From: | Rune Fostervoll <runefo@***.UIO.NO> |
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Subject: | Today's state of the art VS. SR design options |
Date: | Mon, 10 Nov 1997 00:14:06 +0100 |
options which *TODAY* is state of the art, is also 'design improvement options'
in SR. This goes for both guns (gas vents, silencers, shock pads, folding
stocks etc) and vehicles (custom engines, roll bars, turbo option, etc.).
(Was the turbo option taken out of the R2? I think it was, but not sure).
This is IMHO a mistaken way to think about it. SR is in 60 years. It's an
okay way to *EXPLAIN* the changes, but it is not valid reasoning for realism.
How much has technology advanced the last 60 years? Quite a lot. Completely
new things is nukes, computers, space travel, television, jet engines, velcro,
teflon, and so on. Sciences that has gone through multiple paradigm advances
in chemsitry, metallurgy, medicine, sociology, physics, economy.
(To name a few). 60 years ago, aircraft were, while not new, still mostly
requiring double or even triple decks to get enough lift to take off. Their
weapons were either hand guns or, for the more advanced, fixed guns.
Today aircraft, while looking the same, is supersonic monstrosities able to
easily carry 20 tons of guns, bombs and missiles, may go halfway across the
world, and can find and destroy any target within hundreds of kilometers.
We cannot imagine the advances made for the next sixty years. What we can
be fairly certain about is that what is state of the art today is hopelessly
outdated in 2057. Using a gas vents then would, most probably, be far *worse*
than regular weapon designs. Cased/Caseless? Get serious. Caseless two stage
guns, perhaps chemical variable charges? Whatever. Explosive ammo? Sure.
It doesn't specify what explosives it is, or how it works, which is good.
Nanobot disintegrator rounds? Heartseeker target systems? Cardiac arrest taser
rounds? Even today's magscopes/vision gear is better than the systems in SR.
(Modern sniper gear has scopes which sees through walls, and can ID and kill
targets -through a wall- a few kilometers away. The rifle in question has
such a recoil that, if firing it more than ten times in a few minutes, you
suffer some effects from concussion - teeth fall out, that sort of thing.
Bruising? Make a guess...).
There's a reason for this. They do not want to fall into the StarTreknology
trap. Tech should not intrude more than necessary. Things should rely on the
players' ingenuity and their interaction with a predictable environment, rather
than 'We need to reverse the polarity of the.. um.. field generators' kind
of solutions. Purely technical solutions to problems should be kept to a
minimum.. even at the cost of some realism. Within this system, there should,
and must be, technological consistency. You get that by assuming a few
key technologies work as improvements (gas vents, cybertech, smargun links etc)
and extrapolating and abstracting it. In R2, you get load, max speed increases,
etc. out of a theory that a number of techniques - mostly unspecified - work.
Now naming parts of these unspecified technologies might or might not improve
matters. In that manner, R2 is perhaps a bit too detailed.
Well, I'm rambing. I don't think I made the point I set out to make. Still,
it should inspire a thought or two on the subject.