Showing posts with label Robots as Spaceships. Show all posts
Showing posts with label Robots as Spaceships. Show all posts

Thursday, May 5, 2022

Process for building a Robot

After a few years of making tweaks to Robots as Spaceships, I think we've arrived at the end goal: the ability to make a robot from the spaceships book fairly simply and easily. Right now, all the pieces are there, but we need to put them together. What follows is a guide, but it will also serve as an index to all of those articles.

These are the steps for using Gurps: Spaceships (and a little bit of this blog) to build a robot in gurps:

Thursday, March 10, 2022

Robots as Spaceships: Coms and Sensors


Back when we were nitpicking the gun-bot, we took a look at its comms and sensors.  We found that the comms were very good, but that was tempered by the assumption that the spaceship would be using them in space. We also found that its sensors were quite lack-luster.

Thursday, February 17, 2022

The Gunbot Mark II

We started robots as spaceships with the gunbot, a simple robot intended to serve as the baseline for our exploration of building robots as spaceships. Now, I'm playing a game where I want a simple trackbot as the basic foe. Robots as Spaceships feels roughly complete at this point, and I present to you our new robot: 

Thursday, January 20, 2022

Robots as Spaceships: Small Armor Table

I've been calculating armor values for small spaceships for a while now, and its quite doable, but its a bit tedious, and if an error is made it can be difficult to catch. So I've build a page of armor values for small spaceships. I'm looking forward to being able to reference it. The image below is for reference: if you text you can interact with, highlight, copy, and so on, click here.


 
The DR given is the amount of DR per system of armor. Each system of armor is 1/20th of the total weight.

The weights follow the size/range table, which gives us three divisions in each size modifier. For more stats on spaceships of that weight, see Between SM's

The TL number is given because its useful when working with the "Boost" numbers for adjusting armor, also explaining the example armors that go up to a theoretical TL 15. The numbers I find myself checking the most are 6, which is basic Steel and thus the cheapest option, and 13, which is "Awesome Future Armor" in TL 10, which seems to be a great spot for Battlesuits and general space opera. 

I hope you find this table useful, and I hope you enjoy your robots!


Thursday, December 2, 2021

Robots as Spaceships: Paver-Guard Battlesuits

On the rim of civilized space, there are monsters. Alien beasts of every description imaginable. Some are hostile and irritable. Some are fearless and stealthy predators. Some are driven by strange hive-mind bent on destroying human habitation. Don't rely on exterminators to keep you safe. They will avenge you, but if you want to stay safe, you'll need Armor. Armor like PaverGaurd. 

I've talked about creating power suits and walkers in earlier posts, but I really only made one. Here I present a spectrum of TL 10 battlesuits of all sizes.

Thursday, November 18, 2021

Robots as Spaceships: Battlesuits Revisited


Earlier, I wrote a simple method for making custom sized powered armor in Gurps:

After you build the armor with the right DR, add 50% more weight to the armor, and you have a suit of powered armor. Look up the strength based on its weight here

Basing the cost of the system on the additional weight is fine for most of the armors given in those pyramid articles. The "true" cost is $70 per pound of added weight with no leg or arm cost reductions.

The problem is... this system doesn't scale properly. Armor up to about 150 lbs worked out right, but once that was passed, the battlesuits got better and better for their weight class, and posted incredible DR's, like a half ton suit of armor giving almost 450 DR at TL10!

I noticed that this weight of 150 lbs was the point at which the weight of the armor began to be larger than the weight of the wearer, and calculated a new formula for battlesuits weighing 150 lbs or more (which to be fair, is most of them). 

DR = Weight^(1/3) x 3.5 x TL DR Factor

The TL DR Factor is 3 DR at TL 9, 5 DR at TL 10, and 7 DR at TL 11*. Cost per pound of the armor is $1 times its base cost. 

*This is the same number as for 7.5 lbs of armor talked about in the article being updated.

With this new system, the battlesuits outperform the walkers in terms of DR until about the 1.5 ton mark... which is perhaps a bit higher than we wanted, but isn't a bad number.


