David replied to me: > > I would expect some game mechanics differences between bioships > > and dead steel technology: > > Then you haven't built the things right, if they don't behave the way > you want them to. ($e is much better at this than 3e was, though.)
Hello David, what I want are differences with the right look and feel, and I'm trying to brainstorm what that means. To illustrate that approach, consider the historical trieres, longships, and cogs. All wooden hulls, obviously all using the same scientific principles, all roughly the same TL, but differences in construction technique and differences in missions and social organization resulted in different ships. > There are disadvantages to cover "Doesn't Heal". And modifiers to get > the rates and limits of healing required for the bioship. I'm not thinking of robot vehicles as characters, so disads don't quite fit. > A bioship could get "organ transplants" or the like. The size, and that fact that it was a designed vehicle, should make the organ graft easier. No transplant rejection for ships of the same model, for instance. Even easier for mechanical components of a biomech ship. > > * A bioship cannot shut down completely and go into mothballs. > > Maybe, maybe not. That's setting specific. I see no reason they > couldn't go into hibernation for long periods of time. Perhaps ships without food stop to grow and start to hibernate. Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
