• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Additional CPU programs for CT

Inspired by the Inter-Clan Protocol program:

Xeno-Communications
(1 CPU space, price ???)

This program contains everything you need to know to communicate with non-human space travellers you meet - customs, protocol, things you should say, things you should avoid saying, and so on. This program comes with a set of recorded messages (general greeting, Signal GK, and so on) in the language of each known spacefaring species.
 
Inspired by the Inter-Clan Protocol program:

Xeno-Communications
(1 CPU space, price ???)

This program contains everything you need to know to communicate with non-human space travellers you meet - customs, protocol, things you should say, things you should avoid saying, and so on. This program comes with a set of recorded messages (general greeting, Signal GK, and so on) in the language of each known spacefaring species.
 
Originally posted by Plankowner:
Weapon Battery: CPU 2
Allows turrets to be grouped into batteries and controled by a single gunner. This allowed use the of the HG batteries in the LBB ship designs.
Plankowner,

You may be interested in this article here .

Following the original example which featured likely IISS programs, how about a communications 'streaming' program? X-boats and scout/couriers acting as couriers must have specialized rapid, massive communications abilities.

1) Basic Comm Stream (requires 3 CPU spaces)
2) Advanced Comm Stream (requires 4 CPU spaces)

Basic Comm Stream: The program(1) requires Computer-2 to write with both Communications-1 and Navigation-1. The program allows a vessel with a message data bank to stream the information in that bank rapidly and accurately across interplanetary distances. The program includes massively redundant packet checking and corrects for any doppler shifts resulting from differing vectors. Basic is designed to be as generic as possible so that the data stream can interface with as many types of recipient equipment as possible.

Advanced Comm Stream: The program(2) requires Computer-3 to write with both Communications-2 and Navigation-2. The program allows a vessel with message data banks to stream the information in those banks rapidly and accurately across interplanetary distances. The program includes massively redundant packet checking and corrects for any doppler shifts resulting from differing vectors. Advanced is optimized to operate between standard Imperial communication systems such as those found on IISS/IN vessels, bases, and installations. Connections with non-standard comm systems will slow the data stream.

Addendum: Scout/courier pilots loathe running Basic Comm Stream. It utilizes 75% of computer capacity thus severely limiting the pilot's options while running. Consequently, pilots try to stream the messages they're carrying as close to the recipient as possible. Limiting light speed delays in this manner speeds the 'handshake' and packet checking routines between sender and reciever which in turn lessens the time spent running Basic. A typical courier data bank will contain 1D-3 hours (minumum 1) of messages. Transmission time is halved when <10D, unaffected when 10D-100D, and doubled beyond 100D. Transmission time includes 'handshakes', authentications, and massively redundant packet checking.

An X-boat's computer can run Advanced to the exclusion of all else. While an x-boat carries more data in several message banks, transmission times are determined in the same manner as with scout/couriers above. This is because of the optimized stream Advanced provides between standard comm systems. However, if an x-boat is streaming to any recipient other than those listed in the Advanced description, the transmission time is doubled. The distance penalties listed for Basic apply to Advanced also. Those penalties are in addition to the doubling penalty for non-standard recipients.


Have fun,
Bill

1 - 9+ throw per week to succeed, skills listed are minimums, any skills above the required levels are allowed as DMs on the throw to succeed, other skills may be held by people helping the programmer, and +1 DM for each week spent working before rolling for success.

2 - 11+ throw per week to succeed, skills listed are minimums, any skills above the required levels are allowed as DMs on the throw to succeed, other skills may be held by people helping the programmer, and +1 DM for each week spent working before rolling for success.
 
Originally posted by Plankowner:
Weapon Battery: CPU 2
Allows turrets to be grouped into batteries and controled by a single gunner. This allowed use the of the HG batteries in the LBB ship designs.
Plankowner,

You may be interested in this article here .

Following the original example which featured likely IISS programs, how about a communications 'streaming' program? X-boats and scout/couriers acting as couriers must have specialized rapid, massive communications abilities.

