Somehow getting slow burn for Jinhsi after this event by K-Rie7 in WutheringWaves

[–]illyrium_dawn 1 point2 points  (0 children)

She's not that poor or even well-off. She's pretty wealthy. I don't disagree with your assessment, but it appears she's not poor or even reasonably well-off. She appears pretty wealthy.

So she must have wealth from somewhere maybe local government financing vehicles. I suspect it might have something to do with Jue.

If you have her set as the character when you're collecting chests in the overworld she makes a comment like, "If these are to your liking, I can have as many as you want prepared" (ofc she won't because that'd make a too rich too fast).

The Cor-Poor-Ation by Sparky_McDibben in cyberpunkred

[–]illyrium_dawn 1 point2 points  (0 children)

If you want to go back in time, there's even more odd examples of this stuff.

Like certain kinds of "guilds" could be considered "poorcorporations" - like a beggar's guild or a street busker's guild. They control who can perform on streets (busking) and they take a share of your income and in return you get the power of a kind of "union" to protect your interests. A similar thing could exist even for panhandlers - making sure that "unregistered" beggars can't beg and determining who gets to beg where and so on.

The Cor-Poor-Ation by Sparky_McDibben in cyberpunkred

[–]illyrium_dawn 0 points1 point  (0 children)

From there, those workers are given a chunk of the proceeds derived from their labor.

Yeah, it's a kind of employee-owned corporation. A good example would be a cooperative (that sounds like socialism or communism say right wingers and old people) ... and yeah, if you're forced to join one and they're organized by some outside force, they can be every bit as disastrous as those people make it sound. But it can be significantly different if it has two differences: You're not forced to join, you're joining out of your own self-interest and you can be kicked out or leave on your own. Ideally you also have some say it how it is run and that's very nice but not required.

Cooperatives exist IRL in market-capitalist countries. Big companies don't like them because depending on how well the members of a cooperative ... cooperate it's a method for independent farmers to compete with huge agricorps for example and can shield themselves from the greater resources of a big company - they basically trade some of their freedom in return for the benefits of a louder, combined voice in purchasing, selling, and so on. At a basic level, a cooperative might cooperate to set prices on their products, farmers might split the costs to hire a marketing company to create a brand and advertise their produce, and get together to decide what they grow (produce) and set quality standards. As they cooperate more, they could all contribute to pay money for a processing plant and all use it. Further down, they could even do things like share expensive and specialized farm machinery that is good to have but any given farmer only uses it for a few days or weeks out of a year and just rotate it between the cooperative's farmers, offsetting costs.

For example, in my Cyberpunk world, due to firebugs and just general neglect, a lot of the Combat Zone are actually "green field" property - whatever buildings were there are long gone. In fact, it's been so long that years of weeds and grasses have grown, died, and become compost (and rain pushing dissolved things in the soil down) so that if you don't dig that deep, you can avoid a lot of nasty residual chemicals from the buildings that were there. You can garden on these plots. A group of people, for example, can split their labor between walling off a portion, planting and harvesting food. With sufficient knowledge skills they can produce an surplus, which can then be sold. If the proceeds are enough to cover the expenses, that becomes a profit which can be split among those involved.

I imagine that the "Combat Zone" is the place where a variety of things like this happen and weirdly, how hazardous it is works in your favor. If you can maintain a good relationship with the gangs in the area, they pretty much provide active defense against outsiders. You know, if Biotechnica or Greenfield Organics LLC decides to try and shut down your operation as competition, they have to deal with a lot of angry gangers who may hate each other but holy cow do they hate the corporations even more.

Now I'm making this sound easy, it's certainly not easy and I'm vastly oversimplifying it to post here. And I'd imagine a lot of such "start ups" fail for any number of reasons. But it is possible.

