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T20 Computer Analysis

Just FYI, Hunter never tried to build the ship computers with the vehicle/robot computer rules. They exist solely to (when fully fleshed out) parallel or undersize the HG versions.
 
I realize that. I just have this twitch over three separate construction sequences in a game not meshing. I don't know why but it really bugs me, to the point I have to find out how to get them to work together. I figure someone will eventually appreciate it. :D
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The way I see it, if they were only meant for that then the errata wouldn't include the PP column. The fact that they were lifted directly from the M1-M6 computers from the computer design sequence except for EP and size means to me that either 1: someone got lazy, 2: there were meant to mesh and the finishing tweeks were left out or skipped, 3: whoever wrote that portion of the game really was missing a few clues. 4: A lack of time caused the game to be published in an unfinished state.

I am thinking 3 isn't the answer.
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Ship design predates computer design... by a good margin. And it's 5: they were not intended to mesh at all; it wasn't needed fr them to do so.
 
Just FYI, Hunter never tried to build the ship computers with the vehicle/robot computer rules. They exist solely to (when fully fleshed out) parallel or undersize the HG versions.

That's clear and reasonable...

Ship design predates computer design... by a good margin. ...they were not intended to mesh at all; it wasn't needed for them to do so.

...but this bit not so much.

It seems obvious the intent and attempt was there to backwards engineer the computer design sequence to fit the HG computer stats.

"All T20 design sequences use common units... Energy points (EP)"

Though they don't mesh between computer/vehicle and ships without a conversion factor.

And the computer programs for ships is in the computer design section.

For what it's worth, my own fix (after failing to make sense out of the design rules) for the problem of programming ship computers involved breaking the programming tasks up. If I am recalling it correctly...


  • The Flight Avionics handled jump and maneuver. I seem to recall simply stating it could handle anything it was rated for. For example a model/2 could do (and included) Generate, Jump 1, and Jump 2, as well as Navigation, Auto-Pilot and Evade (up to max of model or agility).
  • Communications tasks (I think I'd worked up some programs) were handled by the Communications section.
  • Sensor tasks likewise.
  • The Ship's Computer (Core) included Command and Logic programs appropriate for the TL (regardless of the model number) with any necessary User Interface programs (like a Language Module for Verbal Command).
For example a model/1 built at TL9 would include High Basic Logic and Limited Verbal Command, while a model/1 built at TL15 would include Low Artificial Intelligence and Full Verbal Command. All included the Basic Operating System and Manual Interface for backup.

The listed PP was for adding Miscellaneous and User Interface programs.

  • Weapons programs were part of the installation of the weapon and included with it in the weapon computer with a Basic Operating System and Manual Interface for local control without the Ship's Computer.
Again, with the caveat that I haven't looked at it in ages and may be forgetting some points. I don't even recall finally typing it up here so I may have put it aside unfinished.
 
Ship design predates computer design... by a good margin. And it's 5: they were not intended to mesh at all; it wasn't needed fr them to do so.

From a tabletop or miniatures game standpoint it isn't necessary for them to mesh, no. But whoever decided they didn't need to mesh for T20 was wrong. In a roleplaying game such things should scale and mesh darn near perfectly. Or at the very least have some sort of rational as to why they don't. As for ship computers not being the same as the computers used in the rest of the game, it isn't stated either way in the rules. And since the PP are the same for both types of computers, it implies a relationship. Especially since the rules for what programs the ships need to function, as well as how they work, are in the computer design sequences, not the ship design sequences. So why do the non-ship computers need those programs defined if there is no relationship intended? This is why I believe that the intent of T20 was more than what was published, and regardless of the reason why it happened, it hasn't been addressed. As with the other gaping holes they are there festering away and keeping T20 from its full potential as a roleplaying system.

Invariably, PC's are going to want to know what exactly those PP are for and how to use them, and there we are trying to define something that never got defined for roleplaying. It may be based on High Guard, but lots of bells and whistles got added in, therefore it is not High Guard anymore. Unlike many grognards, I am not nearly as interested in keeping it true to BK 5, or BK 2 as I am in making it work for those who invested money in a system where if my suspension of disbelief gets snapped in half during game play because of inconsistencies then others must too. But thanks for the history lesson.

