Vacc Suit Use

zace66

Mongoose
Can you stick an expert vac suit program in a vacc suit so that those people with no ability to use one can then use it?
 
Why not? Just jack up expense/TL for add on computer, programs and the built in feedback mechanisms (to let user 'feel' operation).

Since the program would have to interface with a human, assuming a non-psionic interface - this might be less than perfect. While the suit could easily follow and anticipate occupant manuevers, user would not understand limits and computer would have to override movements for safety and do-ability.

Might want to modify the -2 DM to -1 DM (maybe dependent on level of program). And possibly make vacc suit specific skill checks at minus 1 level or increase difficulty.
 
zace66 said:
Can you stick an expert vac suit program in a vacc suit so that those people with no ability to use one can then use it?
Even if it were possible, a short training course would be much less ex-
pensive and would enable the character to use all standard vacc suits,
with or without integrated expert programs.
 
Ah but a person having done 6 terms and doesnt have vacc suit 0 needs t have 10+ weeks training (or there abouts) just to learn how to put a vacc suit on!
 
zace66 said:
Ah but a person having done 6 terms and doesnt have vacc suit 0 needs t have 10+ weeks training (or there abouts) just to learn how to put a vacc suit on!

Yeah this is where the system falls down a bit, however its not just to put a vacc suit on, its to operate it properly and safely, personally I'd just increase the task difficulty of anything done in a vacc suit without training.

As for the ten weeks well I don't know how much time astronauts have to train for operating a space suit and zero-g training, maybe any former NASA employees or cosmonauts amongst the commubity can enlighten us. Though I'd think that a Traveller Vacc suit is a bit more user friendly than a present day one.
 
Charakan said:
As for the ten weeks well I don't know how much time astronauts have to train for operating a space suit and zero-g training, maybe any former NASA employees or cosmonauts amongst the commubity can enlighten us. Though I'd think that a Traveller Vacc suit is a bit more user friendly than a present day one.

Now don't forget taikonaut's.
 
Charakan said:
Though I'd think that a Traveller Vacc suit is a bit more user friendly than a present day one.

It's not so much the Vacc Suit that's the problem, it's working in zero-G. Without gravity, you basically have to re-learn everything about how to move, what happens when you let go of things, mass vs inertia etc.

Complications from the suit are thick gloves, limited mobility, limited vision, overheating/cooling etc.
 
AndrewW said:
Charakan said:
As for the ten weeks well I don't know how much time astronauts have to train for operating a space suit and zero-g training, maybe any former NASA employees or cosmonauts amongst the commubity can enlighten us. Though I'd think that a Traveller Vacc suit is a bit more user friendly than a present day one.

Now don't forget taikonaut's.

A quick google revealed to me that a taikonaut is a chinese astronaut, god shows what middle age is doing to my memory that I forgot that the Chinese had put a few people in orbit.

Back to Zace66's question, I haven't got the book to hand but I think it states that you need a minimum skill to operate the different types of vacc suit, don't let what the book states get in the way of your game if thats the reason you asked, just house rule it, if someone without any training wants to put on a suit and go out in space or for a stroll on an airless moon let them do it whether they have the skill or not, just make it harder than for someone who has training and let them know that there are consequences if they screw up. Well at least thats what I would do, your GMing style may be different.
 
EDG said:
Charakan said:
It's not so much the Vacc Suit that's the problem, it's working in zero-G. Without gravity, you basically have to re-learn everything about how to move, what happens when you let go of things, mass vs inertia etc.

As per usual EDG is right about this, if someone without any Zero-G skill tries anything more than a simple task in a Zero-G environment then ramp up the Task difficulty apply any unskilled DMs and practice your Evil GM laugh for when they have finished rolling the dice!

Edit: Hmm messed that one up quoting, looks my board-fu is going along with my memory.
 
I think Vacc Suit skill is really about learning how to follow the internal readouts, how to pace yourself, how to be aware of environmental issues (leaks, susceptibility of suit to damage from environment etc), how to get up if you fall over, etc.

Actually using the suit to do anything should be dependent on whatever skill is appropriate to the environment (Zero G, microgravity, low gravity, high gravity etc)
 
There is no need to adjust the difficulty, the rules already handle the problem. From the Skills list of the SRD:
The Vacc Suit skill allows a character to wear and operate spacesuits and environmental suits. If the character does not have the requisite Vacc Suit skill for the suit he is wearing, he suffers a –2 DM to all skill checks made while wearing a suit for each missing level.