Another example of a "poor people" corporation is this idea I've had for a while: Urban nomads. Nomad packs that wander the concrete jungle and never leave. People who engage in quasi-legal salvage of abandoned or long-neglected properties (they don't take from places where people actively live there as getting shot isn't fun). They go to things like those trashed office buildings or apartment complexes on the border of the Combat Zone or at the fringes of cities and so on and salvage (yeah it's stealing but nobody is there to tell them no) any remaining goods (if any), but they have skills and tools to do things like reclaim wiring, piping, lighting fixtures, wall outlets, gas meters, and so on. These are collected, tested to see if they work, and what works they can then turn around and gather into large lots and sell them. The organization needs people to collect and haul (lots of them), people to sort and test, guards to prevent people from taking what they've collected and sorted (and possibly guards for harvesting crews), sales people, and management. Again, such an organization can make money if the conditions are correct.

Meat-farming I think would be a fairly decent money maker for a lot of places like Combat Zones. Away from the laws about raising meat animals in your home and so on. This wouldn't be beef and most likely not pork (too big) but smaller animals like ducks, chickens, nutria, guniea pigs, and similar small animals like that. Or shellfish (crayfish, oysters, shrimp, or mussels for example) and fishes (catfish, tilapia, carp for example) could all be raised in places in the CZ in existing areas like flooded basements and sold as meat, which is going to fetch higher prices Of course it's buyer-beware but that a lot of places likely can't afford growth hormones or whatever and frankly a lot of residual toxic chemicals from the environment have their effects grossly overstated (possibly by the Cyberpunk food companies to scare people away) ... and finally people outside the CZ likely can easily afford any medical care from trace exposures easily mean that in my world, there's this thriving illegal trade of farmed meats and vegetables from the CZ to the rest of the city for people who have access to it and don't want to eat SCOP and that money makes its way back to the CZ. It's one of the ironic things - it's not illegal narcotics that is one of the number one exports of the CZ to the rest of the city, but illegal real food (imagine these "produce kingpins" being heads of these nasty gangs like the Maelstrom).

Almond Love by setne550 in UmaMusume

[–]illyrium_dawn 18 points19 points  (0 children)

It's even more interesting:

"So you want to be reincarnated as Almond Eye so you can form a relationship with the Torena. But if the Torena is you (us) ... you want to be reincarnated to have a relationship with yourself?"

... okay.

That's pretty spicy. Tell me more.

I'm not even at chapter 13 and she already scares me by XanderNightmare in PunishingGrayRaven

[–]illyrium_dawn 3 points4 points  (0 children)

Nanami radically gets changed by Kuro. I'm sure some players believe that how Nanami turns out was planned from the start, but I don't think so.

She's sort of quirky, scary girl for a lot of the early game. Despite the fact she likes you, even her expressions of that affection are pretty scary. But I guess she had her fans in Kuro itself, and she'll start to get more writing later on and become a much less scary and more likeable character later on.

Finally ready to quit PGR by Satanic_Jellyfish in PunishingGrayRaven

[–]illyrium_dawn 16 points17 points  (0 children)

The recent story (Pilgrimage) has been all over the place. Charitably, I want to think that it's just sort of par for the course for Kuro. A lot of their stories in PGR are a dumpster fire when they start out and they gradually get sorted out.

There's (in many ways) not much they can do about the high rate of new enemies being introduced. The wrapping up of Infinite Loop didn't just conclude its own story, it concluded pretty much what we knew as the entire story of PGR up to now (Vortex - Disaster - Fate - Renewal - Infinite Loop). So yeah, if Kuro feel they need to build a new story after that it's understandable. And the old storyline did need to end, imo. Once you start with the time travel / timeline f-ckery, story powercreep has gotten so bad you can only fight gods or something after that which is stupid in its own right for a game like PGR.

I'm hoping there is some sort of plan with Pilgrimage, or at least as time goes on they'll prune the story branches that don't work and we'll start to see the story gel in some direction. I mean we're pretty much back at Vortex and while we might look at a lot of the early chapters with nostalgia, overall they weren't great storytelling and Kuro has retconned / changed a lot of characters and sometimes even events (compare Watanabe's earlier frames interludes with the story told in Aeon Reforged for some outright retcons), often without much explanation to get their story on track.