1) Basic Comm Stream (requires 3 CPU spaces)
2) Advanced Comm Stream (requires 4 CPU spaces)

Basic Comm Stream: The program(1) requires Computer-2 to write with both Communications-1 and Navigation-1. The program allows a vessel with a message data bank to stream the information in that bank rapidly and accurately across interplanetary distances. The program includes massively redundant packet checking and corrects for any doppler shifts resulting from differing vectors. Basic is designed to be as generic as possible so that the data stream can interface with as many types of recipient equipment as possible.

Advanced Comm Stream: The program(2) requires Computer-3 to write with both Communications-2 and Navigation-2. The program allows a vessel with message data banks to stream the information in those banks rapidly and accurately across interplanetary distances. The program includes massively redundant packet checking and corrects for any doppler shifts resulting from differing vectors. Advanced is optimized to operate between standard Imperial communication systems such as those found on IISS/IN vessels, bases, and installations. Connections with non-standard comm systems will slow the data stream.

Addendum: Scout/courier pilots loathe running Basic Comm Stream. It utilizes 75% of computer capacity thus severely limiting the pilot's options while running. Consequently, pilots try to stream the messages they're carrying as close to the recipient as possible. Limiting light speed delays in this manner speeds the 'handshake' and packet checking routines between sender and reciever which in turn lessens the time spent running Basic. A typical courier data bank will contain 1D-3 hours (minumum 1) of messages. Transmission time is halved when <10D, unaffected when 10D-100D, and doubled beyond 100D. Transmission time includes 'handshakes', authentications, and massively redundant packet checking.

An X-boat's computer can run Advanced to the exclusion of all else. While an x-boat carries more data in several message banks, transmission times are determined in the same manner as with scout/couriers above. This is because of the optimized stream Advanced provides between standard comm systems. However, if an x-boat is streaming to any recipient other than those listed in the Advanced description, the transmission time is doubled. The distance penalties listed for Basic apply to Advanced also. Those penalties are in addition to the doubling penalty for non-standard recipients.


Have fun,
Bill

1 - 9+ throw per week to succeed, skills listed are minimums, any skills above the required levels are allowed as DMs on the throw to succeed, other skills may be held by people helping the programmer, and +1 DM for each week spent working before rolling for success.

2 - 11+ throw per week to succeed, skills listed are minimums, any skills above the required levels are allowed as DMs on the throw to succeed, other skills may be held by people helping the programmer, and +1 DM for each week spent working before rolling for success.
 
--Program Size--

I assume that even a Model 1 computer is a vast, mean, computer-among-computers type of machine that would blow away anything we know today.

I assume that most computer programs take up negligible weight and can be run at a whim (things like word processing, spreadsheets, communications, entertainment and games--whatever).

I assume that a CT ship's computer is actually a computer systems with severalCPUs interlinked in the network.

And, I assume that there are some programs that take an incredible amount of computer processing power to run--and these are the programs on the CT program list. Something like Gunner Interact is actually a (very) large program (probably a series of smaller inter-linked programs that run simultaneously) that integrate sensors and firecontrol that enable a ship's laser to hit a ship even a million km out (think about the enormity of that task!).

Running Gunner Interact is akin to taking your machine today, with 1Gig of RAM and 100 Gigs of hard drive space, and loading a 50 gig program into that computer--and having the computer strain to run it.

I imagine other, smaller, inconsequential programs run in the background of a ship's computer system all the time (CPU monitoring life support and atmo/temp, or the doors on iris valves, or the power readings on the powerplant). There's all sorts of smaller programs running all the time.

But, as gamers, we're not worried about those types of programs (much like we normally don't worry about when a player character needs to use the rest room ... we just assume he does when he needs to). What concerns us are those big system hogs--those large programs that straing the ship's vast computer system, like Generate, and Navigation, and Maneuver--these are all extremely large families of programs (megagrams) that a starship needs to run in order to go about its business.
 
Having a on board comunication system simlar to that from the original Star Trek would be grand with the all the bells and whistles.
 
