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Inteligent Vehilces/Self piloting vehilces.
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<blockquote data-quote="barsoomcore" data-source="post: 459896" data-attributes="member: 812"><p><strong>Re: Re: Re: Vessels and Vehicles</strong></p><p></p><p></p><p>I was saying it's a creature but I think I have a better idea.</p><p></p><p>It works like this: there's a Vessel Component called AI, or Brainy Autopilot, or whatever. This component's description states:</p><p></p><p>A vehicle with this component receives a Dexterity score (include a table of varying Dexterity scores according to the power of the component -- better AIs provide higher Dexerity). It can take steer a vessel actions to pilot itself, but in all other ways it retains its Vehicle qualities. It cannot take a run or a double move action, it still suffers damage effects as described in Combat: Damage and Destruction, and it still retains its number of Vessel Component slots.</p><p></p><p>Yes.</p><p></p><p>None. I just made it up. Here's the problem I'm hoping to solve -- that vessels might have "natural weapons", that is, weapons that are affected by the size of the vessel (battering rams, torpedo tubes (unguided torpedos, we're talking) and so on). Currently we have no way to create or define these and logically they ought to take up slots and so should be defined as Vessel Components.</p><p></p><p>This means we need to define two types of weapons in Vessel Components: those that use the vessel's size modifier and those that do not. I suggest the "Mount" and "Static" descriptors to distinguish between them.</p><p></p><p>Right, sure. But we still need a way to add "natural weapons" to a vehicle, which unless we either add them to Vessel Components (in which case we need to distinguish them from vessel weapons) or we come up with some whole new mechanic (which I am loth to do), we cannot do.</p><p></p><p>There's no flaw in your reasoning. I TOTALLY agree with your example. I just think that there are some weapons, that, unlike a cannon which can be aimed independently of the vessel it's mounted on, are more or less accurate depending on the size of the vessel they're on. Like, for example, a battering ram. Or big blades on the wings.</p><p></p><p>We need some way to add these both these types of weapons to vehicles. I suggest we use the Vessel Component mechanic, and simply create a descriptor that distinguishes between the two.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 459896, member: 812"] [b]Re: Re: Re: Vessels and Vehicles[/b] I was saying it's a creature but I think I have a better idea. It works like this: there's a Vessel Component called AI, or Brainy Autopilot, or whatever. This component's description states: A vehicle with this component receives a Dexterity score (include a table of varying Dexterity scores according to the power of the component -- better AIs provide higher Dexerity). It can take steer a vessel actions to pilot itself, but in all other ways it retains its Vehicle qualities. It cannot take a run or a double move action, it still suffers damage effects as described in Combat: Damage and Destruction, and it still retains its number of Vessel Component slots. Yes. None. I just made it up. Here's the problem I'm hoping to solve -- that vessels might have "natural weapons", that is, weapons that are affected by the size of the vessel (battering rams, torpedo tubes (unguided torpedos, we're talking) and so on). Currently we have no way to create or define these and logically they ought to take up slots and so should be defined as Vessel Components. This means we need to define two types of weapons in Vessel Components: those that use the vessel's size modifier and those that do not. I suggest the "Mount" and "Static" descriptors to distinguish between them. Right, sure. But we still need a way to add "natural weapons" to a vehicle, which unless we either add them to Vessel Components (in which case we need to distinguish them from vessel weapons) or we come up with some whole new mechanic (which I am loth to do), we cannot do. There's no flaw in your reasoning. I TOTALLY agree with your example. I just think that there are some weapons, that, unlike a cannon which can be aimed independently of the vessel it's mounted on, are more or less accurate depending on the size of the vessel they're on. Like, for example, a battering ram. Or big blades on the wings. We need some way to add these both these types of weapons to vehicles. I suggest we use the Vessel Component mechanic, and simply create a descriptor that distinguishes between the two. [/QUOTE]
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