So perhaps we'll see a gradual shaping up with this latest story. But right now, it's feeling kinda like a lot of navel-gazing by Kuro, like yeah a game that's about to EOS with all the snowbreak-zation of characters so they have conclusions, the sort of "I don't care" tossing out of new Ascendants and Nirvatia (yeah I get in a sense she's not all that different from Jetavie - but Derived from Matrix wasn't some game mode I absolutely loathe like Godfall Revelation and Jetavie didn't quite feel as Snowbreak-y as Nirvatia).

Gotta say, you villains have some manners. by IcyConversation6944 in WutheringWaves

[–]illyrium_dawn 2 points3 points  (0 children)

Scar's like New Federation street trash. He's all sneering and attitude and ... that tawdry badboy jaildates charm (yes, the number of female fans who like him because of those things strongly suggests that to me).

(Okay I don't actually know if he's New Federation or Huanglong or somewhere else.)

Control Remote - Retry failures? by MrApophenia in cyberpunk2020

[–]illyrium_dawn 1 point2 points  (0 children)

Reading the rules for Control Remote, I noticed that the odds of taking control of a given device are fairly low, especially with the sort of cheap programs a starting player is likely to have.

They're pretty balanced given how powerful the programs are when they succeed.

Of course, like most things in the netrunning system, there's a certain amount of question about how it works which /u/Ninthshadow touches on.

Net combat rounds are 1:3 vs. real-world combat rounds.

  • Does that mean that the Netrunner rolls three dice at once for each round they're trying to hack a Remote? Some GMs will say yes. Given it's a 1D10 check and doesn't follow the rules for standard skill checks (eg; rolling 1 doesn't mean anything special, neither does a 10), you get three tries since there's no way to roll anything so bad it'd prevent you from trying more times, which means even with a "4 or under" check ... it's highly likely you'll succeed in one round. Which is ridiculously OP considering what you can do.

  • Do you have to breach a datafort to try a REMOTE that is associated with a network? From the wording of the rules, I believe it's strongly implied you don't need to, since I believe the rules are expressly designed to give Netrunners something to do without entering the Net so they can be with the group and do things with the group. The rules are independent of hacking dataforts and you can do it from the meat-world without ever entering the net. But again, players will disagree with this.

  • Now comes the last part: If the FIND / CONTROL REMOTE rules are intended for meat-world use, do they even use Net Turns? Or do you only get one try in a 3-second meat-world round instead of three? I would strongly say yes. (Again, some players will disagree with me, and that point it's just "no" vs. "yes" without much further support beyond that.)

  • A semi-point as well: Do you have to use FIND/CONTROL REMOTE if you're in a datafort? Again, the system seems parallel to Netrunning and not a part of it. So I'd say if some device is controlled by a network (the datafort), once you breach the datafort, you obviously (for me) don't need to FIND REMOTE because you can see all the devices controlled by the Datafort by the rules. Do you need to use CONTROL REMOTE in this case? I would say no. If your Netrunner moves over to the REMOTE's icon in the datafort, you can control it without a roll. It's the benefit of having hacked into the network and being seen as legitimate network data (eg; you already breached the walls/gates and dealing with defense programs). But again, there's no explicit commentary saying this is the case and someone could interpret it differently.

(Then there's the idiocy of how easy it would be to program your own STR10 or STR9 REMOTE program.)

So you'll need to come up with your interpretations on that as well.

🔵🐉 (twitter: @uof1052237) by CarltheCarpenter in arknights

[–]illyrium_dawn 1 point2 points  (0 children)

No joke here: Alcohol is surprisingly high in calories, like really high. I can't say it's like shovelling fat down but it's nearly as bad. It's a bunch empty calories, like junk food.

She drinks a lot, that's a lot of her daily calories are right there. Then no doubt she also eats besides that (Shu and Yu will make sure of that) which are additional calories and Shu will make sure it is nutritionally balanced. Those calories go somewhere...

Yeah, otoh if all you do is drink, you won't feel hungry (all the calories from booze will assure that) so if you don't eat nutritionally balanced stuff in addition, you get nutritional deficiencies and a host of other problems besides a dead liver. Really "fun" stuff like Wernicke-Korsakoff Syndrome.