--Program Size--

I assume that even a Model 1 computer is a vast, mean, computer-among-computers type of machine that would blow away anything we know today.

I assume that most computer programs take up negligible weight and can be run at a whim (things like word processing, spreadsheets, communications, entertainment and games--whatever).

I assume that a CT ship's computer is actually a computer systems with severalCPUs interlinked in the network.

And, I assume that there are some programs that take an incredible amount of computer processing power to run--and these are the programs on the CT program list. Something like Gunner Interact is actually a (very) large program (probably a series of smaller inter-linked programs that run simultaneously) that integrate sensors and firecontrol that enable a ship's laser to hit a ship even a million km out (think about the enormity of that task!).

Running Gunner Interact is akin to taking your machine today, with 1Gig of RAM and 100 Gigs of hard drive space, and loading a 50 gig program into that computer--and having the computer strain to run it.

I imagine other, smaller, inconsequential programs run in the background of a ship's computer system all the time (CPU monitoring life support and atmo/temp, or the doors on iris valves, or the power readings on the powerplant). There's all sorts of smaller programs running all the time.

But, as gamers, we're not worried about those types of programs (much like we normally don't worry about when a player character needs to use the rest room ... we just assume he does when he needs to). What concerns us are those big system hogs--those large programs that straing the ship's vast computer system, like Generate, and Navigation, and Maneuver--these are all extremely large families of programs (megagrams) that a starship needs to run in order to go about its business.
 
Having a on board comunication system simlar to that from the original Star Trek would be grand with the all the bells and whistles.
 
Originally posted by WJP:
But, as gamers, we're not worried about those types of programs (much like we normally don't worry about when a player character needs to use the rest room ... we just assume he does when he needs to). What concerns us are those big system hogs--those large programs that straing the ship's vast computer system, like Generate, and Navigation, and Maneuver--these are all extremely large families of programs (megagrams) that a starship needs to run in order to go about its business.
I guess what I'm trying to say is that we should be careful what type of program we assign a CT computer "size" to.

For example, a ship with a Model 1 computer doesn't have much computer space to maneuver, fire the ship's weapons, and use its sensors--yet, even a Mod 1 computer should be able to do all these things.

A Mod 1 computer can only run up to a capacity of 4 during a space combat round (only size 2 at any one time).

Target takes 2 spaces. And, this is all a Mod 1 computer can run at one time (during the Laser Fire phase).

Therefore, a program that covers the operation of the ship's sensors must be of inconsequential size. Otherwise, a Type A Free Trader couldn't fire it's weapons! (Unless you assume that the senor program is size 1 and used in the Movement phase, then "minimized" like the Maneuver program when the Target program becomes prevalent.)

So, if it's any size at all, a program covering the ship's sensor operations would be size 1 (but I'm of the opinion that it's one of the inconsequential size programs).

My point in all thise being: Only some very large programs should be assigned a CT Size code. There are many, many programs that even a Model 1 computer can use simultaneously--and we shouldn't worry about the size.
 
Originally posted by WJP:
But, as gamers, we're not worried about those types of programs (much like we normally don't worry about when a player character needs to use the rest room ... we just assume he does when he needs to). What concerns us are those big system hogs--those large programs that straing the ship's vast computer system, like Generate, and Navigation, and Maneuver--these are all extremely large families of programs (megagrams) that a starship needs to run in order to go about its business.
I guess what I'm trying to say is that we should be careful what type of program we assign a CT computer "size" to.

For example, a ship with a Model 1 computer doesn't have much computer space to maneuver, fire the ship's weapons, and use its sensors--yet, even a Mod 1 computer should be able to do all these things.

A Mod 1 computer can only run up to a capacity of 4 during a space combat round (only size 2 at any one time).

Target takes 2 spaces. And, this is all a Mod 1 computer can run at one time (during the Laser Fire phase).

Therefore, a program that covers the operation of the ship's sensors must be of inconsequential size. Otherwise, a Type A Free Trader couldn't fire it's weapons! (Unless you assume that the senor program is size 1 and used in the Movement phase, then "minimized" like the Maneuver program when the Target program becomes prevalent.)

