Pandoran Skills

rust said:
Captain Jonah said:
From the way you were talking it sounded to me like you were just using the basic career citizen subcareer colonist when you were talking about only having 18 skill picks to change and use. A full career gives 36 hence my last post.
Sorry for that, I forgot to mention a couple of informations. :oops:

Bad Rust, no chocolate cookies for you today :D

Anyhow, I think I will now keep the Computer skill, for example as the
skill to write new programs for the colony's drones and so on, but delete
Astrogation and Communications, making communications a part of the
Sensors skill, since these skills use the same technology (radio, sonar,
etc.) anyway, and an active sensor system always includes the technolo-
gy to transmit and receive signals.

Alas poor Astrogators, we will make a place for you in museums next to the Dodo :D
 
I am toying with Equivalency skills - so Pilot 1+ automatically has Computer 0, if they lack that skill.

Scholars might automatically have Remote Ops 0.

(I've gone a little farther, actually, in defining cross discipline skills...)
 
BP said:
I am toying with Equivalency skills - so Pilot 1+ automatically has Computer 0, if they lack that skill.

Scholars might automatically have Remote Ops 0.

(I've gone a little farther, actually, in defining cross discipline skills...)
This is very interesting, please let me / us know more about it when you
think you can do so. :D
 
As an Electronics Technician with a former specialty on Communications, and currently working with computers, let me give you my take on it:

I don't consider the Communications or Computer skills to be just operations skill. It goes far beyond that. A character with Communications skill knows the inner workings of the equipment, and knows knows how to fix it when something goes wrong. Probably doesn't know board level troubleshooting of the electronics, but knows the various modules and how they're supposed to work together. At higher skill levels, they know enough about power outputs, bandwidths, antenna design, etc, to perform rudimentary engineering of communications systems using off the shelf and semi custom components.

Likewise with computers - a Computer 0 skill means they can turn it on, and run basic programs, but anything above that means that they are capable of doing things like writing programs, configuring networks, upgrading systems, etc, etc.

So IMO, those skills will still be useful for the colony.
 
kristof65 said:
So IMO, those skills will still be useful for the colony.
I agree concerning the Computer skill, and I will keep it.

However, I still think that it makes sense to turn Communications and
Sensors into only one skill that covers both, because both use basically
the same technologies, and in a very similar way. In fact, if I wanted
two different skills here, I would probably distinguish between electro-
magnetic and sonic communications / sensors instead.
 
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