Regardless, with the programs and how they use up PP already defined, what the ship computers can and can't do is too vague. Going by the
computer designs examples the ship computers are essentially unusable in there present form. That is why I began looking at the rules and comparing them. My analysis makes sense, even if you leave the ship computers a separate entity from all the other computers used in the game by pc's and npc's. It states flatly that all the computer systems include multiple back ups, "each of these systems will, in most cases, include at least 2 or more backups.". I just suggested how those backups might work.
 
*snip*

For what it's worth, my own fix (after failing to make sense out of the design rules) for the problem of programming ship computers involved breaking the programming tasks up. If I am recalling it correctly...

Thanks Dan! even if you are recalling it wrong, what you do recall is a heck of a lot easier than my solution. I tend to get a tad complicated in my thinking sometimes. :D

So the impression I get is you are postulating each of the subsystems actually includes a computer in its own right as well as the actual equipment?

As an addendum, if anyone out there has home made programs for T20 I would love to see them. The list provided by the book is kinda sparse if you ask me.......
 
Thanks Dan! even if you are recalling it wrong, what you do recall is a heck of a lot easier than my solution. I tend to get a tad complicated in my thinking sometimes. :D

I did have a quick look at your ideas, but my time and concentration weren't there to fully grok it :) If I can later I'll try to get into it and comment.

So the impression I get is you are postulating each of the subsystems actually includes a computer in its own right as well as the actual equipment?

Yep. Exactly so. Kind of a Master/Slave setup.

As an addendum, if anyone out there has home made programs for T20 I would love to see them. The list provided by the book is kinda sparse if you ask me.......

EDIT:

There was a thread about expanding the program list (for CT or T20? or both?) around here on CotI a while back. A search might turn it up. I'll dig later if I get a chance. Tom Rux (iirc, though the user name is now snrdg082102) also did a lot of work trying to make the T20 computers "work" here on CotI some years back. Probably worth another search :)
 
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From a tabletop or miniatures game standpoint it isn't necessary for them to mesh, no. But whoever decided they didn't need to mesh for T20 was wrong. In a roleplaying game such things should scale and mesh darn near perfectly. Or at the very least have some sort of rational as to why they don't. As for ship computers not being the same as the computers used in the rest of the game, it isn't stated either way in the rules.

It was, however, stated in the playtest that they are different. I don't know why that didn't make it into the copy, but Hunter was clear that they were not compatible.

And they do represent different things. The vehicle/robot computers represent a computing unit only, while the ship computers' core represents control systemry and long run data-paths capable of supporting the specialized sensors, jump calculation units, and avionics.

Also, more practically, the ship design system was done right after CGen and combat. Vehicle design was almost the last thing written. The ship computer rules were already pretty much fixed in place before any playtesters (myself included) saw the vehicle system.

as for perfect mesh, bull. Few games have tried, and only TNE and GURPS really succeeded... and their design systems are a nightmare to work with riddled with problems, and not really any more realistic than the more abstract design systems.
 
It was, however, stated in the playtest that they are different. I don't know why that didn't make it into the copy, but Hunter was clear that they were not compatible.

And in my opinion, that was a serious mistake. Especially since viable compatible vehicle, starship and computer design systems would be easy to do.


And they do represent different things. The vehicle/robot computers represent a computing unit only, while the ship computers' core represents control systemry and long run data-paths capable of supporting the specialized sensors, jump calculation units, and avionics.


As well as redundant systems to mitigate damage, "2 or more back ups", etc? No, in effect, the ship computers, heck the whole bloody design system, was lifted straight from CT and slapped with a D20 wash to make it look like it fits. Starships in T20 don't bother with small scale things like data paths or life support EP costs, or say, the power requirements for active sensors that can reach out a couple million kilometers, the same for communications equipment with similar capabilities (which iirc you have gone over repeatedly as to how quickly EM fades to background noise levels). Its combining an abstract system with a roleplaying system and that just fails when you do it as part of the core mechanic.

I feel whipsnade put it very nicely:

HG2 is a very poor choice when used for "player scale" combat - that is, when used for combat involving small ships, involving small numbers of ships, and/or combat in which player-charecter skill levels matter. "Tactical" is another word that can be used to describe "player scale" combat and we need to remember that HG2 isn't a tactical level wargame at all. HG2 is an operational level wargame and that's another kettle of fish entirely.

Expecting that there be spongeloads(1) of "player scale" or "tactical level" decisions in an operational level wargame is a bit of conceptual error.

(Wargames roughly fall into three catagotries; tactical, operational, and strategic. The boundaries of those catagories tend to bleed into each other. Also, games that operate on one level usually have aspects from another; i.e. operational games with tactical "flourishes".)

