First cut of front cover here. In PNG format for your viewing pleasure.
Nice. Iron shaped feet
Should the subtitle be "Robots and Robotic Craft" ??
-Swiftbrook
First cut of front cover here. In PNG format for your viewing pleasure.
Why did you increase the size and cost of programs for increased skill levels by the _square_ of the skill level when size x skill level is sufficent in terms of cost of the program as well as the brain in CPU and storage needs?
I'll double check the layout of the corner black squares for places where they have interfered with internal layout. If you've got chart / page references for stuff you've found, it would help me greatly in correcting particular errors.The black squares at the corners of the boarders of the tables shouldn't go over any text or tables. Also there should be no black corners on boxes internal to the page (see page 62 of the Refs Manual) they should just be on the outside (in the 4 corners of the page). I.e. there shouldn't be black boxes around "1 - BASIC HULL DESIGN" or "2 - POWER SUPPLY", or "3A - LOCOMOTION" or "4 - COMMUNICATORS AND 5 - SENSORS & ELECTRONICS 1" or "6 - WEAPONS AND 7 - SCREENS" or "8A - ENVIRONMENT" etc etc etc
Suggest the addition of "Civil Engineering" Skill, so robots lower than TL 11 can designe buildings to standard physical rules. Either this or remove the need for Emotion Simulation from architect.
Why do robots need light and heat on the inside of their bodies? There is absolutly no need for any vehical to have basic enviroment installed, so why impose this on robots? This requirements needs to be removed.
You missed the three stars on Emotion Simulation form the table.
Why have you put the requirement of Low Attonomous on the ground and vehicel combat skill when it wasn't there before? Limiting warbots to TL11+ ? You've also removed Tactics as a skill.
For that argument all skills need Low Attonomous because they all require "independent action without direct commands".
If robot brains can replace a computer in a vehical why can't they replace one in a starship? They either can or they can't. Either robot vehicels need a computer and a robot brain, or they just need a robot brain. As a robot brain is a computer I don't see the need to have two. The original rule (which makes sence) is that a robot brain can replace a computer and a crew member. Starships have three computers, boats have two. Why can't a computer (a robot brain) replace one of these computers?
Also Spohat control points in vehicels. If the crew position in a vehicel is required to be controlled by a sophant, then enough CPs need to be installed for this to be the case. If you install a robot brain to for the crew position you don't need these CPs. You only need them if you require the crew position to be filled by both a robot brain and a sophant.
Dexterity for Grav vehicals should be better than air cushoned.
I agree with this call. In going over the robot designs in the spreadsheet, I have come to appreciate that without squaring the requirements, it is too easy to give all robots level 4 in everything. This relates to the point that Hyphen made above - albeit on a different aspect of robot design: Traveller is a game biased towards sophont characters: people trump machines. Machines help people accomplish more, but they don't easily have the same capacity as someone who has made a skill their life's work (which is around level 4, sometimes more but rarely).
That's a good call. The idea behind Emotion Simulation for Architect was that without it, designs would be lifeless and drab.
All craft need basic environment to keep fuel at the right temperature, provide for fittings for moving parts, some basic indicators and switches (e.g. on/off). While this isn't explicitly stated in the rules, most people I have discussed this question with indicate they feel basic environment is more or less compulsory. The comparison I would make would be to my family car - there are some basic environment things such as interior lights and heating for the passengers not relevant to robots. But then there are things like window controls (yes, just the handle for each one!) and some considerations such as anti-freeze in the radiator water and the placement of the fuel tank for dealing with the Australian heat. All of which falls under 'basic environment'. It is kind of like a tax on the design.
Having said this, have a look at the robots in the design spreadsheet; even among larger-than-human robots, say, 400 litres, basic environment comes to no volume, weight or power required, and costs a grand total of Cr4! For the purpose of keeping the rules simple, it's easier just to state that you need to calculate it and let designers figure out that it basically costs nothing. Having said this, I might help out by adding a phrase something like "up to volume X, basic environment takes no volume, weight or power".
You raise a good point about autonomy in general, and I think I may go over the text again with that in mind. The question is one of threshold. What the Robots in MegaTraveller chapter spells out is how Infantry Ground Combat and Armoured Ground Combat work in practice. (On reflection, there needs to be equivalent skills for water, air and space.)
The way I see it working for warbots is this: yes, at TL11+ they are much more flexible and can take orders and act independently with those orders. At lower tech levels, warbots are restricted to being given commands rather than instructions - so, "fire at that enemy over there" rather than execute a detailed order. I've developed that last chapter in the latest iteration to make a distinction between giving a robot a command - one sentence containing a verb in the imperative voice - and an instruction - a more lengthy assignment to a task. For warbots the distinction is spelt out in detail. For other robot tasks - e.g. repair and maintenance - it would vary greatly on the particular circumstances. For the most part, yes, robots are given instructions rather than commands, but it will take some time to make - in a way, it's really a form of programming by an operator. What I might do is spell out some distinctions between instructions and commands for non-combat tasks to give a better flavour.
So, note that warbots are not restricted to TL11+ - it's just that they need much closer supervision by operators below that TL.
Tactics is included as a skill. It's there on the table on page 22. The skills listed in the text are only those that need to be addressed in some way for robots, or are new skills.
This is first and foremost a game balance / game world issue. In DGP's 101 Vehicles where they first discussed the INT rating / CP multiplier for robot brains, they pointed out that higher level computers have robot components built into them, and gave them some effective intelligence. Clearly in those cases, robot brains do not replace the entire ship's computer. If they did, no TL15 starship would have a ship's computer at all, they would just have a brain. I think this is against the spirit of Traveller. Some of the size of the computer is co-ordination of all of the various systems and sub-systems and hugely complicated calculations like lighting up that Lanthanum Grid for getting into Jumpspace correctly. A tiny robot brain is not up to a Model 9's capacity for that sort of thing.
This does create a threshold issue - that is, a situation where something of 99 dTons can be classified as a Small Craft and be run by a robot brain, but something of 100 dTons needs a computer. But this threshold issue is already built into the rules anyway in the way that crews are calculated differently for small craft and for starships / spaceships. So if I'm creating an issue, at least it's in line with issues already in Canon.
(1) autonomy - I should liberalise the limits around "emotion simulation" and the ground combat skills but rather have a scale for these - e.g. some way of working the fundamental logic into how the software operates. This would preferably be a simple game mechanic related to the tasks in the Robots in MegaTraveller chapter.
(2) capability - in relation to the "square the skill level" rule, I think it calls for lowering costs for a lot of the skills to rebalance them, and as you point out, how much processing power / cost difference is involved in programming Grav Vehicle vs. Pilot? So we could balance it that way. I think I also need to go back to the Tech Level charts in the Referee's Companion and do a bit of research into robot capability expectations by Tech Level so that we enable designs that way.
More thoughts and revised versions to follow.
Computers: On Vehicle or Small Craft, the robot brain one computer in addition to a crew member.
Lastly, for all Starship Combat tasks that use the Computer Model number as a DM, robot brain skills may not be used to modify the task. This is because the Computer Model DM - whether a positive DM or as a negative DM in an opposed check - already builds in the full capacity of the relative ship's electronic power. This means that it is rarely useful to install more
than Gunnery-1 for any robot, and that Ships Tactics and Fleet Tactics roving DMs are reserved for non-weapons tasks in combat
Pilot / Ship's Boat is used instead of agility.