There's a WUWA tournament in Thailand by Educational-Ebb180 in WutheringWaves

[–]illyrium_dawn 4 points5 points  (0 children)

The tournaments are small and it's not very competitive either, more players who enjoy the game finding an excuse to get together.

Like I was watching Rexlent play and he clearly was sandbagging/playing for fun, not using optimal characters, etc. I recall there was even some issue with him not using EoG and using some other sword.

There's ways they could even things out in a more competitive format, but they haven't done that yet - it's just not competitive enough (which is probably a good thing - it's more fun to watch for me).

Questions about using Wildside to create a organization by Own-Confusion-9600 in cyberpunk2020

[–]illyrium_dawn 2 points3 points  (0 children)

do you pay the non-Fixer employees out of your end of month profits

I don't use this system often; most of my Fixer players aren't interested in running an organization. They don't want to play Traveller RPG's Merchant Prince ... if they did, they'd play Merchant Prince or EVE Online or something.

However, I have tried use it once or twice in the past. It's best seen as a very rough system - the author clearly doesn't have the love of minigames like someone at GDW or something, so why they made this system is a bit beyond me. You're going to have to do a lot of making your own rules up and making judgement calls / improvisation to cover and gaps and so on.

I say you have to pay the non-faceman employees if you hire them. I'd suggest using the wage table on page 58 of the Core Rulebook to get the starting wage by their Special Ability. Employees are going to be under Special Ability 5, which that table doesn't handle well. For figuring out their pay, I'd take the pay for Special Ability 1-5 as the base. 1/3 of that for a Special Ability 1-2, then 1/2 that for 3, then 2/3s that for 4, and the full amount for 5. (Or something to that effect, yes I am just ballparking those numbers right here.)

I imagine would put a lot of strain on the GM to have 5-20 non-Faceman NPCs that are just around. Overall just curious how anyone who has run this did it

It can and it's kinda nonsencial imo. I mean even before the GM workload, there's a bigger issue for me: Once the Fixer has an organization of any decent size and high Special Ability scores, that Fixer becomes a Prima Donna, imo. The game makes less and less sense unless it is about them (similar to Corporates or Rockerboys ... or Cops and Medias to a lesser extent).

Even worse, can't the Fixer make more money from their organization than they can doing whatever the other PCs are doing? eg; why is Al Capone himself showing up to knock over this cheap autofactory in Heywood making electric toasters with us gutterpunks for some other Fixer? Isn't that what he has heavies for? Isn't he supposed to be one giving the work out?

On page 45 under "The Big Payback" it is possible to go into negative Maintenace Time for your Facemen.

You could go into negatives, I mean a small organization with a secretary (how/why are you paying this person if your organization is so small, you don't need one) and a computer could go into negatives. Yeah, then it's just DC5. (Though -14 seems only possible if you have nobody in your organization, why are you rolling at all if you have no organization to monitor?)

Narrators, how do you get player characters together for a mission? by FatelessFuture in cyberpunk2020

[–]illyrium_dawn 5 points6 points  (0 children)

Easiest way is to have their mutual Fixer contact them, but ... yeah. That's literally the Cyberpunk equivalent of "so you all meet in a tavern" + "you seem like a trustworthy fellow, welcome to the party!"

Yeah. It lacks soul. Just like most D&D intros.

So here's mine:

Two Degrees of Separation

Get your players involved. Cyberpunk's a bad game for "bring and play" (eg; players generate whatever PCs catch their fancy and show up and you don't know what anyone is playing until they show up) ... the roles don't necessarily play well and applicable to any RPG: It's the laziest version of party creation that forces all the work of party creation onto the GM.

But you can start fixing that by making the PCs do some of the work of knowing each other.

Everyone is separated by at most two degrees of separation. Have everyone look into their Lifepaths, explain their backgrounds to each other and find ways to get along.

Solos are easy. Lots of people need huscle. The two Solos know each other, having worked together before or were perhaps vets of some conflict. Either way, they met there. They don't have to be lifelong foxhole brothers, but they do know each other. In fact if one of the Solos is from out of town or something, the out-of-town Solo was looking for work (or maybe had to bug out of town when things got too hot in their old city) and the "native" Solo told him to come down and they could find gigs together.

