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Old 04-26-2017, 08:02 PM   #29
David Johnston2
 
Join Date: Dec 2007
Default Re: [Basic] Time to learn familiarities

Quote:
Originally Posted by johndallman View Post
The rules for skill familiarity are in a box on B.169. As written, they apply to operating equipment, but various skill descriptions, notably Mechanic/TL, make it clear that they also apply to maintaining and repairing equipment. B.169 says you need eight hours of practice with a piece of equipment to become familiar with it. I've been reading some manuals for historical equipment, and getting rather dubious about acquiring real-world familiarity with something big, like a TL6 heavy bomber or TL7 warship, in eight hours.

Now, familiarities are an optional rule in practice. Some games use them, some don't. Heroes in cinematic games are usually naturally familiar with everything they run into. The default cinematic realism style of GURPS makes them optional, and acquiring them in a day-long montage is OK. However, a gritty cinematic or realistic game makes it plausible to use them, or at least make gestures towards acquiring them, even if you don't list them all on character sheets.

So some sort of rule on how one acquires familiarity with big, complicated pieces of equipment seems like a good idea. But it's not obvious how to define such a rule. It has to be workable for fictional machines and vehicles, where one simply can't look up how many kinds of maintenance crew are required. I'm willing for familiarity for maintenance to have a different learning time to familiarity for operation. But we don't have many numbers defined for all equipment.

We have cost, and using that is going to need some kind of log scale. We have the number of people required to operate something, but the advent of computers reduces the need for crew while increasing overall complexity, so that's not very good for maintenance familiarity. What else? Weight is a poor guide to complexity.

For maintenance, take cost, divide by $1000 and round up. That gives us a number with a range between 1 and a few thousand. Apply that to the linear measurement column of the speed/range table, read off a speed/range penalty, take its absolute value and add 1. That's the number of days you need to acquire maintenance familiarity, so that's 1 day for things costing $2000 or less, 2 days for $3000, 3 days for $5000, and so on. An $8M helicopter is 21 days. An $18K speedboat is 7 days. This is looking vaguely plausible.

For operation, I'm tempted by the idea of days equal to the number of people you need to operate the equipment. But those are actual days of using it. Pilots usually spend much more time becoming familiar with an aircraft, but there are comparatively few hours of flying in there, because aircraft are expensive to operate. Does that work?
I don't agree with your basic premise. I don't see any reason why assuming that you have the relevant skills it would be any more difficult to master piloting an unfamiliar model of heavy bomber than it would it would be to master piloting an unfamiliar model of light fighter. The larger complexity of operating larger vehicles if any is handled by giving them larger crews. The individual jobs don't become that much more complex. In fact they may be less complex. Sure you'll see examples of amateur pilots struggling to land jet liners but that's not a familiarity penalty. That's a "you have the wrong whole skill" penalty.
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