And no Zero-G skill has its own penalty:
Having the Zero-G skill means the character is adept at moving around in micro-gravity environments and freefall. A character without the Zero-G skill suffers a –2 DM to all checks made in free-fall.
 
DickTurpin said:
There is no need to adjust the difficulty, the rules already handle the problem. From the Skills list of the SRD:
The Vacc Suit skill allows a character to wear and operate spacesuits and environmental suits. If the character does not have the requisite Vacc Suit skill for the suit he is wearing, he suffers a –2 DM to all skill checks made while wearing a suit for each missing level.

And no Zero-G skill has its own penalty:
Having the Zero-G skill means the character is adept at moving around in micro-gravity environments and freefall. A character without the Zero-G skill suffers a –2 DM to all checks made in free-fall.

Thanks for the update, I don't have the books to hand so couldn't look them up, though I think the Zero-G one makes things a little to easy for my tastes.

Edit: Well at least for a charcter that has never been exposed to freefall before.

Edit the second: Isn't a -2 DM just the same as ramping the difficulty up one level? I intend to re-read the rulebook before I run a game.
 
One of the Classic Traveller rules that shines is the use of Vacc Suits.

A 10+ throw (on 2D6) is needed to perform most actions in zero G. Thus, if you had no experience at all, chances are you'd probably kill yourself out there in the big back vacuum. But...you've still got a chance (roll a 10, 11, or 12).

Now, if you've got Vacc Suit skill, things get easier. For each level of skill, you get +4 to your throw. So, Vacc Suit-1 means you need a 6+ throw. Vacc Suit-2 means it's automatic (2+).

There are modifiers for things like DEX and handholds and the type of action you're performing and magnetic boots and the like. But, you get the idea.

Beautiful rule. Really shows the flexibility of the CT system. They figure Vacc Suit-2 is proficient enough to automatically achieve most normal actions in Zero-G.

If you've got a higher Vacc Suit skill, then you're equipped to tackle some of the harder stuff with stiff penalties (making the base 10+ throw even harder).





BTW, in CT, it is called a Vacc Suit, even though vacuum isn't spelled with two "'c's".

In my game, I've made it an acronym: Variable Atmosphere Climate Control Suit.

VACC Suit
 
I believe that -2 DM mentioned above is in addition to the general -3 for not having a particular skill for the job.

For basic Vacc suits you need a skill of 1 at TL 8 to 11, at TL 12 the required skill becomes 0.

For Hostile Environment Vacc Suits the required skill is 2 from TL 8 to 11, then skill 1 is required from TL 12 to 14.

So to me that -2 comes into play when you have the skill, but not at the right level.

If you don't have the skill it goes from a 10+ to an effective 13+, then add any - DM's for not having the appropriate level of skill.

So if you do not have the hostile Environment Vacc suit skill and you put on a suit and go into space, your dead. Since you would effectively be at a -7 DM with the base roll needed being 10+.

That is how I interpreted it at least.
 
Treebore said:
I believe that -2 DM mentioned above is in addition to the general -3 for not having a particular skill for the job.

For basic Vacc suits you need a skill of 1 at TL 8 to 11, at TL 12 the required skill becomes 0.

For Hostile Environment Vacc Suits the required skill is 2 from TL 8 to 11, then skill 1 is required from TL 12 to 14.

So to me that -2 comes into play when you have the skill, but not at the right level.

If you don't have the skill it goes from a 10+ to an effective 13+, then add any - DM's for not having the appropriate level of skill.

So if you do not have the hostile Environment Vacc suit skill and you put on a suit and go into space, your dead. Since you would effectively be at a -7 DM with the base roll needed being 10+.

That is how I interpreted it at least.

Personally I find that a bit to harsh, but its your game so play it how you want to.
 
Treebore said:
Space is harsh.

That may be true but it all depends on your style of game. I'm not going to kill a PC for putting on a suit and going outside, he tries to do something difficult in that suit and he screws up I probably will though.
 
True. It is style. If someone in my game puts on a suit they do not have the training for and go into an environment they do not have the training for, yeah, they are in trouble.

Space is scary because its so deadly, and I definitely like to keep it that way.
 
Back
Top