From an operational standpoint and IMHO, HG2 is a successful wargame. It allowed me to handle large numbers of large ships with spongeloads of weapons in a fairly quick manner. I didn't need to move formations around a map and the statistical resolution of all the various rolls was obvious even before TCS mentioned it. I can't emphasize the "large numbers of ships/weapons" aspect more strongly; play Starfleet Battles or Starfire with a dozen battlewagons on a side and see how long a single turn takes.

I also found there were enough tactical "flourishes" in HG2's operational framework to add to gameplay without slowing the game down. Decisions about "pig piling" and the defensive use of weapons(2) are about as meaningful as you can get while still keeping the game flowing.

We also need to remember that GDW was operating under size constraints when it put together HG2. Due to various "dead tree" printing restrictions, those LLBs could only be so big and in HG2 GDW had to find room for advanced naval chargen, large ship construction across multiple tech levels, and a wargame. They created an operational level wargame due to the speed of play concerns I mentioned above (big numbers/ships/weapons) and further abstracted it due to size concerns. If you factor in the constraints GDW was under, I'm sure you'll appreciate HG2 at least a little bit more.

One final note; I strongly agree with you that the ship design system is the best part of the entire HG2 book.


Regards,
Bill


1 - That is one of my new favorite words! Thank you!

2 - "Pig piling" comes about because of the Ugo-Igo nature of weapons fire in the game. When your opponent presents a ship as a target, you must announce all the batteries on all the ships you'll fire at it. Because you only get partial information about the damage you've done, you can easily assign batteries to fire at a mission-killed vessel and thus "waste" them.

The choices about defensive fire are equally vital. If a ship is down in the firing "queue", you cannot use all of its batteries offensively because you don't yet know what weapons your opponent will target it with. With batteries "frozen" like this, you might not be able to use them offensively at all.

T20 is first and foremost a ROLE playing game. The combat system is designed with PC's in mind, not just as a strategic simulator. the ship design sequence was designed to be compatible with HG, which is not a roleplaying game.

Also, more practically, the ship design system was done right after CGen and combat. Vehicle design was almost the last thing written. The ship computer rules were already pretty much fixed in place before any playtesters (myself included) saw the vehicle system.

How is this more practical? The fact that ship design was finished in no way excuses the fact that multiple groups worked on items that should have had them communicating to ensure compatibility, and they bloody well didn't. There are good reasons, that I can accept, for the computers to not mesh identically in size and scale. But that is not the end of the compatibility issues, which at some point were definitely expected to scale.

P223 THB

All T20 design sequences use common units:
Cost is given in Credits (Cr) or Kilocredits (KCr) or Megacredits (MCr)
Volume is given in vl, which represents about 10 liters of volume or 0,01 cubic meters of space.
Weight is in grams (g) or Kilograms (Kg)
Displacement is given in Displacement Tons.
Displacement is used for large vehicles like starships and spacecraft which are rated by their displacement; e.g. 400-ton Subsidized Merchant, 5,000-ton Destroyer. One Displacement ton is equal to the volume taken up by one ton of liquid hydrogen. This is approximately 14 cubic meters or 1400 volume. Displacement does not indicate weight or mass.
Energy Requirements and Power System Outputs are given in Energy points (EP)

P189/90 Travellers Guidebook for Players:

Common sense must be used when deciding whether scaling factors apply. For example, some starships carry anti-personnel or even anti-vehicle weapons for close support work. These would be treated as Lifeform or Vehicle attacks, because those are their intended targets. A tank plasma gun does not become more powerful because it is fitted in a turret under a starship, and likewise if someone were to build an orbital defense tank mounting a starship laser, this would be treated as a starship attack rather than a vehicular one. Maritime ships are considered to be Vehicles in almost all cases. Warships should be treated as mounting Vehicle weapons unless they have been specially constructed for the COACC (Close Orbit and Airspace Control Command) role. For example, some surface vessels mount lasers and particle accelerators for engaging starships, and meson-gun armed submarines are used my many COACC forces. These units could turn their weapons on other maritime vessels if they needed to, but they are optimized for engaging starship-class targets.


