02-19-2019, 01:39 PM | #21 | |
Join Date: Sep 2007
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Re: [SpaceAutopilots and Autoturrets
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(In fact, I've considering making Piloting usually an IQ default. It's more about technique and learned procedures than reflexes. DX might work, but that transition is already happening in TL6. You might make an argument just for combat maneuvering, assuming DX is the attribute to govern repetitively drilled muscle memory or that that attribute is more appropriate for pushing your envelope. But airline pilots aren't using DX.) The "service wildcard" skills like Soldier are not wildcard skills that replace all job-related skills. They're the catch-all skill to cover background knowledge that's specifically not any of the technical skills covered elsewhere. As the book puts it, "familiarity with “shipboard life, "knowledge of safety measures, and training in damage control". Or in other words, not Piloting (multiple types) + Engineering (multiple types) + Gunnery (various weapons) + Electrician + etc etc. All career crewmen might have Crewman, but that doesn't mean that all crewman only need Crewman to do their jobs. The reference to steering the description in Basic is imagining an age-of-sail situation, where there's an officer standing behind a steermans, directing him exactly how to steer the ship (not to mention doing all the navigation and such). If your setting calls for the guy with Piloting skill to be sitting on the bridge right behind the steersman, but there's some social reason he can't get his hands dirty, then you might use Crewman for the button-pushing and push Piloting demands onto the actual pilot. Or you might do that if your astronauts are spam-in-a-can, waiting for Houston to tell them when to hit the button to start their deorbit burn. But in most games, the guy with hands on the steering controls is the one with the actual technical Piloting skill. (I'm actually not a big fan of the skills like Soldier, largely because some many people try to treat them as wildcards, but you need them if the game has to represent the difference between experienced sea dogs and landlubbers. It's like Area Knowledge -- general background information that would get handwaved away unless somehow it becomes important to the game that you know something in particular. You don't usually want the party to fail because of some minor bit of background. If everyone in the party has been living in the same city all their life, it's overly pedantic to insist on rolling to see if someone can find a grocery store. If everyone in the party has spent their whole life on tramp freighters, or are elite astronauts or Space Patrol, it's overly pedantic to insist on rolls to see if they know what that weird red alert sound means. But if you have a mix of experienced crew and civilians, then you might have some value in having a mechanic to make the distinction. And the game is already fine-grained enough without demanding yet more skills for operating doors, or artificial gravity systems, climate controls, lighting, etc. So you roll all that into a broader familiarity skill.) |
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02-19-2019, 02:56 PM | #22 | |
Join Date: Jul 2008
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Re: [SpaceAutopilots and Autoturrets
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Secondly, not every gameable spacefaring situation actually places a focus on piloting. Anything where you're not doing high-performance, high-action flying scenes might well leave a PC pilot wasting their points and an NPC pilot hardly earning their paycheck.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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02-19-2019, 06:01 PM | #24 | |
Join Date: Aug 2007
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Re: [SpaceAutopilots and Autoturrets
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Probably because Igor Sikorsky not only invented the modern helicopter but also taught himself to fly it. I'm fairly sure Igor's IQ was higher than his Dex and the important thing is that he understood what he needed to do to control his machine.
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Fred Brackin |
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02-19-2019, 10:07 PM | #25 |
Join Date: Feb 2007
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Re: [Space] Autopilots and Autoturrets
There's not much doubt that most routine space piloting could be automated. It's easier to automate that, in many ways, than ground operations. (Autopiloted planes came along far earlier than even limited auto-control of cars for a reason.)
That doesn't mean a ship won't have human-operable control options too. I can think of reasons why such vessels would be designed to be flown either by a pilot, a pilot-assisted by computer (more likely), or by computer. Some societies might mandate manual options being available, others might forbid them, but human nature suggests to me they'll exist. This would likely be particularly true on a ship going places where unplanned developments might likely to befall. Of course it depends on how 'intelligent' the AI is assumed to be, too, and what they can and can not do. We can't say much about that yet, because we don't know much yet.
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02-19-2019, 10:14 PM | #26 |
Join Date: Sep 2007
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Re: [SpaceAutopilots and Autoturrets
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02-19-2019, 10:34 PM | #27 | |
Join Date: Dec 2007
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Re: [SpaceAutopilots and Autoturrets
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02-20-2019, 05:35 AM | #28 |
Join Date: Feb 2016
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Re: [Space] Autopilots and Autoturrets
And that is a weakness in the system because skill should logically require computing power.
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02-20-2019, 06:37 AM | #29 | |
Join Date: Sep 2007
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Re: [Space] Autopilots and Autoturrets
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(And GURPS IQ is even more broad than the often-debated notion of "general intelligence".) |
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02-20-2019, 07:41 AM | #30 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Space] Autopilots and Autoturrets
I like to use the statistics for the basic, good, and fine software tools as having an AI know skills at +0, +1, and +2. It doesn't cover everything, but it gives a decent starting point.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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