08-02-2009, 01:27 AM | #31 | |
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Join Date: Aug 2004
Location: Ventura CA
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Re: [Spaceships] TL10^ exploration frigate
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gunners, and administrators may be sapient computer programs;". Given that this is certainly the case in Flat Black (with at least the turret gunners), I don't think they need cabins. EDIT: Also some (all?) of the damage control personnel are probably robots. Last edited by sir_pudding; 08-02-2009 at 01:42 AM. |
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08-02-2009, 06:33 AM | #32 | |
Join Date: May 2008
Location: CA
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Re: [Spaceships] TL10^ exploration frigate
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According to Ultra-Tech, you need forcefields, artificial gravity, or similar super-science to get decent amounts of antimatter packed in. With the same assumption as earlier, (10x storage for the same mass as a portable system) you'd be able to carry 150 kilograms of antimatter in a 150-ton container. The non-superscience version would cost three hundred million bucks and the superscience version would cost six hundred million bucks, and that's all before adding any antimatter to the mix. |
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08-02-2009, 06:45 AM | #33 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Spaceships] TL10^ exploration frigate
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And the Empire hates to give anyone control of lethal weaponry but a reliable Mink. Automated systems may handle a lot of the work, but the final 'fire' command is always human.
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08-02-2009, 06:50 AM | #34 | ||
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Re: [Spaceships] TL10^ exploration frigate
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08-02-2009, 07:06 AM | #35 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Spaceships] TL10^ exploration frigate
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But not the authority to shoot, right?
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08-02-2009, 07:19 AM | #36 | ||
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Re: [Spaceships] TL10^ exploration frigate
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08-02-2009, 07:43 AM | #37 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: [Spaceships] TL10^ exploration frigate
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But if a human has skill 12+ and the AI has skill 6 with a plus 6 or more when in certain very narrow technical situations, the human looks awfully attractive. I just don't know how effective the cheap 'AIs' in Flat Black are. Maybe the ones that are common are just really advanced interface expert systems. With no independent judgment. Quote:
And that's what I assumed was the job of the gunners here. Be present as a human with judgment.
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08-02-2009, 07:55 AM | #38 | |||
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Re: [Spaceships] TL10^ exploration frigate
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Besides the original ForeSight Necho had no such personnel; why are they needed now? |
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08-02-2009, 08:00 AM | #39 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: [Spaceships] TL10^ exploration frigate
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I just don't know enough setting-wise to say. Quote:
Maybe. After all, that's essentially what a Marine is. Someone to tell combat bots yea or nay. And I gather most drive only a few or maybe even one at a time, at least if they're armed.
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09-06-2013, 04:11 AM | #40 |
Join Date: May 2005
Location: Oz
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Re: [Spaceships] TL10^ exploration frigate
I'm going to revisit this design with Spaceships 3 and Spaceships 5. Split systems are canonical now, but I'd like to squeeze in a complement of 50. That's one captain IN who will require night and day cabins, two lieutenant-commanders, two lieutenants, two sublieutenants, a midshipman, one chief petty officer, six petty officers, six leading ratings, three ordinary ratings, eight marines including a corporal, an ambassador, a dean, two heads of schools, three junior diplomats, ten academics, and a lieutenant (equivalent to army captain) of the Imperial Marines Intelligence Corps.
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exploration, flat black, spaceships |
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