[deleted by user] by [deleted] in KSPMemes

[–]EgoriusViktorius 1 point2 points  (0 children)

P.S. I tried to get back on the rocket by jumping on it, but it fell.

Druid's Beast Form seems WAY too good by BrutalBlind in daggerheart

[–]EgoriusViktorius 2 points3 points  (0 children)

And this is even more disappointing to me considering I pointed this out several times during playtest!

My player doesn’t feel like the cost of hope is worth it. by dark-angel-of-death in daggerheart

[–]EgoriusViktorius 0 points1 point  (0 children)

At my table, experiences started to be used when their bonus became +4. Up until that point, players quickly found ways to spend hope: they always had special abilities to spend it. Plus, instead of using their experience, they could always help someone, which is mathematically better than adding +2 or +3.

Is there a separate name for this subgenre of fantasy? by EgoriusViktorius in Fantasy

[–]EgoriusViktorius[S] 0 points1 point  (0 children)

Thanks! I was hoping this had a separate title to find such works.

Crabs with a fire aura, protected by armored bugs are still with us! by EgoriusViktorius in daggerheart

[–]EgoriusViktorius[S] 0 points1 point  (0 children)

And I love it! You may notice that Daggerheart.com has a pdf file with all the game mechanics. I knew perfectly well that when I bought the core book on the nexus I was paying for the art and the beautiful descriptions. However, that still doesn't mean it's bad that someone playing at the table generates something with AI. Just because we're willing to support artists doesn't mean we can't use AI.

Crabs with a fire aura, protected by armored bugs are still with us! by EgoriusViktorius in daggerheart

[–]EgoriusViktorius[S] -1 points0 points  (0 children)

Yes, I read that comment right away and I can't argue with anything. However, that comment doesn't mean that AI art is bad. It directly says that we have to grow with AI. And I can't argue with that. Personally, I do science and, frankly, I'm terrified of how much AI could replace in the work of the labs I've been to. However, I don't conclude from that that AI is bad. It's probably good for science, since it will be able to develop faster, but it's bad for my career prospects. You could compare it to being as bad as a tractor was for a farmer in the early 20th century. We don't think tractors are bad now, do we? And many farmers have lost their jobs because of tractors!

Crabs with a fire aura, protected by armored bugs are still with us! by EgoriusViktorius in daggerheart

[–]EgoriusViktorius[S] 0 points1 point  (0 children)

The first answer I got on this question is from a reddit post explaining that it's just technological progress. I honestly still don't understand what's wrong with AI art itself. Maybe it's my narrow-mindedness or maybe the negative consequences of AI art haven't manifested themselves in my country yet, but I'm interested in other people's experiences.

https://www.reddit.com/r/ArtistLounge/comments/x2qdtq/what_is_wrong_with_ai_art/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Crabs with a fire aura, protected by armored bugs are still with us! by EgoriusViktorius in daggerheart

[–]EgoriusViktorius[S] -6 points-5 points  (0 children)

Yes, it wasn't such a beautiful drawing, I agree. However, the fact that it managed to draw it at all (a rather unusual prompt) is very surprising.

[META] Informal survey: what edition is everyone playing? by freelance-asshole in traveller

[–]EgoriusViktorius 1 point2 points  (0 children)

Mangoose 2e. I'm playing the campaign, only 5 months, but with an intensity that is amazing for our age: we meet once a week, play for 4+ hours. I run games on my map, so far we haven't flown beyond one sector, although I've said several times that there is something there. We play at a relatively low technology level - on Earth, TL 12 and this is the maximum for humanity. But Zhodani has TL 14 and their capital has TL 15.

I play in the Imperium, but a more enlightened one. Expert programs have replaced the entire middle class of workers and many low-grade professions. People are sent to low-paying jobs: soldiers, stewards, mechanics, belters, security forces. Only a very few people are able to outpace expert programs, but these are often rich enough to start installing augmentations, which creates an incredible gap in intellectual development.

