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Mailing List Logs for ShadowRN

From: Hobbes Patrol Headquarters <TYGER@****.WINONA.MSUS.EDU>
Subject: Re : Multi-skill ships
Date: Sat, 1 May 1993 16:17:11 -0500
>tyger,
>your thought about the chips is a good one, but i see a flaw (which
>may or may not be a good one) anyway.... A skillchip is plugged into
>a port which prosees the information. I am assuming that all the information
>is linked in cojuncuon with other functions that all help to utilize
>the same chip. it is the processes working in tandem...(raise your right arm
>line up trarget....pull trigger) that make the chip worth while...so
>overlapping unrelated skills may overload the skill soft. I think related
>skills should be allowed, but only one or two low grade...at least untill
>the next run against aztech :>

Well, note that my example (which I havn't had time to expand on) was all
social skills. Not an active one in the bunch. Active skills would be
another story entirely. Having a 'rambo' chip which gives rotor craft 3,
firearms 10 (Rambo, come on...) and projectiles 7? I think not.

>later,
>Iron Claw
> -it's late, so i don't feel like editing typos or coherency...
> live with it....

I know the feeling...

-Tyger

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"My sense of God is my sense of wonder about the universe"
-Albert Einstein
"What's right is what's left if you've done everything else wrong."
-Robin Williams
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(The above post)
-Tyger
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