07-10-2018, 10:15 AM | #21 |
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Join Date: May 2017
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Re: Power plant design
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07-10-2018, 10:22 AM | #22 | |
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Join Date: May 2017
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Re: Power plant design
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07-10-2018, 10:25 AM | #23 |
Join Date: Dec 2006
Location: Meifumado
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Re: Power plant design
What's Management Engineering?
And wouldn't Systems Engineering be a part of Computer Programming?
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07-10-2018, 10:36 AM | #24 |
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Join Date: May 2017
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Re: Power plant design
Nope. Systems Engineering, in example, fixes bugs so improving already existent inventions (allows to fix bugs of any inventions so replacing any other Engineering skill). Management Engineering is a skill for management which supports the actual engineers (gives the bonus to any other Engineering skill and can replace Administration for engineering projects).
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07-10-2018, 11:17 AM | #25 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Power plant design
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As a minor note, your historical sequence seems odd. The way things actually happened was that steam engines were designed first, starting with the pressure cooker, and then the stationary engine used to run pumps in mines, and then the locomotive engine; and about the time locomotives and steamships were just starting to be figured out, Sadi Carnot came up with his theory of heat engines, which was the first step in the development of mathematical thermodynamics and is still valid. So I don't think there was "Physics" to roll against at a useful level in the days of Newcomen and Watt. Also, what I asked about was steam locomotives. They didn't use electric circuits or devices at all, at least not for many decades after they were invented. So asking for a roll against Engineer (Electrical) to design one seems odd. And finally, if we ARE talking about power plants, it seems just as likely that you already know how generators work and can order one off the shelf to have your steam engine or hydraulic turbine drive, as that you already know how steam engines or hydraulic turbines work and can order one off the shelf to supply power to the generator you're designing. Those seem to be two different cases that call for different rolls.
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07-10-2018, 12:11 PM | #26 | |
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Join Date: May 2017
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Re: Power plant design
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If you want to make an extensive list and then sort out every item by their invention skill you can. I prefer (for the sake of my own mental health) writing that telecommunications is a subset of Engineer (Electrical) or Engineer (Computer) and then work with familiarities the same way that the Biology or Physics specializations are optional. Last edited by Alonsua; 07-10-2018 at 12:49 PM. |
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07-10-2018, 01:06 PM | #27 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Power plant design
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I'm not particularly trying to change the GURPS system of specialties for technological skills. I'm just trying to apply it in a way that makes sense intuitively. It makes sense to me intuitively that a generator is designed using Engineer (Electrical) and can be repaired with Electrician. But it does not make sense to me intuitively that a steam engine, or a gasoline engine, or a water turbine, or a windmill, or an atomic pile, falls under either skill. In fact, the repair skills are cases of Mechanic (Power Plant Type), and that makes perfect sense; and since one power plant type, clockwork, has an Engineer specialty, it makes sense that Steam Engine and Windmill and Atomic Pile have Engineer specialties too, and that those specialties are the same whether they are turning a generator that produces electricity or a shaft that turns a ship's propeller or a compressor that supports a refrigerator. Your way of assigning things seems to me to be stretching the categories much further than they are meant to go. And if I were playing in your campaign I would be far less able to decide what Engineer skill to take, and far more dependent on your dictates, than I would be in playing a standard GURPS campaign. So I don't find your system superior. I can use the standard GURPS system on the fly with no trouble.
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07-10-2018, 01:39 PM | #28 | |
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Join Date: May 2017
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Re: Power plant design
Quote:
That is the clockwork engineering specialty. Since you are allowed to design any electronic item with Engineer (Electronics) from computers to starship sensor arrays but then you find up to fourteen specialties to repair them and the same number to operate them, it is just fair that you could stretch some of the others too. The Engineer (Clockwork) is to be differentiated because it allows to build mechanical men. It is easy to take Engineer (Robotics) for comparison and check that it allows you to design a lot of things from robotics to cybernetics which of course include from braintaps and neural interface implants to animal neural uplifts and bionic vital organs as per Ultra-Tech. It is just fair to allow Bioengineering (Genetic Engineering) to come up with anything from brain and cardiovascular modifications to musculo-skeletal and sensory modifications too as per Bio-Tech. But flying spaghetti monster help us if we do an engineering specialty called Engineer (Electrical) or Engineer (Nuclear) or even Engineer (Power Plant). Maybe I just find this hard but please tell me what would you use for: 1. HyMRI Scanner (Ultra-Tech p. 198) 2. Automed (Ultra-Tech p. 196) 3. Full VR Suit (Ultra-Tech p. 54) 4. VR Environmental Database/Character (Ultra-Tech p. 55) 5. VR Environmental Database/City (Ultra-Tech p. 55) 6. VR Environmental Database/Planet (Ultra-Tech p. 55) 7. VR Environmental Database/Galactic Empire (Ultra-Tech p. 55) 8. Interactive Total VR Dreamgames (Ultra-Tech p. 55) I allowed from 4. to 7. with Concept (Mathematics/Computer Science) and Prototype (Artist/VR), 8. required the previous database to exist plus rolling Concept (Mathematics/Computer Science) and Prototype (Professional Skill/Game Designer). What would have you used? Since you do not like a previous concept roll with Physics to be able to replace such things, how many Engineer specialties would you use for an HyMRI Scanner if I told you it involves nuclear physics? And for an Automed? And for a Full VR Suit? Last edited by Alonsua; 07-10-2018 at 02:01 PM. |
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07-10-2018, 02:01 PM | #29 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Power plant design
Quote:
As to clockwork engineering including automata powered by clockwork, well, I don't think I'd want nuclear engineering to include automata powered by fusion reactors. Somehow that just seems like too much of a stretch. But I wouldn't necessarily have a problem with nuclear engineering including the electrical generators powered by a nuclear power plant. It's having electrical engineering include all the power plants that might supply energy to a generator that strikes me as taking things too far. The strict parallel to Engineer (Electrical) would be to have Engineer (Mechanical) include all power plant types with moving parts. But GURPS seems to have decided against that, for whatever reason. Of course nothing stops you from house ruling otherwise.
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Bill Stoddard I don't think we're in Oz any more. |
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07-10-2018, 02:08 PM | #30 | |
Banned
Join Date: May 2017
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Re: Power plant design
Quote:
1. HyMRI Scanner (Ultra-Tech p. 198) 2. Automed (Ultra-Tech p. 196) 3. Full VR Suit (Ultra-Tech p. 54) 4. VR Environmental Database/Character (Ultra-Tech p. 55) 5. VR Environmental Database/City (Ultra-Tech p. 55) 6. VR Environmental Database/Planet (Ultra-Tech p. 55) 7. VR Environmental Database/Galactic Empire (Ultra-Tech p. 55) 8. Interactive Total VR Dreamgames (Ultra-Tech p. 55) I allowed from 4. to 7. with Concept (Mathematics/Computer Science) and Prototype (Artist/VR), 8. required the previous database to exist plus rolling Concept (Mathematics/Computer Science) and Prototype (Professional Skill/Game Designer). What would have you used? Since you do not like a previous concept roll with Physics to be able to replace such things, how many Engineer specialties would you use for an HyMRI Scanner if I told you it involves nuclear physics? And for an Automed? And for a Full VR Suit? Last edited by Alonsua; 07-10-2018 at 02:14 PM. |
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