DivineWrath
Banded Mongoose
I'm trying to figure out the limits on automated ships. Ship run solely by the software they have running. I'm trying to make a ship that can run and possibly make intelligent decisions without anyone on board and in complete radio silence.
I'm trying to make an automated combat monster that is 5000 tons or more. Maybe it malfunctions and goes rouge or something. Maybe the players get the chance to fight it in a combat exercise. Something like that. I'm trying to get an idea of what the rules will currently allow.
Virtual Crew. This allows the ship to cover the jobs of 5 crew for the following roles: Pilots, gunners, and sensor operators. Nothing else? Software rating determines the skill level. The first 5 crew are free? Each additional point of bandwidth adds another 5 virtual crew.
Virtual Gunner. This is more efficient and specialized than virtual crew. It allows for 10 gunners to be replaced by 10 virtual gunners. No freebies? So the first 10 virtual crew has to be covered by 1 additional bandwidth?
Can virtual gunner reload missile, railgun, sandcaster and other ammo? Some of the weapons have really heavy payload so it would be hard to believe that even a moderate sized crew could reload many tons of ammunition in a single turn. I think at some point there would be automated systems or tools that can do the reloading.
Screen Optimizer. This covers all screens. No additional bandwidth required if you have plenty of screens?
Auto-Repair. With repair drones, it allows a ship to repair itself.
Intellect and Expert. Can a ship's computer have multiple intellect programs running? I want this to cover all other jobs that virtual crew might miss. I may have many jobs I want it to replace, more than what would be possible with the limited bandwidth of personal computers would allow.
What kind of skills can it cover? The book says that it can cover pilot (for autopilot) and engineering. What about astrogation? What about mechanic? What about Tactics (naval) so it could get initiative bonuses?
This is all I can think of for the moment. I'll be back later.
I'm trying to make an automated combat monster that is 5000 tons or more. Maybe it malfunctions and goes rouge or something. Maybe the players get the chance to fight it in a combat exercise. Something like that. I'm trying to get an idea of what the rules will currently allow.
Virtual Crew. This allows the ship to cover the jobs of 5 crew for the following roles: Pilots, gunners, and sensor operators. Nothing else? Software rating determines the skill level. The first 5 crew are free? Each additional point of bandwidth adds another 5 virtual crew.
Virtual Gunner. This is more efficient and specialized than virtual crew. It allows for 10 gunners to be replaced by 10 virtual gunners. No freebies? So the first 10 virtual crew has to be covered by 1 additional bandwidth?
Can virtual gunner reload missile, railgun, sandcaster and other ammo? Some of the weapons have really heavy payload so it would be hard to believe that even a moderate sized crew could reload many tons of ammunition in a single turn. I think at some point there would be automated systems or tools that can do the reloading.
Screen Optimizer. This covers all screens. No additional bandwidth required if you have plenty of screens?
Auto-Repair. With repair drones, it allows a ship to repair itself.
Intellect and Expert. Can a ship's computer have multiple intellect programs running? I want this to cover all other jobs that virtual crew might miss. I may have many jobs I want it to replace, more than what would be possible with the limited bandwidth of personal computers would allow.
What kind of skills can it cover? The book says that it can cover pilot (for autopilot) and engineering. What about astrogation? What about mechanic? What about Tactics (naval) so it could get initiative bonuses?
This is all I can think of for the moment. I'll be back later.