07-04-2019, 04:49 AM | #11 | |
Join Date: Oct 2007
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Re: New Advantage: Multitasking
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For the no-combat effect version, I'd say that the Multitasking (skill) perk would be allowable (and trainable) up to a cap of 2 or 3 levels in a realistic campaign, but more levels of Multitasking and Synchronized in its entirety feel like they are 100% cinematic. |
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07-04-2019, 01:55 PM | #12 |
Join Date: Dec 2017
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Re: New Advantage: Multitasking
Multitasking sounds like the sort of thing a crack pilot of a one man attack craft would find useful. It would also explain why the hotshot ace doesn't get much better when she has a gunner and a flight engineer and an EWO.
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07-05-2019, 09:37 AM | #13 | |||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: New Advantage: Multitasking
Muscle Memory technique
Average Default: prerequisite skill.Prerequisite: Operator officer and prerequisite skill, cannot exceed prerequisite skill+4 You’ve done a particular skill enough that it’s becoming second nature. During a long action or space combat turn (GURPS Spaceships, p. 50), apply the penalty for doing two or more things at once (typically a -2) to your Muscle Memory technique. This technique only removes multitasking penalties; it never allows you to perform better than your unmodified skill. E.g. An Operator officer with DX 10, IQ 12, Electronic Operations (Sensors) (A) IQ [2]-12, Piloting (Contragravity) (A) DX [1]-9, and Muscle Memory (Electronic Operations (Sensors)) (A) [2]-14 is manning the sensors from the copilot seat of a shuttle when the pilot’s console erupts in a shower of sparks. Forced to add piloting to his plate for the time being, he’ll be at a -4 for doing tasks from two different categories at once. His effective Piloting skill will be 5 and his effective Muscle Memory (Electronic Operations (Sensors)) skill will be 10. If he didn’t have the Muscle Memory technique, his effective Electronic Operations (Sensors) would have been 8. The Multitasking perk is superior to this technique; but this technique isn’t subject to perk limits and may be your only option. Multitasking (choose skill) leveled perk Prerequisite: Operator Officer You are so good at a particular skill that it and any other skill(s) done at the same time suffer reduced penalties when multitasking (typically a -2) during a long action or space combat turn. This perk comes in levels, but only removes multitasking penalties; it never allows you to perform better than your unmodified skills. More than 4 levels are cinematic. E.g. An Operator officer with DX 10, IQ 12, Multitasking (Electronic Operations (Sensors)) 2 [2], Electronic Operations (Sensors) (A) IQ [2]-12, and Piloting (Contragravity) (A) DX [1]-9, is manning the sensors from the copilot seat of a shuttle when the pilot’s console erupts in a shower of sparks. Forced to add piloting to his plate for the time being, he’ll be at a -4 for doing tasks from two different categories at once. His effective Piloting skill will be 7 and his effective Electronic Operations (Sensors) skill will be 10. +2 better than they would have been without his Multitasking (Electronic Operations (Sensors)) 2 [2] perk. This perk is superior to the Muscle Memory technique. Synchronized advantage 10 points/level Prerequisite: Operator OfficerYou are unusually gifted at performing multiple long actions or space combat tasks at once. For every level of this advantage, remove -1 in multitasking penalties. E.g. during Space Combat Turns (GURPS: Spaceships) Synchronized 2 would allow an Operator officer to do both the communication tasks—Supervise Damage Control and Signal Enhancement—at no penalty. Synchronized 4 would allow an Operator officer to do both a Move Maneuver and Sensor Detection task at no penalty in the same space combat turn (assuming the controls for both tasks where accessible from the same station, like in a shuttlecraft). More than 4 levels of this advantage are cinematic. This advantage comes from Compartmentalized Mind ([50/lvl], -30% no extra mind compartments, -50% doesn't effect combat turns) [10/lvl] Feedback that Informed the Above Changes Quote:
It’s not obvious to me what the functional difference is between a technique and a leveled perk that requires a skill specialty. There is usually a cap to the number of perks you can have. In this case I allow the perk to buff all skills done at the same time as the perk’s specialty skill. Quote:
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You’re welcome.
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Last edited by Captain Joy; 07-18-2019 at 07:10 PM. Reason: WingedKagouti noticed I had Multitasking and Synchronized switched |
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07-05-2019, 10:39 AM | #14 |
Join Date: Oct 2007
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Re: New Advantage: Multitasking
I still maintain that any level of this advantage is cinematic (you swapped the names compared to your previous post). I have seen no documented case of a human being able to perform any type of skilled task simultaneous with another skilled task without both tasks suffering from noticably degraded performance.
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07-05-2019, 10:47 AM | #15 |
Join Date: Aug 2004
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Re: New Advantage: Multitasking
That's why I was pointing at TA: a case can bad made that anything that removes more than, say, half of the multitasking penalty is cinematic. You can possibly reduce it, but not eliminate it. I wasn't speaking specifically about Techniques, though that was the example I was using; but more generally about any means of reducing the multitasking penalty.
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07-23-2019, 12:07 PM | #16 | ||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: New Advantage: Multitasking
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07-23-2019, 01:52 PM | #17 |
Join Date: Apr 2005
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Re: New Advantage: Multitasking
If you're interested in brutal realism, multitasking should only negate part of the penalty for doing multiple tasks at once, and penalties for doing more than two things at once should grow at a much greater rate.
Human beings THINK we can multitask without penalties, but numerous psychological tests have shown that even minor distractions affect performance, even things that GURPS would consider to be "free actions" like speaking while engaged in another task or listening to radio commands. Furthermore, we lose concentration, hence productivity, when we have to switch tasks. The limited exceptions are when the controls for doing two or more things at once are all integrated into one system (e.g., flight controls and weapon controls on a fighter aircraft all mounted on single control column). Even so, there is a very strong tendency, especially in combat, to "single focus" on just one task at the expense of others. Fighter pilots call this "losing Situational Awareness" and losing SA in combat is usually the immediate precursor to getting shot down or crashing. (Related to this, information overload is one of the factors which can contribute to non-combat aircraft accidents.) Traits like Absent-Minded, Confused, or Short Attention Span might limit your ability to perform any sort of multitasking, or might increase penalties for multitasking. Alternately, you might have a disadvantage called "One Track Mind" or "Single Focus" which imposes extra penalties for multitasking or makes it impossible to Multitask. It would be the opposite of Compartmentalized Mind and/or Synchronized, and would be realistic for people with certain neurological disorders or for machines which are physically incapable of multitasking. Finally, consider boosting the base cost per level for Synchronized, but allow special limitations so that the trait doesn't apply to magic and/or psi, or only works for those powers. That fixes the problem of Synchronized being too good a deal in magic/psi campaigns where "on" spells/powers impose penalties to further spellcasting/psi use. |
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advantages, character points, multitasking, new advantage, requests for aid |
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