It is very clearly implied that the intention by SOMEONE was for the different vehicle classes to mesh and scale, otherwise it wouldn't imply that personal and vehicle weapons can be attached to spacecraft, nor that starship class weapons could be used on vehicles. or that starships and spaceships are just bigger vehicles. The fact that on page 247 of the THB in the vehicle mounted weapons table, the heavy beam and heavy pulse lasers and medium plasma and heavy fusion guns do exactly the correct amount of damage against a vehicle as a starship version, and once adjusted for scale, exactly as much damage against a starship as another starship does, indicates some scalability, even if the power required, if identical as indicated by the designation EP, is twice as much for the lasers and 40x for the plasma and fusion guns. And the sizes are somewhat skewed. And size and power adjusted by TL in the vehicle design but not the ship design. Granted these are the only four weapons in the list that are even remotely scaled :)


as for perfect mesh, bull. Few games have tried, and only TNE and GURPS really succeeded... and their design systems are a nightmare to work with riddled with problems, and not really any more realistic than the more abstract design systems.

Few games have tried simply because there have been few games with such different scales. Its been a while since I have looked at it but iirc Mechwarrior did a satisfactory, if not perfect, job combining personal, vehicle and 'mech combat, as one example I can think of.

Regardless of that fact, I stated that they should, not that the game designers of the world succeed in doing so. I am not commenting on other games, I am commenting on and trying to find a workable solution for problems I think are in T20.

What I don't understand, when you are quite familiar with how many people feel about the fact the design sequences only work together imperfectly, why are you trying to derail the topic with "That's the way it is so deal with it" arguments rather than using your formidable intelligence to help us come up with working solutions? What you said about the computers is a prime point. It works as an explanation, sort of. With some tweaking it could be totally usable as a home rule.
 
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Because there is (1) no need to retcon it to work except for some people's OCD tendencies and (2) I'm not attempting to derail, simply to explain why it is the way it is.

The whole point of T20 was to take as much of CT as possible and graft it on to d20 system Character rules. THAT IS WHAT T20 IS. That's what Hunter said he'd do, and what he did.

And while draft 3 (which was the draft when I joined the playtest) had a lot more differences from HG... but most of them were deemed by the majority of playtesters as excessive detail. If you want a unified design system, I suggest you play TNE, T4, or GT instead. CT, MT, T20, MGT do not. CT has 2 ship design systems, so does MGT.

I might go digging through the playtest subs and see if I can find the relevant bits from hunter about why he didn't make them buildable (aside from the fact that pure processing is not what the Core element is for a ship's computer).

And you can mount multiple redundant systems under T20. You just use whichever is in the best shape at the time. Just like in CT and MGT.
 
Well 1) that is your opinion, not mine, and 2) ok i can accept that.
You've explained that it was never meant to scale. OkeeDokee I can live with that. And I maintain there is no reason why it shouldn't have because it would have been just as easy to make the three systems mesh as it was to make them not. As far as just the ship computers vs the computers from the design sequence, I can accept the fact they are different. I can even rationalize away the fact i can build in the design rules computers functionally capable of running a starship for less space and at a much lower TL than the OEM versions of ships computers that are evidently TL handicapped in the data and control runs and feedback departments. I mean, its not like the equivalent of a modern science calculator for grade schoolers took us to the moon or anything. Or the fact that the programs used by starships are in the computer design section, not the ship design. That just implies things to me and it evidently doesn't to you. Fair cop. Different strokes and all that implies.

My opinion is the tonnage dedicated to the avionics equipment is all the heavy big stuff that flys the ship. The computers just coordinate between the three subsystems. I like Far-Traders solution. I might steal it once i have a chance to vivisect it.




The problem with grafting CT to D20 is that they are too fundamentally different to just do a simple graft.

So you could be sayin "Geez if he dislikes it so much why does he keep messing with it????" well its because I like it I futz with it. I can play it as is, especially with the Guidebook out to fix a few of the worst problems. So i futz with it and ask for opinions. Which I am doing here with my ideas for the computer portion of the ship design rules. So if we are done with the history lesson?......................

I postulate that the computer core is just that- and the subsystems do the heavy work. Far-Trader postulates that the subsystems are a combination of heavy equipment and sub-computers. I like that, and I might just be stealing it as stated earlier. Does anyone else have a comment on my solution? Or even a comment in general?


Addendum:

From P262 THB

THE BRIDGE
When designing a ship the term "bridge" is used to represent all of the command and control systems on board a vessel. In essence everything needed to run and control the vessels subsystems and make it all work, with the exceptions of the main computer, powerplant and drives.

Interesting.....
 
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