Thursday, April 15, 2021

Robots as Spaceships: Walkers and Power Armor

So what is the difference between a combat walker and power armor? They seem to be a simple continuum starting with simple armor that strengthens the user and ending with giant mecha. Its not that simple though, and the more I've worked on making power armor and walkers work in Robots as Spaceships, the more distinct the two things become.

  • Power armor is worn, Walkers are piloted. 
  •  Power Armor only needs to bear its own weight and not get in its bearer's way. Walkers need to bear the weight of the pilot.
  • Power Armor must have its knees, elbows, shoulders, and hips in the same location as its wearer. Walkers can have these locations in the same places, but often do not.

Of course, art breaking that last rule is not exactly uncommon, but we can call that cinematic, and judge if it is a walker or power armor on a case by case basis.

Tuesday, March 16, 2021

Robots as Spaceships: Winches

The whole robots as spaceships line was started by my first attempt at cyberpunk, which learned very much on "cyber" and didn't do much with the "punk". The game had a heavy focus on machine combat in very urban environments. When I was designing different robots, I had this image come to mind of a robot firing a gun through a skyscraper window while suspended from a cable.

The cable and grappling hook are somewhat cinematic, with the most famous user of them being Batman, but robots that go up and down sky-scrapers exist today, primarily to wash windows. They typically are hung on the skyscrapers by some other means and then start moving around. 

This is a spaceship system to do that...

Wednesday, March 3, 2021

Robot Brains: The Skill Budget Model

In Gurps, perhaps the simplest way to give AI's skills to give them skills for being functioning minds. Which is to say, just like any other character. The skills are an intrinsic part of who they are. They can learn new skills the same way any other mind does, by studying, practicing, and through hands on experience. They can no more download a new skill than a human can purchase one in the form of a book. 

Friday, February 26, 2021

Robot Brains: Skills as Software

In our last post, we talked about limiting the ability of AI's to buy skills. Now that we've done that, we still need to know how much those skills will cost. There are two basic approaches: Buying skill levels, and buying skill points.

Wednesday, February 17, 2021

Robot Brains: The Limits of Purchased Skills

Artificial intelligence links two mostly unrelated parts of Gurps: Character points and Wealth. While skills can often justify wealth, and fancy tools can give a few mild bonuses or cancel enormous penalties, Artificial Intelligence almost demands that we stick a price tag on specific skill levels.  Without additional limits purchasing skill with money can warp a game very quickly. 
 
Fortunately, in most settings, such additional limits exist. Software doesn't just pop into being out of nowhere, and not all software works for all hardware or all operating systems, and installation of new software isn't instant and painless. 
 
Placing these sorts of limitations has a few welcome effects. They reduce the power of wealth and set a social baseline for what the players can expect. If most robots can only get riffle-14, but such robots are cheap, Players know what to prepare for, and establish their skill of 13 as workable but nothing special. These limits also make space for the exceptional. When the PC's run across a robot with riffle-16 instead of riffle-14, they will take note and at least wonder why this robot is special. It will let them know why they are considered elite, and what they need to accomplish to become elite in something else.
 

Tuesday, December 8, 2020

More Mechanical Horses

Previously, we built a mechanical horse for the broken clockwork world. That's awesome, but what else can we do with this horse? surely not everyone uses the same design? What will people want? What can we do with it? Here, we look at tweaks we can make to the horse using the spaceships design system.

Wednesday, November 25, 2020

Mechanical Horse: The Broken Clockwork World

The Broken Clockwork World is a 10 page PDF that was sold as one of 12 in a 3$ bundle on kick-starter. As such, its a fairly small PDF, and using the world probably requires a little expansion on the part of the GM. 

A big element of the Broken Clockwork world is its steampunk robots. One line in the PDF makes reference to soldiers on mechanical mounts or horses with gas masks. These have caught my imagination, and the image of troop of soldiers on steeds of iron is an awesome one.

