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Old 02-16-2013, 02:49 AM   #21
vicky_molokh
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Default Re: Advantages that can be replicated with gear, possible limitation / cost reduction

I suppose what Accessory does depends heavily on TL. At TL7, a radio phone is rather impressive. At TL8½, having anything less than the full functionality of an Android for a point is annoying. (Compare: Signature Gear provides $10k at TL8, $15k at TL9.)
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Old 02-16-2013, 02:56 AM   #22
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Default Re: Advantages that can be replicated with gear, possible limitation / cost reduction

And those things that Accessory does for robots are possibly parts of their brains that can't be swapped out.

Those traits that a computer gives them should probably be purchased as advantages, only they should be really cheap advantages.

The problem I run into when trying to do that, though, is that a lot of stuff they should have is skills, and those don't work well with limitations. They might should come with like Mathematics-16 or something like that. If you're trying to get that with a Modular Ability, that costs over a hundred points. And that's only for one slot!
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Old 02-16-2013, 03:08 AM   #23
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Default Re: Advantages that can be replicated with gear, possible limitation / cost reduction

Don't underestimate the munchkinism of modular abilities. With just about 50 points, a NAI-6 can be the an instant professional in myriads fields (it still takes cash to download the programs).
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Old 02-16-2013, 03:09 AM   #24
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Default Re: Advantages that can be replicated with gear, possible limitation / cost reduction

Quote:
Originally Posted by ErhnamDJ View Post
They might should come with like Mathematics-16 or something like that.
Probably not; computers are good at performing a calculation you tell them to do, but they aren't great at figuring out what calculation they should be doing. It's more a problem with DX-based skills, gunnery programs should routinely have skills in the 20s.
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Old 02-16-2013, 03:19 AM   #25
ErhnamDJ
 
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Default Re: Advantages that can be replicated with gear, possible limitation / cost reduction

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Probably not; computers are good at performing a calculation you tell them to do, but they aren't great at figuring out what calculation they should be doing. It's more a problem with DX-based skills, gunnery programs should routinely have skills in the 20s.
We're talking about advanced AI, though. If they don't have mathematics, then some of them certainly have Cooking or Musical Instrument or any other skill a robot can be programmed with.

And in the year 2200, I bet it's possible to cheaply purchase a robot that can Cook a gourmet meal at the same time it plays fifteen different musical instruments at a virtuoso level.

This kind of thing is... difficult to handle using the normal GURPS rules.
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