Robots

mancerbear

Mongoose
While I'm happy with the robots supplied in the CCC, I would love to see more detail regarding them.

I would like to learn how we design our own.

How do we apply a TL to them?

At what TLs do what type of intelligences appear?

What sort of power do they use?

How do we figure cost?

What is their Int and Str?

How many programs can they run concurrently?

How many programs can they have stored?

So many questions that need to be answered. I like how they are designed like animals, but I think we need more.
 
Robots are certainly something we will return to, but not in the format of our older Robots book (that is, no construction system). Given the possible variety, we want to keep robots as flexible as possible, and an animal-related system seems the best compromise all round (also means the ref can create robots on the fly during a game with very little effort - Hits, Skills, Traits, good to go!).
 
It seems, as usual, there is a gulf between those whole like the techy side of building stuff, and those who roleplay. A gap that's always been there and not easy to span.
 
legozhodani said:
It seems, as usual, there is a gulf between those whole like the techy side of building stuff, and those who roleplay. A gap that's always been there and not easy to span.

This is very true, and is certainly something we have noticed. There is a greater focus on storyline in this new edition (at least, for 2017), but we are always looking to see what areas of the rules need greater expansion, and which are best streamlined. Given the ubiquity of robots, we felt that streamlining was the way to go.

Incidentally, this does not necessarily (though it can) mean drones - larger drones are well-covered in the forthcoming Vehicle Handbook, which provides a nice middle ground in complexity between ships and robots.
 
Well as one of those who isn't too bothered how the thing works I've been happy with releases so far, even the Highguard was fun. I wasn't going to buy it until a player in our group teased me with it.
 
legozhodani said:
Well as one of those who isn't too bothered how the thing works I've been happy with releases so far, even the Highguard was fun. I wasn't going to buy it until a player in our group teased me with it.

Just wondering, what was it from the tease that prompted you getting High Guard?
 
I'm very happy with the way robots are done now, and I've already modified them to create the sort of robots I want. I guess I'm just hungry for more :)
 
I think the key question for me is: will players be able to play robots, or artificial intelligences with good support from the game?
 
TrippyHippy said:
I think the key question for me is: will players be able to play robots, or artificial intelligences with good support from the game?

That is certainly on the cards.
 
I was tempted by nice ship plans (mainly civilian stuff as I don't bother with large war vessels) and such fun stuff as hydroponic rooms and the ease of ship creation. Overall ease in finding stuff I needed and was able to implement.

Negatives are, hardbacks are a pain to lug about. They do look nice and hold up well though. No large civilian vessels. I would like to have seen more mining ships, large cargo ships and passenger ships. Also I liked the old medical ship from 1e.
 
legozhodani said:
I was tempted by nice ship plans (mainly civilian stuff as I don't bother with large war vessels) and such fun stuff as hydroponic rooms and the ease of ship creation. Overall ease in finding stuff I needed and was able to implement.

Usually Traveller has concentrated on smaller stuff for traders and such as those are more likely to be of interest to player groups. There was an effort to make things a little easier over the previous edition.

legozhodani said:
Negatives are, hardbacks are a pain to lug about.

That is where the PDF can come in handy, along with searching.
 
legozhodani said:
It seems, as usual, there is a gulf between those whole like the techy side of building stuff, and those who roleplay. A gap that's always been there and not easy to span.

Agreed. But at the same time, I don't see that there needs to be a massive difference in rules mechanics between "big stompy monster" and "big stompy battle robot" - both can have weapons, armour, skills, etc.

I agree it'd be nice to have a generating guide, but there needn't be different in-game mechanics for them, because where you do that, one tends to be 'better' for something of the same theoretical size; like the difference between a combat smallcraft and a grav-tank in Mongoose Traveller 1e, or a walker and a monstrous creature in 40k.


msprange said:
TrippyHippy said:
I think the key question for me is: will players be able to play robots, or artificial intelligences with good support from the game?

That is certainly on the cards.

Good. Depending on the tech level people are playing at, an AI or other smart droids are an interesting character to play. The Custodian was my favourite character from Secrets of the Ancients, and - if possible - one of my favourite RPG settings would be The Culture (it's why I'm very happy with Mindjammer, which is about as close as you can get without getting Ian M Banks estate in on the act)
 
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