So, if it's any size at all, a program covering the ship's sensor operations would be size 1 (but I'm of the opinion that it's one of the inconsequential size programs).

My point in all thise being: Only some very large programs should be assigned a CT Size code. There are many, many programs that even a Model 1 computer can use simultaneously--and we shouldn't worry about the size.
 
Now what I am wondering is how much of a computers usage is put towards reactor stability and managment. (Or does it have its own?)
 
Now what I am wondering is how much of a computers usage is put towards reactor stability and managment. (Or does it have its own?)
 
Originally posted by WJP:

I guess what I'm trying to say is that we should be careful what type of program we assign a CT computer "size" to.

For example, a ship with a Model 1 computer doesn't have much computer space to maneuver, fire the ship's weapons, and use its sensors--yet, even a Mod 1 computer should be able to do all these things.

A Mod 1 computer can only run up to a capacity of 4 during a space combat round (only size 2 at any one time).

Target takes 2 spaces. And, this is all a Mod 1 computer can run at one time (during the Laser Fire phase).

Therefore, a program that covers the operation of the ship's sensors must be of inconsequential size. Otherwise, a Type A Free Trader couldn't fire it's weapons! (Unless you assume that the senor program is size 1 and used in the Movement phase, then "minimized" like the Maneuver program when the Target program becomes prevalent.)

So, if it's any size at all, a program covering the ship's sensor operations would be size 1 (but I'm of the opinion that it's one of the inconsequential size programs).
As usual, I agree with a lot of your assessment on CT, WJP.

Also, one thing I will add to your comments here. When we add programs such as "Basic Survey", this kind of program is not essential to running the ship. In other words, a small ship such as a Suleiman Type S with a small puny Model/1 computer can indeed run this program.... BUT it is very unlikely to be running a Survey program simultaneous with running programs such as Launch, Jump-1, Gunner Interact, Maneuver, etc.

In other words, the question we must always ask ourselves is this: "Is my bridge crew going to be running this program all the time? Do we need to constantly run this program while the ship is in flight? So will this program constantly take up precious CPU space? Or is this program something that will only be used in special situations?"
 
Originally posted by WJP:

I guess what I'm trying to say is that we should be careful what type of program we assign a CT computer "size" to.

For example, a ship with a Model 1 computer doesn't have much computer space to maneuver, fire the ship's weapons, and use its sensors--yet, even a Mod 1 computer should be able to do all these things.

A Mod 1 computer can only run up to a capacity of 4 during a space combat round (only size 2 at any one time).

Target takes 2 spaces. And, this is all a Mod 1 computer can run at one time (during the Laser Fire phase).

Therefore, a program that covers the operation of the ship's sensors must be of inconsequential size. Otherwise, a Type A Free Trader couldn't fire it's weapons! (Unless you assume that the senor program is size 1 and used in the Movement phase, then "minimized" like the Maneuver program when the Target program becomes prevalent.)

So, if it's any size at all, a program covering the ship's sensor operations would be size 1 (but I'm of the opinion that it's one of the inconsequential size programs).
As usual, I agree with a lot of your assessment on CT, WJP.

Also, one thing I will add to your comments here. When we add programs such as "Basic Survey", this kind of program is not essential to running the ship. In other words, a small ship such as a Suleiman Type S with a small puny Model/1 computer can indeed run this program.... BUT it is very unlikely to be running a Survey program simultaneous with running programs such as Launch, Jump-1, Gunner Interact, Maneuver, etc.

In other words, the question we must always ask ourselves is this: "Is my bridge crew going to be running this program all the time? Do we need to constantly run this program while the ship is in flight? So will this program constantly take up precious CPU space? Or is this program something that will only be used in special situations?"
 
Originally posted by Creslin:
Now what I am wondering is how much of a computers usage is put towards reactor stability and managment. (Or does it have its own?)
Good question.

