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neural interface for starships
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Savar
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PostPosted: Fri Apr 17, 2015 7:29 am    Post subject: Reply with quote

Not complaining, just what is the idea that a flat skill bonus better then a MAP reduction?

Well even with cut outs, i have seen the damage that is done even with arch fault, ground fault, and surge protectors. So i would say ion weapons would sill cause issues. Want there something about droid blasters (personal ion guns) affecting cyborgs?
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CRMcNeill
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PostPosted: Fri Apr 17, 2015 10:02 am    Post subject: Reply with quote

Savar wrote:
Not complaining, just what is the idea that a flat skill bonus better then a MAP reduction?

Because a flat bonus represents an across-the-board increase in efficiency and reaction time by connecting the character's brain directly to the ship's systems. A MAP offset only represents an increased ability to perform multiple tasks simultaneously. It offers no benefit to, say, a pilot flying a ship through an asteroid field. He would only be using one skill, and direct neural interface with his sensors and controls would definitely enhance that skill, so a simple MAP offset wouldn't represent that.

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Well even with cut outs, i have seen the damage that is done even with arch fault, ground fault, and surge protectors. So i would say ion weapons would sill cause issues. Want there something about droid blasters (personal ion guns) affecting cyborgs?

Maybe; I don't recall. The ion cannon rules do not address how ion cannon affect a ship's crew and passengers. Further, since we don't know exactly how ion cannon do what they do, anything we come up with will be purely conjecture. However, I still feel that a system like this would be developed primarily to increase the effectiveness of combat starships, which, as a general rule, are going to take damage. An uninjured pilot having to deal with his own ship's damaged systems is problematic enough without including the possibility of the pilot being damaged by his ship's own control systems. As such, while experimental versions of this system might potentially pass damage onto their users, any production level version will include some method of eliminating (or at least mitigating) those effects.

If you are looking for a more RAW-compliant rule, there is a rule for rolling damage against crew and passengers based on what damage the ship takes. It's at the end of the starship damage section. It doesn't specifically address ion damage, but doesn't exclude it, either.

Also, if you are interested in additional reference from a non-SWU source, Timothy Zahn's Conquerors trilogy features an elite group of starfighter pilots who use neural interfaces to control their ships. Each fighter has a two-person crew, with the interfaced pilot backed up by a more conventional backseat systems operator. The series also mentions psychological downsides, such as interface addiction. The pilots and their ships are known as Copperheads.
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garhkal
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PostPosted: Fri Apr 17, 2015 4:05 pm    Post subject: Reply with quote

crmcneill wrote:
Depends on the nature of the cut-out. Even something as basic as a simple physical cut-out, like a circuit breaker, could be manually reset with ease. An ion-hardened input filter system, ala WH40K auto-senses, could automatically filter out damaging levels of input.


But then you get into questions like how easy is it to do that resetting.
Also as someone who has had a TV still get damaged due to the breaker popping after a lightning storm, even having a circuit breaker installed is not a fool proof way to stop damage getting through.
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CRMcNeill
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PostPosted: Fri Apr 17, 2015 4:24 pm    Post subject: Reply with quote

Maybe your TV Repair skill isn't high enough...

How easy? Set a Starfighter Repair Difficulty, and fit the ship with backup manual controls in case the system can't be reset. No matter how good the system is, it would be silly to put all your eggs in one basket.
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Savar
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PostPosted: Fri Apr 17, 2015 10:56 pm    Post subject: Reply with quote

crmcneill wrote:
Maybe your TV Repair skill isn't high enough...

How easy? Set a Starfighter Repair Difficulty, and fit the ship with backup manual controls in case the system can't be reset. No matter how good the system is, it would be silly to put all your eggs in one basket.


That could be a reason why the technology never became commonly accepted.

Look at battletech with the direct neural technology and the people that use it or not and the side effects.
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Savar
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PostPosted: Fri Apr 17, 2015 11:40 pm    Post subject: Reply with quote

crmcneill wrote:
#1, in the article "Glah Ubooki's Strange & Wondrous Imports."


That was a cool device, i assume that was 1st ed.

Is cheaper then i was thinking. The perception check to keep from being overwhelmed was a neat idea.

I wonder if one could make a skill based on perception to roll.
Even if made the skill cost the same as an advanced skill.
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CRMcNeill
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PostPosted: Sat Apr 18, 2015 12:24 am    Post subject: Reply with quote

I see your point on the Battletech connection. I'm picturing two different systems, actually. The first is similar to the neuro-helmet, with skin contact connections (ala the Adventure Journal neural interface) that provide better protection to the pilot from damaging feedback. The other would be like the direct neural interface, with increased bonuses and the greater possibility of incurring feedback damage through the hardwired link.
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garhkal
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PostPosted: Sat Apr 18, 2015 1:53 am    Post subject: Reply with quote

Savar wrote:
crmcneill wrote:
Maybe your TV Repair skill isn't high enough...