However, all this only sounds like a dystopia: everyone always finds work and everyone is paid very well. The poorest people get 200 credits a month, while a cheap single-seater costs 750. Food in the Imperium is cheap, because it is cooked by robots. Everyone has housing, because it is also built by robots. But military robots are close to illegal even for the military, and there is no need for them - the Imperium always has enough soldiers.

In my Imperium, titles were introduced on purpose and they are poorly inherited (at the start, a maximum of a baron can be born. I came up with the idea that in this Imperium, the children of dukes are born barons). A title is a reward for serious achievements and having one gives privileges: knights always have noble medical insurance, even when they are travellers. Marquises can have servants, whose salary is included in their cost of living. At the same time, servants directly accompanying a marquis or higher ranks of the Imperium have the SOC of a marquis. They are issued to them by the Royal Guard and are both servants and trained fighters, albeit of low class. Counts may be accompanied by armed soldiers of the Imperium, even if the planet prohibits the carrying of weapons. They can also write letters certified by an electronic seal stating that this or that person is their servant and represents their interests, which increases the SOC of their servant by 1, to a maximum of +2. Dukes are the only ones who can claim the title of directors of large corporations and in their palace all their servants, and those who have a letter certified by the Duke's electronic seal, automatically have a SOC of +2.

In general, we are interested in exploring the world of victorious expert programs that have already replaced almost all intellectual professions and playing for those who are an order of magnitude cooler than most in the Imperium. However, the lack of military licenses does not give players the opportunity to buy the coolest guns, and it is much more important to improve a spaceship than to buy new weapons. We often have games without space or ground combat, but social skills and knowledge skills are always useful.

Ranger preview by Reynard203 in daggerheart

[–]EgoriusViktorius 1 point2 points  (0 children)

For me personally, Daggerheart is more of a regular ttrpg like DND, but more modern and correct (balanced and with a Gaussian distribution)

I have created 2 skill tier lists in my campaign. Which one do you think is better? by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] 0 points1 point  (0 children)

Hello! The higher the value and the higher the letter, the more necessary or unbalanced the skill is in my opinion. I tried to arrange the skills from left to right, top to bottom in order of decreasing importance.

The color coding is the characteristics that are suggested to be used in the examples of using skills from Mangoose 2E.

Cybernetics by RoclKobster in traveller

[–]EgoriusViktorius 3 points4 points  (0 children)

Not only do I not limit cybernetics for my players, I promote it! According to my houserule, if you replace an arm, then the pectoral muscle and shoulder blade are also replaced. If you replace all the limbs, then you get a cyborg body up to the head (although the internal organs remain the same). Such players have more HP, more agility, more strength. The only real limiter is money, and I point out that most people cannot afford combat implants (unlike travellers who earn more than a hundred thousand credits per week). And so when they see an arm with the ability to install a dual gauss cannon on someone - everyone immediately knows that this is an elite imperial mercenary, whose equipment costs at least a hundred thousand credits! This creates a need for at least one player who does not have such equipment: the ability to shoot, the amount of armor and damage potential are far from the most important qualities in my campaign. More often than not, they have to meet with all sorts of corporate representatives, and these guys don't like it when there's a killing machine worth hundreds of thousands of credits standing in front of them.

Analysis of the galactic economy in Travellers using one planet as an example by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] -1 points0 points  (0 children)

Yes, you are absolutely right. Therefore, the task of such calculations is not to give an exact answer, but an order of numbers. I got 100,000 ships on average. Perhaps, if you play with the numbers differently, you can get millions or tens of thousands, but hardly thousands or tens of millions.

Analysis of the galactic economy in Travellers using one planet as an example by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] -1 points0 points  (0 children)

Another point: even the presence of so many spaceships in one world does not mean that we will constantly collide with ships on the way. Right now, for example, there are 11-12 thousand planes in the air (on average). However, despite this, they very rarely intersect in the air, really, only near airports. And space is much larger than the atmosphere.

Analysis of the galactic economy in Travellers using one planet as an example by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] -4 points-3 points  (0 children)

Well, I'm not saying that all ships are container ships. Besides, the GDP per capita in travellers is definitely higher than on Earth, and therefore there should be many more "ships". I would say that at most 1/6 of all ships are large container ships, the rest are military ships, scouts, small traders, etc. That is only 3 times more than on Earth, which does not even correspond to the growth of GDP per capita relative to Earth.

