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Mailing List Logs for ShadowRN

From: Veskrashen veskrashen@*******.com
Subject: More ideas on cranial ware...
Date: Thu, 25 Feb 1999 23:01:09 -0600
Actually, my idea for the automapper was more of an outgrowth from
my quest to find an alternative to the combat computer. This is what i
figure so far:

The combat computer consists essentially of 3 parts: the processor,
program, and input/output devices.

Processor:
This has to be fairly heavy duty, as the ammount of calculations
required to keep track of all the essential data on about 21 targets
(the number a character with cybereyes, cyberears, a orientation
system, lvl 1 combat computer and an intelligence of 8 can track at
once) is simply staggering. Combine that with the tactical expert
system, and it expands even more so. So, that means that a great deal
of the essence loss for combat computers is in the processing power.
However, according to several sources, regular computers are much less
powerful than a cyberdeck, and even the hottest tortoises can only
equate to an MPCP rating of 4. So, to me, at least, that means that a
cranial MPCP 4 with a math coprocessor should be able to run any
programs neccessary for the combat computer. Which brings me to:

Programs.
The combat computer program consists essentially of target
tracking, threat evaluation, and the tactical expert system. To me,
the target tracking gives you your bonus to hit (giving fire
adjustments based on relative motion and range), the threat evaluation
gives the initiative bonuses (less time spent trying to figure out
what to react to, but doesn't let you think any faster), and the
tactical expert system predicts target motion and such to aid in
planning. The first and second could be obtained from a Sentry gun's
programming, while the third would be a smartframe type program
running a tactics program based on the DINAB system. This would have
to be programmed up by a decker with a lot (read 8+) in a small unit
tactics knowledge. I figure the programs have a memory multiplier of
about 8-10, just to make them big enough to really take a while. Add
in the fact that they probably were done up with something along the
lines of the Optimization option, and that's a hell of a big program
to code. This program could probably be contained on either headware
memory or a datasoft in a softlink or datajack.

Input/Output.
This is actually the hardest part of the system. I believe (since
it doesn't contain any references to needing a display link, or
cybernetic eye enhancements of any sort) that the input and output
system is based on simsense, or more likely skillwires. I say this
because the combat computer has to gather data from at least 3
sources: eyes, ears, and inner ear (for platform motion and such). A
skillwire system would also need these sorts of input to function
correctly. So, theoretically at least, a combat computer analog could
run off a skillwire's input.

So what does this all mean?

Well, if you accept these premises, then theoretically a character
with a skillwire system (input), an encephalon (output), a cranial
cyberdeck (actual processing) and sufficent memory could modify the
interworkings between all these systems (probably by modifying the
encephalon) to produce effects like those obtained by a combat
computer.

Here is how i think it would work: First, the basic program rating
of the combat programs (remember, there are 3), can be no more than
1/2 the MPCP rating. A math coprocessor will add half it's level to
the MPCP rating for purposes of this calculation. The system's
effective level is limited by it's input, so make it (base rating of
program) + (encephalon rating) + (skillwire rating * 2). This is not
an automatic advancement to the base rating, however; all the regular
rules for enhancing combat computers apply. In addition, by running
these programs, you effectively forfeit some of the benefits of the
above systems: -1 die from the task pool for every program running; -1
from the effective MPCP rating for every program running, minus an
additional 1 for every task pool die that you do not have (ex: 3
programs running, task pool of 2, means the remaining program further
reduces the MPCP by 1); and each program counts as 1 skill point being
used by the skillwire system.

What this means is that the character who wants a combat computer
but doesn't want to give up flexibility can now use those abilities if
he or she needs to, but still have other options open for when he or
she is not shooting things. Oh, and the system load delays and
softlink system load delays would take effect when these programs are
loaded into memory, so to speak. So, if a character were to
discontinue using the programs (for example, to get back the MPCP
factors to deck well), then they would have to sit through the SLD and
SSLD before they could use any of these programs. Also, they can limit
which programs to use. They may only have the threat analysis up at
any onr time, but bring up the other two when expecting a serious
fight. This method also requires a lot more forethought and planning
to get the most out of it, as opposed to the combat computer. it is
also not significantly less expensive, and a lot more costly in terms
of time and effort to procure. Any additional linkages required by the
system would probably not require more than .1 or .2 essence.

But this is all just MHO.

-Mojo.

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