How easy? Set a Starfighter Repair Difficulty, and fit the ship with backup manual controls in case the system can't be reset. No matter how good the system is, it would be silly to put all your eggs in one basket.


That could be a reason why the technology never became commonly accepted.

Look at battletech with the direct neural technology and the people that use it or not and the side effects.


Or Pacific rim with their neural interface hand shake for control over their 'mechs'.
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Savar
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PostPosted: Sat Apr 18, 2015 9:55 am    Post subject: Reply with quote

The adventure journal is more like robotech thinking helmets. What is cool.

I was talking a port installed in the skull or neck that had a cable that would connect the char to the ship. The ship would need modifications, and the pilot would need a cyborg implant.

Maybe

+10% ship cost for the ship mods. Difficult repair roll?

????? $ for the cyborg implant. Maybe have more expensive implants that are hardened against ion damage.

+2D for all ship skills and initiative, -1 MAP
take normal passenger damage
take 1D/level of ion damage

A thinking helmet version.
10% ships cost modifications.
Each round make a perception check to sort info. Doesn't count for MAP.
If pass +2D to ship skills.
after each round of use make a willpower check of increasing to use the ability again. If you fail must rest a round before using the ability again.
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CRMcNeill
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PostPosted: Sat Apr 18, 2015 4:20 pm    Post subject: Reply with quote

I don't think the % of ship cost is appropriate. No starship in the SWU is going to have non-fly-by-wire controls; all manual control inputs are going to be converted into electronic signals for processing by a central guidance computer at some point. Any neural interface system will have its own CPU whose connections will be made either directly to the ship's CPU or upstream from the CPU on the same inputs as the manual controls.

Now, I could see % of ship value as the cost of installation...

As for the interface helmet, there was mention of the next step being a data processing filter that decreased the pilot's mental workload, so a production variant of the helmet (as opposed to an experimental prototype) would likely be less difficult to use.

Also, why not just go with a straight +3D bonus on the implant? Since you are making the user vulnerable to damage, the bonus gained should be improved over the bonus gained from the basic helmet model.
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Savar
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PostPosted: Sun Apr 19, 2015 11:22 am    Post subject: Reply with quote

So for the helmets

10% ships cost for installation
+2D ship skills
Any penalty? Or checks to use?

Edit:
Helmet costs 5,000


Last edited by Savar on Sun Apr 19, 2015 10:26 pm; edited 1 time in total
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Savar
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PostPosted: Sun Apr 19, 2015 10:14 pm    Post subject: Reply with quote

Direct neural interface.

Pilot requires a Biotech Borg Construct w/droid interface.
Needs a data link if wireless.

Modification to ship
+10% base ship cost. +15% for wireless.
Technical difficulty: Difficult, Vary Difficult for wireless.

+3D to all skill checks and initiative

Feedback damage, when the ship is hit with ion weapons for each control ionized causes 1D character scale damage to the cyborg.
If controls locked up result happens from normal damage 3D damage.
Stun damage if wireless.
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CRMcNeill
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PostPosted: Mon Apr 20, 2015 12:07 am    Post subject: Reply with quote

As far as the helmet, I would say a 2nd generation unit would include the more advanced processing unit that provides a filter to organize the data and make it easier to comprehend. It would still require the Perception and Willpower rolls, but the Willpower difficulty wouldn't scale up (a result of the processing system allowing the pilot to keep pace with the data flow).
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Savar
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PostPosted: Mon Apr 20, 2015 7:44 am    Post subject: Reply with quote

crmcneill wrote:
As far as the helmet, I would say a 2nd generation unit would include the more advanced processing unit that provides a filter to organize the data and make it easier to comprehend. It would still require the Perception and Willpower rolls, but the Willpower difficulty wouldn't scale up (a result of the processing system allowing the pilot to keep pace with the data flow).


The first generation didn't require willpower rolls you just couldn't use it more then 3 rounds before you had to rest a round.

Could take the perception char from the article and reduce it one level so a star fighter is a vary easy rather then an easy, or make the perception check a flat check also.
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CRMcNeill
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PostPosted: Mon Apr 20, 2015 12:49 pm    Post subject: Reply with quote

Savar wrote:
The first generation didn't require willpower rolls you just couldn't use it more then 3 rounds before you had to rest a round.

Hmm. Could've sworn I saw mention of a Willpower roll in there somewhere.

As for the three round maximum, I'm never in favor flat limits. In D6, the duration should be based on the character's limits, not some arbitrary ruling. Rather than a 3 round maximum, I would require a Perception roll that scales up at one difficulty level per round. Then, once the character fails a Perception roll, then he has to rest for a round before trying again.

Perhaps, if the circumstances are dire enough, the character could use Willpower to override a failed Perception roll, much like with a failed Stamina roll...

Quote:
Could take the perception char from the article and reduce it one level so a star fighter is a vary easy rather then an easy, or make the perception check a flat check also.

That's what I'm thinking. Use the same difficulty chart listed in the AJ, but at a flat rate that doesn't scale up.

I could also see limitations on what other skills a character can perform while interfaced...
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