02-20-2019, 08:37 PM | #31 | |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: [Space] Autopilots and Autoturrets
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I think where this changes is when you get into more physical genres, especially cyberpunk. Then physical attributes and skills start muscling their way back into the deal.
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02-20-2019, 09:22 PM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Space] Autopilots and Autoturrets
Because machines are prone to being better at physical stuff than humans (of course, you have the degenerate option where machines are better at everything than humans).
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02-20-2019, 09:32 PM | #33 |
Join Date: Jul 2008
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Re: [Space] Autopilots and Autoturrets
So long as you somehow make sure that the physical action can't be performed by drones and bots.
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02-20-2019, 09:59 PM | #34 |
Join Date: Feb 2016
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Re: [Space] Autopilots and Autoturrets
Well, that can be easily accomplished by capping DX at the same level as IQ in AIs, by limiting the amount of points that AIs can invest in skills/techniques to (Complexity×4), and by enforcing learning times for AIs. If a Complexity 8 SAI only has a maximum of DX 10, IQ 10, and 32 CP in skills/techniques, they will not be much of a threat to human dominance. They might have one very high skill, but humans will be better generalists, especially with genetic engineering.
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02-21-2019, 01:01 AM | #35 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Space] Autopilots and Autoturrets
It's generally problematic when ultratech is less capable than things that exist today. The reality is that there's a fair number of skills, including some rather adventuring relevant ones (such as shooting things) where computers are rather notably better than human even today.
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02-21-2019, 06:17 PM | #36 |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: [Space] Autopilots and Autoturrets
Well, there's no reason why the bot isn't a player character. And a warbot isn't really defined by it's IQ score.
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02-22-2019, 12:57 PM | #37 | |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [Space] Autopilots and Autoturrets
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Granted, skills wise, I put almost as many points in IQ skills as I did DX skills, but I used Talents instead of IQ to bring those up. |
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02-22-2019, 01:05 PM | #38 | |
Join Date: Jul 2008
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Re: [Space] Autopilots and Autoturrets
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And whether you're playing with people who insist that machine characters aren't interesting... But really the biggest GURPS reason not to do that is that a warbot player character is a pretty terrible point-sink. Spending character points rather than dollars on your hardware gets decidedly punitive.
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02-22-2019, 02:14 PM | #39 |
Join Date: Dec 2007
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Re: [Space] Autopilots and Autoturrets
Because people aren't the best choice to do anything physical once your technology advances that far. Therefore actually doing things will be reserved for automatic systems.
Actually it is. Given that you can just pull out it's CPU and put it into any chassis, IQ is the primary thing that defines it. Last edited by David Johnston2; 02-22-2019 at 02:18 PM. |
02-22-2019, 04:45 PM | #40 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [Space] Autopilots and Autoturrets
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The other is that its DX represents its motive system programming and thus how well it interacts with any shell you 'drop' it into. |
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