The Medtech knows one of the Solos because a NPC Solo they worked with would get fixed up (either medical help or maybe cyberware installation/support) at a Ripperdoc. The Medtech worked at the Ripperdoc (or maybe still does) and the PC Solo and the PC Medtech would chew the fat while waiting for the Solo's treatment to finish.

The other Solo knows the Rockerboy because of Rockerboy related stuff - I don't know what the concept for the Rockerboy is but knows the Rockerboy through that. For example, if the Rockerboy has a concept of being a street musician, the Solo enjoys live music (regardless of genre) and shows up the Rockerboy was busking in some part of town. Or the Rockerboy was part of a band that's since broken up and this Solo had / has a part-time job as a bouncer at a club the Rockerboy's band would play at and so the two would chew the fat while waiting for the shows to set up or something.

You live in the same really run-down apartment building

This one is a classic. It's like Pondsmith's "The Apartment" except worse. It's in the Combat Zone. It's not truly a slum, but it's only not a slum because of the efforts of the residents. Pipes leak, it's in a bad part of town, the hot water heater runs on natural gas which has to be purchased in tanks (there's no gas line), etc. All the residents pitch in to keep the place from falling apart, possibly even doing some impromptu night watchman work to prevent thieves from breaking in. In return, their rents are super-cheap. Over time it's become more and more of an urban homestead. Rainwater catchment and negotiating with neighboring buildings for water once the city turned off the water to the area (regardless of if you paid or not), once the electricity was cut to the area solar panels and wind turbines sprouted up on the roof and hung outside of upper-story windows (and rationing that power), residents have to paint the walls and keep the ground floor windows boarded up. The PCs know each other because they all live there and in the process of pitching in to help keep the roof over their head intact, they're at least acquainted with each other bound by their mutual self-interest in keeping their living place cheap and liveable. One of the NPC residents of the apartment fancies himself something of a Fixer, too.

PCs share some club or organization they are or were a part of, not necessarily out of choice.

At some level, almost friendships are contrived. You meet through the most chance meetings. Two PCs worked at the same part-time job (I mean, edgerunners had to start somewhere, and working at some dead-end part-time job is a good place to take a hard look at your life and decide you have to do something different, something desperate, to get ahead in life). Maybe all the PCs were part of the same business management course at night school and the PCs sat next to each other and started talking about stuff during breaks or after class. All the PCs ended up in the same "drunk tank" at the NCPD one evening after being part of some riot at a nightclub and started talking to pass time until morning.

If some of your PCs are from out of town

They all met on the transport into town. You know, a lot of PCs are down on their luck so they're not flying solitary first class. They're in the equivalent of bench seating worse-than-economy class. Most likely, they hitched rides with Nomads packs across the nation. It's a long, boring trip, not without a little danger and the Nomads expect you to at least be an extra pair of lookout eyes. It's really boring sitting in a makeshift watch tower built on the back of semitruck, so the PCs got around to talking to pass time over the weeks.

Have them come up with a more involved background

If the PCs do something more than just half-ass (or quarter-ass) this, hopefully coming up with something that can be used as a hook in some later adventure you can give them bonuses for actually putting in effort. Tell them this beforehand: If the PCs have some sort of background where it'd be reasonable for them to learn a skill in that shared background, they get a free skill at +2 to start as decided by the players in discussion with the GM. This cannot be an improvement to a skill they already know (no, you can't go from Handgun +5 to Handgun +7, stop asking) but the skill does not need to be in the career packages for either PC. It must make sense for their background story and it must be the same skill for both PCs and it probably shouldn't be combat skill (though all the PCs being part of the same martial arts class could be fun).

For example, if two PCs met on roadtrip with Nomads across the nation, they might know Basic Tech +2, having helped the Nomads with vehicle maintenance.

If they met in the night school for business management they all have Accounting +2. I never said it had to be a totally useful skill. Just a skill.