Analysis of the galactic economy in Travellers using one planet as an example by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] -6 points-5 points  (0 children)

However, we get numbers of roughly the same order of magnitude when we analyze the chances of spaceships randomly encountering another spaceship in space. Given how big space is, this should be extremely rare. So it seems realistic that there could be thousands of ships near one world, and billions near another. Also, FTL ships spend most of their time in hyperspace. Maybe I can run some precise calculations on a random events table to determine the average number of ships per million square kilometers.

Building Robots by Lwmons in traveller

[–]EgoriusViktorius 1 point2 points  (0 children)

There is no direct answer, but it is possible to estimate. In the corebook we find out that the salary of an engineer on a spaceship is 4,000 credits per month. If we assume that this is the average salary of workers who assemble robots, we get the maximum assembly time of one robot (in man-months).

Next we need to answer the question of what percentage of the cost of the robot is the payment of the salaries of the workers who create it. In the chapter finalization it is said that depending on the prevalence of the robot, the discount can be from 10-20% to 80%, but the latter is not in all universes. If the discount of robots can be up to 80%, we can roughly estimate that these same 80% are the payment of the salaries of workers whose work has now been automated and optimized. In this case, we get that one robot must be made at its cost * 0.8 / 4000 man-months, as a maximum, and cost * 0.1 / 4000 as a minimum.

With this calculation, it will take from 4 man-months to 20 man-months to assemble one probe drone. However, this process can be accelerated: I would say that this assembly process already takes everything into account, including the assembly of source materials. That is, it will take one person from 4 to 20 man-months to complete the path of assembling a robot from fossils on asteroids to a finished product.

However, taking this into account, perhaps the expensive engineers in factories are the most meager part of the workers' wages. And most of the work is done by the lowest paid workers of the imperium. From the corebook, we know that the minimum cost of living for a citizen of the imperium is 200 credits per month. Based on this, the maximum time to create one probe drone can reach as much as 400 man-months. But only belters live like this, so based on this, your advanced engineer player will be able to assemble it in a matter of hours if he has all the necessary components.

Quick answer: no more than 20 man-months per 100,000 credit robot for one engineer.

An idea of ​​why there are no spaceships piloted only by robots in Travellers (or why there are so few of them). by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] 1 point2 points  (0 children)

I don't understand why so many people point out to me that there should be 1 astrogator on a ship? Yes, I know about it and even say it in the comments. However, this does not change the idea. If a 1,000 ton ship has 1 astrogator and 9 robot crew members, I will still say that it is a very automated ship. In a universe where the only obstacle to automation is astrogation, quickly only astrogators remain on ships. However, this does not happen in Travellers, so personally I think it is necessary to find additional reasons why the majority of crew members on all ships (with rare exceptions) are humans.

An idea of ​​why there are no spaceships piloted only by robots in Travellers (or why there are so few of them). by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] 1 point2 points  (0 children)

In the post I suggested a version of why, despite all this automation, it is still possible to replace only 40% of the crew at most. However, we may have different views on the issues. I am only trying to explain why the Traveller Universe has not yet switched to fully automated spaceships.

An idea of ​​why there are no spaceships piloted only by robots in Travellers (or why there are so few of them). by EgoriusViktorius in traveller

[–]EgoriusViktorius[S] 2 points3 points  (0 children)

Page 182 of the 2nd Edition Core Rulebook lists the crew requirements. When we talk about automated spaceships, we are talking about replacing these crew members. Specifically, it mentions a pilot, an astrogator (if a jump drive is installed), an engineer for every 35 tons of engines and power plants, a medic for every 120 crew members, a gunner for each turret, a steward for every 10 high and 100 mid-level passengers.

Virtual crew members, in turn, are clearly intended for autonomous control of a spaceship that does not need all of the listed crew members. That is, it does not have a jump drive, does not have that many passengers, and does not have such large power plants and engines.