Wednesday, November 18, 2020

Robots as Spaceships: Armor Options


In a previous post, I compared Gurps: Spaceships armor to the very best personal armor in Gurps, and came to the conclusion that spaceship's armor was weak, especially T8 body armor and ultra-tech armors. Since that post, I've participated in a few conversations about spaceships armor in Gurps. I still think that its on average weaker than it should be, but how much weaker depends on the context. Here, rather than advocating a single "one size fits all" armor tweak, I'm going to look at options for getting the sort of armor your game needs. 

Saturday, May 9, 2020

Robots as Spaceships: Common Chassis


In spaceships, the certain basic builds come up again and again. This is especially true of robots as spaceships. A lot of robots will want to use the minimal wheeled system, and basic humanoid robots will show up again and again. In this article, we will name these combinations, and list their statistics, so we don't have to specify "1 wheeled drivetrain, 1 power cell, 3 miniaturized armor systems, and a control system" every time we want to talk about the minimum wheeled robot. We'll just say "The wheel bot", and possibly link to this article.

Thursday, April 30, 2020

Robots as Spaceships: Flyers

Not all robots are bound to the ground or to the water. Some of them can fly! Here we look at the various options Gurps: Spaceships provides for atmospheric locomotion.  Some options we might want are missing: propeller systems are the most notable. Others we want to adjust the stats on a little, and still others we just want to understand properly. Most of the time we will be adjusting speeds down in the name of modeling real or fictional vehicles: the new lower speed we call "Downshifted".

While this article is part of robots as spaceships, its probably just as useful when building vehicles, and I suspect I'll come back to it more in that context than for robots.

Saturday, April 18, 2020

Robots as Spaceships: Quadcopters

In the last decade or so, consumer robotics has aquired an all star: the Quadcoptor. When we talk about a drone now adays, we're almost always talking about a quadcopter. Perhaps no robot has ever been produced in such numbers and made so available to the public.

In our Robots as spaceships system, this just means we need to use the helicoptor rotors from Spaceships 7, right? Well, we could. But quadcopters don't have the same performance as real helicoptor rotors, and they have very different costs and mechanics. They don't cost the same amount, and they don't move in the same way. Quadcopters use a very different steering mechanism from traditional helicopters. Helicoptors steer mechanically using "swashplates", while quadcopters vary their power to different propellers. The Quadcoptor method is more difficult to pilot and less power efficient than a true helicopter. Its also much simpler and cheaper to produce, and with modern electronics, piloting it is no longer a major issue.

So lets build a system for quadcopters in spaceships.

Wednesday, March 25, 2020

Robots As Spaceships: Swimmers

As a sequel to terrestrial motive systems, we will be looking at aquatic motive systems. This time, we will be looking less at cost, and more at speeds when using small size modifiers. We will be inspecting Ballast Tanks, Underwater Screws, Surface Screws, and Flexibody Drive-Trains. All of these systems are from Pyramid #3/34

Saturday, March 14, 2020

Robots as Spaceships: Terrestial Motive Systems

There are many jokes about physicists and frictionless vacuums. Space is the rare environment that is a frictionless vacuum, and that makes calculating spaceship movement strangely simple, if foreign to those accustomed to terrestrial movement. When on the ground, a host of forces acting on a vehicle create a complex environment to move through.

A complex environment many of us have an intuitive grasp of, and we notice when things are a bit off. We plan to use Spaceship's Motive systems in a lot of our robots, and its worth tweaking a few of the numbers.

In this article, we'll be looking at tracks, wheels, and legs, the simplest and most common motive systems for robots in fiction (along with hovering, which suspends disbelief about its performance along with everything else). Legs come from spaceships 4, while wheels and tracks come from Pyramid  3/34.

Saturday, March 7, 2020

Robots as Spaceships: Responsive Movement


In our analysis of the Gunbot, we noticed two ways that robots could move. About half of them moved similar to humans, with a base move of 5 and a very similar top speed. They could move as far as they wanted in any direction, but they had a very low top speed. They moved like a person. The other Robots have very small base moves but much larger total moves. They took a few seconds to get up to speed. This sort of movement we will call "train-like".

Spaceships uses train-like movement, with the minor exception of leg systems, which start off person-like but get more train-like as leg systems are added. Its likely that both types of movement can be engineered and each will be engineered for different purposes.