I am inclined to think that... a Jump Drive (or a Power Plant) is an extremely complex machinery, and so it will likely have its own set of microprocessors built-in. Hence, its own micro-processor might regulate safety concerns, reactor stability, safety controls, overrides, tampering, etc etc etc.
 
Originally posted by Creslin:
Now what I am wondering is how much of a computers usage is put towards reactor stability and managment. (Or does it have its own?)
Good question.

I am inclined to think that... a Jump Drive (or a Power Plant) is an extremely complex machinery, and so it will likely have its own set of microprocessors built-in. Hence, its own micro-processor might regulate safety concerns, reactor stability, safety controls, overrides, tampering, etc etc etc.
 
Originally posted by Maladominus:
Also, one thing I will add to your comments here. When we add programs such as "Basic Survey", this kind of program is not essential to running the ship. In other words, a small ship such as a Suleiman Type S with a small puny Model/1 computer can indeed run this program.... BUT it is very unlikely to be running a Survey program simultaneous with running programs such as Launch, Jump-1, Gunner Interact, Maneuver, etc.
Maladominus,

I must agree with both you and WJP here. As WJP points out, program loads can quickly overwhelm any ship's CPU rating. However as you point out, a ship is unlikely to be doing so many different things at the same time.

WJP is doubly correct in cautioning everyone not to create so many everyday programs that a normal ship's CPU would not be able to handle the load. We know that a ship can, about at the same time, maneuver out past the 100D jump limit, generate a plot, talk to the port, and jump away. If we start adding programs for routine operations like regular comms, reactor controls, gravitic control, entertainment, and the like, we won't be able to do the big things. It will be the cybernetic version of the "death of a thousand cuts".

You are correct in suggesting that there could very well be 'operational' packages, groups of programs that are only used for certain missions. There would be a combat package; Target, Launch, Evade, etc., a survey package; Manuever, Survey, etc., and even a courier package; Comm Stream, etc.

That is why I wrote up both my Comm Stream examples the way I did. The times I used LBB:2 computer rules in ship combat, my players usually enjoyed the 'game within the game' of swapping out programs to meet their current needs and future wishes.

Your scout surveying from orbit or my courier streaming its message banks would have to first suspend those activities and then drop in their 'combat package' before they could begin to fight back against an attacker. Those choices should add a delightful tension to any session!


Have fun,
Bill
 
Originally posted by Maladominus:
Also, one thing I will add to your comments here. When we add programs such as "Basic Survey", this kind of program is not essential to running the ship. In other words, a small ship such as a Suleiman Type S with a small puny Model/1 computer can indeed run this program.... BUT it is very unlikely to be running a Survey program simultaneous with running programs such as Launch, Jump-1, Gunner Interact, Maneuver, etc.
Maladominus,

I must agree with both you and WJP here. As WJP points out, program loads can quickly overwhelm any ship's CPU rating. However as you point out, a ship is unlikely to be doing so many different things at the same time.

WJP is doubly correct in cautioning everyone not to create so many everyday programs that a normal ship's CPU would not be able to handle the load. We know that a ship can, about at the same time, maneuver out past the 100D jump limit, generate a plot, talk to the port, and jump away. If we start adding programs for routine operations like regular comms, reactor controls, gravitic control, entertainment, and the like, we won't be able to do the big things. It will be the cybernetic version of the "death of a thousand cuts".

You are correct in suggesting that there could very well be 'operational' packages, groups of programs that are only used for certain missions. There would be a combat package; Target, Launch, Evade, etc., a survey package; Manuever, Survey, etc., and even a courier package; Comm Stream, etc.

That is why I wrote up both my Comm Stream examples the way I did. The times I used LBB:2 computer rules in ship combat, my players usually enjoyed the 'game within the game' of swapping out programs to meet their current needs and future wishes.

Your scout surveying from orbit or my courier streaming its message banks would have to first suspend those activities and then drop in their 'combat package' before they could begin to fight back against an attacker. Those choices should add a delightful tension to any session!


Have fun,
Bill
 
Back
Top