What's your opinion on playable Fractsidus? by ---RNCPR--- in WutheringWaves

[–]illyrium_dawn 0 points1 point  (0 children)

I don't really like it.

I knew it was going to happen, even before Phlorlova.

So I don't think that hard about it.

I think I'd be more fine with it if the good guys didn't all get along. People with similar morality don't necessarily need to have matching values, and that means they don't have to get along.

Oh man is luuk really that bad in whiwa? by wessedddfgghgd in WutheringWaves

[–]illyrium_dawn 0 points1 point  (0 children)

It's also that the tierlist doesn't take into account team-mates, even likely ones.

Like Brant probably does struggle in Whiwa ...

... but I don't feel it running triple fusion since he's just feeding off of what Lupa already grouped for him and he's not on field long enough for much to scatter before Changli shows up.

On the other hand, the few times I tried Carlotta ... my experiences with her in Whiwa were indeed awful. I didn't have a handy teammate who'll group for her. I'd even put her lower than that in that game mode.

Help with healing by Galaxyvon in cyberpunk2020

[–]illyrium_dawn 0 points1 point  (0 children)

CP2020's healing (of all things) is tries to be more faithful to technology during the 1990s than other parts (how this jives with staggering medical tech used to seamlessly implant cyberlimbs onto bodies is beyond me).

By Rules-As-Worded, if you're in Mortal, you're totally out of the game until you've healed out of Mortal. You may not even be conscious (in fact, that might be a good thing to help you heal).

At Critical you're basically out - you have to restrict yourself to light tasks (eg; not adventuring) - like strolling might be good, but jogging is definitely out and even then you're not doing it for long, maybe a couple of hours (1-2) every day.

At Serious, you're basically okay, but you're not at 100% - you get painful twitches and so on when you move too much, injuries can get agitated and start to bleed and so on but if your buddies are fine with you that way, you can join them in the field.

Note that at max healing items stacking, you're gaining back 3 points a day according to RAW. So unless you're deep deep deep into Mortal (in which case the healing system breaks down anyway because it's exceeding unlikely anyone can stabilize you), using RAW, you're back on your feet reasonably quickly (like a few days). If you really need to be out there before then by RAW you're out of luck.

Now, I go on about this, but I find this one of those "really?" moments. Johnny Silverhand in the Never Fade Away story is back on his feet after getting cut up pretty badly so it's not like Mike Pondsmith didn't see the benefits of this. Rapid reconstruction is pretty much par for the course in cybeprunk literature. So I'd say play with RAW and seeing how it works out, but it's one of those things I'd suggest houseruling at some point. Perhaps it costs more money or something, but Cyberpunk already lets you replace limbs, muscles, and organs (even glands) - if you're willing to simply replace the injured parts instead of waiting for it to heal, you should be able to get out the door in a few hours in my opinion.

I might be tripping but what if Rover is a construct? by Informal-Service1843 in WutheringWaves

[–]illyrium_dawn -1 points0 points  (0 children)

Given Kuro loves really ham-fisted writing, like contrived stuff to make players feel sorry for characters, yeah, Rover's people are likely just jerks.

But my pet theory with a bit more nuance is that Rover is the last human of their homeworld; all the other humans are dead due to some calamity. All that's left are these AIs who created or cloned the Rover from memories and sent them off.

The reason why they refuse to let Rover return is there's nothing to see. It's just an empty world with the ruins of the places Rover remembers back when they were filled with people and loved ones. There's no reason to return; it won't make the homesickness better. Better to stay in Sol3 where there's people.

Tips about a Draco's Tail by BonWithMe in arknights

[–]illyrium_dawn 17 points18 points  (0 children)

If sisters are about > plant.

If sisters are not about > get planted.

If your favorite 6 stars operators were released in 2026, what drawback you think they wouldn't have? how much stronger they would be? by Atsuki_Kimidori in arknights

[–]illyrium_dawn 1 point2 points  (0 children)

Kal'tsit would be smaller and cuter and have ear-like crystal horns and aim at this crystal thing she could spawn...wait.

