>Powered Armor: size +0, stealth/cloaking -13, sensor scan +15. >Recon Drone: size +0, stealth/cloaking -18, sensor scan +19 or so. >Grav Tank: size +5, stealth/cloaking -18, sensor scan +29.
>Sounds as if the tank will see a drone or suit long before those (much more fragile) platforms >detect the tank. Sounds like a good reason you would not want to face a tank on a featureless plane, but battle-suits would presumably be able to use cover and terrain more effectively than a larger tank(assuming you are moving and not just in a 'hull down' position). Also I expect battle-suits could quite easily make things like fox-holes and only expose their sensor apparatus intermittently to scan for tanks. (assuming they do not have the leisure to set up a full bunker with superior scanning apparatus or some other sort of command post) Drones should presumably be able to do something similar, perhaps to a lesser degree(hiding behind hills instead of low walls for example), but should also be much faster, more nimble and much much cheaper than a tank. Add in the lack of crew, and drones are pretty expendible compared to a tank, so if you lose a few to target a tank that you then take out, you are probably happy with that. Question: why would battle-suits in a squad or platoon not be networked together so as to allow improved scanning, at least until some sort of threat has been detected? On Mon, Mar 25, 2013 at 8:07 AM, Onno Meyer <[email protected]> wrote: > Hello Thomas, > > I found that we had brainstormed on GURPSnet about skill programs before, > in January 2012. Then it was about my large robot cruiser. > > Thomas wrote: > > > Say you have an AI trained to an impressive skill level and you want > it to self-learn to become better. Like any other character in that > situation, it would be learning without a teacher, without books, on the > job. The GM should ask the players just what that job is … > > > > Not one AI, dozens, hundreds. Each time a device returned from the field > it exchanges its new experiences with all the others. The knowledgebase of > Version 1 is used to create that for Version II, so that your Battlesuit > Mk. VII can look back on the experience of 200 years of infantery combat > even on the day it leaves the factory. > > Agreed, with several caveats: > You have to integrate the lessons from the different AIs into one. How? > Having different AIs fight and learn against each other puts you at the > mercy of the artificial scoring rules of the wargame. > Will the special conditions of the most recent wars hide universal truths? > If an AI had to learn from recent US Army experience, would it be any good > against a 'peer competitor'? > Once you reach a reasonably high skill, will real mission data improve the > program, or just confirm what it already knew? > > Another problem is that what's good for the goose is good for the gander > -- if I want sensor ops skill programs to see through stealth, but not > tactics skill programms to out-think human player characters, what can I > do? And if the program makes it possible to see a stealthy battlesuit with > a helmet-mounted sensor of another battlesuit, what does that do to the > stealth-vs-sensors race in grav tanks? > > The effect of sensor skill is capped since no detection is possible if > total non-skill modifiers add up to -10 or worse (VE170). Regarding the > hardware: > > Powered Armor: size +0, stealth/cloaking -13, sensor scan +15. > Recon Drone: size +0, stealth/cloaking -18, sensor scan +19 or so. > Grav Tank: size +5, stealth/cloaking -18, sensor scan +29. > > Sounds as if the tank will see a drone or suit long before those (much > more fragile) platforms detect the tank. > > Regards, > Onno > _______________________________________________ > GurpsNet-L mailing list <[email protected]> > http://mail.sjgames.com/mailman/listinfo/gurpsnet-l > _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
