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YOUR Changes To Computers

Originally posted by Jame:
How would any of you change the computers in any version of Traveller?
In CT, I scrap the existing combat damage system and use one similar to HG. Each computer hit reduces the effective model number rather than potentially crashing the entire system.
I view Book 2 computers as multi-node networks rather than a single, large mainframe. A hit knocks out part of the net, reducing overall computing power but leaves the rest of the net intact.
 
I use an all or nothing damage status in MT. Either it has not taken enough hits to KO it, or to destroy it; there is no damaged status.
 
I think Piper's view is more like how military systems are actually built. Or at least, would be built in the time of the 3I. Today, you hope for a smooth degradation (rather than outright failure). You also have a couple of redundant systems to give you a long time before you start to see degradation if possible.

All or nothing reminds me of systems not designed by engineers...
 
I just posted this over on The Fleet but it fits here
Iemember my first computer (the one I used to write the Unfinished Thesis in the 1980s) had 64 K RAM, no HD and only the OS in ROM. The Apollo navigation computer had an incredible 48K (incredible for the 1960s). But traveller just missed the whole integrated circuit revolution, so computers after TL6 are garbage.

Interface? That is what the bridge tonnage is for. Controlling the engines? Then why don't they blow up or shut down when the computer is battle damaged? Life support? Same. Computing a jump can't be that hard because in Book 2 it takes computer "space" comparable to normal space navigation. And a 8086 in a 1980 IBM PC can handle that.

But in terms of game effects a CT ship's computer handles navigation and combat targeting, +1/lvl (High Guard rules) So I assume that those functions are handled by dedicated processors, either on the bridge or weapons themselves. The tonnage and cost in ship design ultimately only affects targetting so I keep the DTons the same and assume it is a sensor suite. The only real difference in game terms is on my deckplans where I make sure my sensors (that were "computer") have access to the outer hull.

I understand there have been some recent rules supplements wit detailed sensor rules this is incompaable with. I would rather ignore suppements I have never seen and keep the shipyard rules close to canon.

My "Ships Computer" is a processing unit that serves as a router for the dedicated processors for various systems, a server for mass storage, but mostly as a crew interface. It is a minor part (0.5 dton? 0.01 Dton? I won't say so I won't be wrong) of the bridge percentage. I wrote the following as gudelines for the interface. They could be extended to robots, come to think of it.
Uncle Bob said,
These interfaces were generally standard on computers at the appropriate TL, no extra cost. They were first introduced on dedicated research machines, +1 TL on ship and office computers, +2 TL on personal computers, +3 TL on handheld computers. (ie, at TL 13 your Ships computer may be an AI, and you're pocket PDA would have an Artificial Personality.

Punchcards & teletype (TL5)

Keyboard & CRT (TL6)

Verbal Interface (TL7) Just uses verbal commands and spoken responses instead of the keyboard. Think classic Star Trek. I used maritime protocals to prevent mistakes from misinterpreted orders (if it works shouting orders in a gale, it should work for a dumb machine on a quiet bridge.)
For example, "Shut down engines"
Shut down power plant, aye
"Belay that! Secure the MANEUVER drive."
Belay shut down power plant, Secure maneuver drive, aye.
pause
Maneuver drive is secured

Artificial Personality (TL9) Adds social amenities, but may not always be appropriate (like the ship in Hitch Hikers Guide). Seldom used for crew functions, but often for PDA.
Good morning, Ms Vanaprul, this is the morning of your seventh day on "The Duchess of Regina", and thank you for choosing Tukhera lines, the safest way to travel in the Spinward Marches. Breakfast is now being served in the lounge, or a continental breakfast can be sent to your room. The Captain asked me to tell you that we did not come out of jump as expected last night, and that may cause some inconvenience. Have a GREAT day.

Artificial Intelligence (TL12) The computer is aware of it's environment and can draw conclusions and make appropriate choices, but, like an idiot savant, only in some areas. Like Hal 9000,
We have a problem in engineering, Captain. I know we have been using it heavily, but following the guidelines programmed at the last overhaul, I am shutting down the maneuver drive for repairs.
With expert systems (and sometimes a manipulator or robot) installed it can act as a crewman in an emergency at a skill level 1/2 the expert program.

Self Aware (TL14) We are talking about a full silicon-germanium NPC here. Its feelings can be hurt (although it also has professionalism) and with social skills even.
When I was fixing the coolant leak after the Pirates chased us, I saw some suspicious tool marks on the fittings. Captain, I know the manager of Smithson's Shiprights is a friend of yours, but the pirates may have bribed one of his techs. I suggest we get our repairs done in a different yard this time.
A self aware computer can take full advantage of Expert systems, and may or may not pass port clearance regulations as a crewman.

At TL16 we can have fully automated ships.

You can also buy "expert systems" that will assist a player with specialist knowledge and proceedures.
If the PC has no expertise in that field but a basic understanding of the tools and equipment (i.e. a Engineer trying to Navigate, etc), he can perform as if he had a skill of 1/2 the program level. If the character has at least one level of the appropriate skill he can use his skill or the programs skill, whichever is higher.
TL applies to engineering programs: -1 for ecery 2 TL higher, -1 for every 3 TL lower. I.e., a +2 TL10 program is +1 with a TL12 or TL13 drive, no help with a TL14+. A +2 TL14 pogram is only +1 with an old TL8-11 drive

Price varied. Ship skills were about a 100KCr/level.
NOTE: these are probably as broken as the original rules, but good Lord willing and river don't rise, we won't know that for another generation. They are already twenty years old and holding up pretty well.
 
I just take Computers as the rules (mainly MT) present.
After some working experience in the control and security section of a nuclear power plant and in a nuclear research facility I started to accept vast volumes of Traveller computers and control systems.

I handle Computer damage the MT way and as Piper presented, by decreasing the computer number, so computer performance it decreased step by step upon damage.
This is because of the use of highly redundant FPGA system, which are able the change their circuit layout dynamically in order to fullfill different jobs.

Regards,

Mert
 
From what I've seen in T20 (which is all I feel comfortable discussing), a T15 program is an AI. From the prices offered for starship computers, I assume that all the software is already included in the price.
 
I basically scrap the space requirements (incorporated in the duty stations) and greatly reduce the costs (at least a factor of ten).
 
I am concerned far less with ship computer rules (I treat the full tonnage/price as including periferals, extensive input/output systems, backup computers, sensor processng equipment, auto-repair systes and a cyberspace jack), and far more with the other computers - I usually set the hand computer's TL to late 7, with TL8 having a pocket computer; other personal computation systems are cheaper, lighter, lower in TL and more common than in the OTU.
 
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