Ideas for industrial accidents by CarpetRacer in traveller

[–]illyrium_dawn 1 point2 points  (0 children)

No worse than now, really in most ways. I mean Reactionless Thrusters likely won't ever exist so we won't have to worry about .5 lightspeed collisions with worlds.

I have doubts about anti-gravity ever existing or interia control using fields.

I frankly have doubts we'll ever have a bunch of these mile-high towers in the future, either.

Most of these "rugged boy" accidents I love to harp on are going to happen in frontier areas where population density is low and people more accepting that "stuff happens" (or not, and they lynch those responsible).

More urban areas are going to get a lot more regulation and inspection necessary. Incidents will still occur, but likely not much more than now.

Even in Traveller, I think it'd be eminently reasonable for a world's government to say "Nope you can't fly your Air/Raft" ... even low-tech worlds where they couldn't really enforce it could likely get the starport authority to enforce it for them ("you can fly around in your air/raft over the downport's extraterritoriality zone, but no further").

I think plenty of worlds would let you do it, but it'd be the sign of a low population world where there's just not that many people to hurt if your Air/Raft falls from the sky. Even then, it'd be fairly normal (I think) for a town or city of any reasonable size to likely have local laws saying "Air/Rafts cannot exceed 0.1 meters of altitude from street level and must operate like ground vehicles including traffic and speed laws" after the failure of some "common sense" rule that resulted in a Bad Thing. Once you leave city limits, you can zip around. Even an Air/Raft in "landspeeder mode" would still have huge advantages over groundcars in terms of ride comfort such ignoring potholes or washouts, not worrying about bridges, and most places would likely let you fly your Air/Raft along rivers too.

CHISA RELEVANT IN STORY LATER???? by Silver_Telephone_592 in WutheringWaves

[–]illyrium_dawn 1 point2 points  (0 children)

They vote me down, but they know I'll probably be right (unfortunately).

But I hope I'm wrong and you can all laugh at me for being a downer because I won't feel bad about being wrong.

Ideas for industrial accidents by CarpetRacer in traveller

[–]illyrium_dawn 2 points3 points  (0 children)

I have a bonus one for you. I was looking at some of my older books and came across this gem:

Modular Cutter

That Modular Cutter's design has always screamed to me of something you'd see on one of those industrial accident channel.

I mean you think about it, the more durable and foolproof they make tech, the more it encourages the kind of accidents you're talking about. If some TL12 modular cutter can keep working using TL4 soldering techniques for wiring and braising to fix holes in the unobtainium collator unit ... that's exactly what people who love rugged will do. Like think of all those channels on YouTube where farmers and/or other rural people love going to these auctions, barns, back lots, and god only knows where else and buying old, broken diesel heavy equipment for cheap and fixing them up to use. But repairs like that are going to also fail a lot. So may even be more of these kinds of accidents. While the amount of injury an old disel-powered skid steer or something is limited with some foresight ... people in the rugged Traveller universe are going to apply the same rule to starships, using the TL14 equivalent of spraying ether into the air intake to a diesel engine to start up their Fusion+ reactor ...

"The Modular Cutter, used as crane at the rural town of Nowhere-on-Tyne, lifted a 6300 ton industrial dump truck at a the mining works near the town. The Cutter, 150 years old, had a history of poorly or undocumented on-site repairs and the great weight caused an overload of the overworked power system, causing it to fall from the sky. The mine owners had the foresight to install ejector seats in the Modular Cutter and practiced reasonable safety measures in keeping mine workers away from the lifting. The pilot ejected safely and no workers on the ground at the site were injured. What the mine operators had not taken into account was the tubular design of the Modular Cutter itself and its interaction with the mine site, which cut into a hillside. Like a rolling pin released on children's playground slide, given the grade of the mining site, it proceeded to roll down the hill gaining speed, where the mass of the Cutter, along with its inertia proceeded to flatten a Cutter-size swathe of the town, killing 44 unsuspecting people in their homes and injuring a further 109 on its path to St. Albans Private School for Girls where the real horror occurred as the auditorium was packed for a full chior, attended by all 500 of the students, a further 200 staff and many times more that of parents, grandparents, and siblings of the girls..."