Technology & incremental improvements

By [unnamed sender] ·

TML message #6584From bundle 532

                  I N T E R O F F I C E   M E M O R A N D U M

                                        Date Sent:1994-Jan-11 10:34am
                                        From:     Bruce Pihlamae
                                                  PIHLAMAE BRUCE
                                        Dept:     Information Services
                                        Tel No:   (06) 289-7056

TO:  Remote Addressee                     ( _traveller@engrg.uwo.ca )


Subject: Technology & incremental improvements


    TNE provides an reasonable list of technology levels and equipment
    available; with size and cost, etc

    However, once you have technology X it is assumed to be static in
    characteristics until the next technology jump (to Y) occurs.

    TNE doesn't show it but I believe there should be scope in the game
    for incremental improvements.  These improvements (or MARK numbers)
    may infact improve a tech level X object (to MARK 22 say) that actually
    outperforms a tech level X+1 object (at MARK 1).  Of course the cost
    of the incremental improvements would eventually become more than the
    cost of the X+1 technology.  You could take a tech level to MARK 99
    but at some point it becomes more cost effective to take the tech
    level rise ... always assuming you know how to upgrade to the next
    tech level.  It is usually cheaper to retool a factory to build the
    next MARK level rather than retool for the next tech level.  Imagine
    running into a society thats been stuck at tech level 10 for 100's of
    years but have refined their weapons to be as effective as tech level
    12 or 13.

    How effective the MARK increments are would need to be determined
    and how many MARK levels are technically possible for an item for a
    tech level would need to be set.  You might want to allow for
    10 MARK increments between tech levels so a tech X MARK 10 would
    perform like a tech X+1 MARK 1; and allow for 1 to 25 MARKs as the
    maximum range developable.  A tech X MARK 21 item may be enormous
    and expensive and look nothing like a tech X+1 MARK 1 item but it
    could do the same function.

    The MARK levels would allow for different vendors to push the
    advantages of their new releases etc.

    The only example of this that comes to mind is how the Russians
    continued refining and using valves rather than switching to
    transisitors (and silicon?) as quickly as the USA.  I'm not big
    on electronics so I'm not sure if this is a good example but it
    was something that came up a while ago in a tech talk with friends.

    I assume that FF&S don't have anything like MARK increments within
    tech levels?

    I haven't done any vehicle/item building but from looking at the
    small arms and weapons there doesn't seem to be much scope for
    variation.  However, the recent computer discussion might want to
    consider incremental computer improvements to account for size and
    function variations.  The example of the DiscMan CD player being as
    function rich as the stereo version might be explained this way.

    Comments?

    Bruce...      [email removed]