or sabotating) a TL7 tank, compared to someone who doesn't have Mechanic (Car), because the tank does use many of the same principles as the car (and so would a TL6 or TL8 tank, and to a more limited degree a TL9 tank).

I don't have any better suggestions, as of now. But some kind of defaulting or "crossovering" is necessary for realistic simulation... Unless you're proposing that car mechanics are trained monkeys who have learned everything by rote and therefore become supremely confused when faced with a machine even slightly different from what they're learned to work on. But first of all I don't think that's the case, and secondly if they were then they wouldn't have GURPS-type skils, but rather a series of Perks, including whatever the One-Task-Wonder Perk is called.
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