Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   Roleplaying in General (https://forums.sjgames.com/forumdisplay.php?f=19)
-   -   What are Issues of Transforming Robots or Robots that Combine into Bigger Mechs? (https://forums.sjgames.com/showthread.php?t=139540)

Flyndaran 11-25-2015 06:39 PM

Re: What are Issues of Transforming Robots or Robots that Combine into Bigger Mechs?
 
Except that from what I've read, it takes a huge amount of concentration and controls to equate to even a few simple basic muscles.

For a semi-related example, it took five people to manipulate Jabba the Hutt.

Anthony 11-25-2015 07:33 PM

Re: What are Issues of Transforming Robots or Robots that Combine into Bigger Mechs?
 
Quote:

Originally Posted by Bruno (Post 1957097)
I've never bought the "With a neural interface it has to be human shaped or humans can't pilot it" argument.

That's because it's a handwave. Absent a whole bunch of direct neural linkages (grossly cinematic), it's going to require computer control of things like balance, and once you have that it will control just fine with a joystick no matter how it's shaped.

Flyndaran 11-25-2015 09:14 PM

Re: What are Issues of Transforming Robots or Robots that Combine into Bigger Mechs?
 
Because modern computer controlled planes require only a joystick to fly?

Using some form of learned/instinctive hind brain control in addition to voluntary steering isn't "that" cinematic silly.

But since the physics of giant humanoids is still radically different from that of human sized humanoids, the control issues would only be slightly lessened.

cptbutton 11-26-2015 08:12 AM

Re: What are Issues of Transforming Robots or Robots that Combine into Bigger Mechs?
 
Quote:

Originally Posted by Bruno (Post 1957097)
People playing videogames can inject themselves so heavily into the experience that they lose peripheral vision, and have a good intuitive sense of motion and control in the world, even though all they get to do is punch buttons and wiggle a stick on a game-pad, and even though the physics in the world are inevitably inaccurate (often grossly inaccurate). Your entire lifetime of experience with how friction and gravity work can get thrown right out the window with a videogame, but people adapt very very quickly.

If anything, the "not quite right" of motion controls throws people off significantly more. Your entire body knows that you don't move forward by stomping on the ground in front of you, but it's enough like the real motion that it can really mess you up. Bad motion controls are like the Uncanny Valley of interfaces.

To the point where I can get motion sick sitting on my ass in front of a video screen.

Johnny1A.2 11-27-2015 12:44 AM

Re: What are Issues of Transforming Robots or Robots that Combine into Bigger Mechs?
 
Another issue with giant-sized humanoid vehicles (or giant humanoid robots, for that matter) is that the shape gives a high center of mass for the overall structure. This is bad in combat, everything else being equal. To put it simply, it's a lot easier to trip, unbalance, or otherwise knock over a 50 foot tall humanoid than it is a tank or similar low-built machine.

Remember the scene from The Empire Strikes Back where Luke Skywalker and the Rebels literally trip the Empire's big walking war machines with cables? That tactic might actually be a reasonable one against such machines. It would be worse for a humanoid one because a tetrapod is inherently more stable than a biped.

I mentioned upthread that legged vehicles would have their potential uses, but you'd want to avoid long legs where possible, for just that reason. Think a mechanical beetle, rather than a mechanical human.


All times are GMT -6. The time now is 06:28 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.