Re: Tech advances
In reply to #5795 RE: Tech Advances
[email removed] says: >[email removed] writes: >>Subject: Tech advances >> >>I'm working on a framework for technology developments in Traveller (and >>SF games in general). First, I'm trying to come up with the general >>categories available for advancement with tech level. So far my list >>contains the following: [deleted] >The problem about a rigid hierarchy is that it isn't the way these things >really happen. >... >I wonder how many research projects died because the technology level in >a related field wasn't high enough and now that it is high enough have >they gone back to the original project or is it dead forever? (BTW, the situation which piqued my interest in technology development was a trip to the National Air and Space Museum. There was a display of a steam-propelled flying top which had been developed by Classical Greeks. I also remembered the Incas using wheels for toys, but not for any other purposes. It just makes one wonder what we have today which seems mundane but may be the basis for future technological advances.) >Back on the point again, do you intend to show cross relationships be- >tween items (eg "gene splicing"-BIOLOGY without "Microscopes"-PHYSICS- >ENGINEERING). What I had originally envisioned was the categories would be exhaustive for tech-as-we-know-it. Then extrapolated technology (fusion power, anti-grav, etc.) could be represented as consisting of the various constituent categories. For example, fusion power would require a certain level of PHYSICS and a certain level of ENGINEERING. Societies that had the requisite levels could have fusion, and societies with greater levels could have fusion plants which were cheaper, smaller, and more efficient. Mainly, I'm trying to nail down categories so that "cheaper", "smaller" and "more efficient" can be quantified and uniquely determined from the various development levels which a society has obtained in its tech development categories. >An important aspect that I think is overlooked in many games is the amount >of detail really needed to achieve the objective of a game. In an RPG you >can overwhelm players with detailed equipment lists down to the smallest >item (eg a comb) which when you get down to the real playing probably >isn't ever used in play. Hmmm, yeah I suppose tech development really isn't relevent to Traveller, which has a rich background of technology and devices. But it sure is an interesting thought exercise. Well actually, wouldn't it be useful for Traveller to have some sort of rule-of-thumb for how an increase in TL affects price, size, and efficiency/effectiveness? For example, how a Rhylanor-produced gauss rifle (TL15) is "better" than one produced on Regina (TL12). I remember Mercenary has a short quip on price discounts due to TL along with price discounts for quantity purchases. Does anybody out there use a similar rule-of-thumb for improvements in size, etc.? - - Chuck Chuck Hamilton [email removed] "Crew or frozen watch casualties are replaced free at any naval base." - Trillion Credit Squadron, p. 35