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> Random question on mechanics, Probably a stupid and easy question, but...
Juca Bala
post Nov 1 2011, 01:56 AM
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Hi, when you attempts to repair or upgrade a drone, you should use the "Mechanic" active technical skill, right? But what mechanic? Ground, aerial? I need one skill for each type of drone? This seems excessive, maybe a "Mechanic: Drones" skill should exists?
Any thoughts on this?
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Tanegar
post Nov 1 2011, 02:00 AM
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Depends on the drone's mode of locomotion. Alternatively, go for Industrial Mechanic as the catchall small-machine repair and maintenance skill.
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Daylen
post Nov 1 2011, 02:19 AM
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I've oft lamented the implicit specialization demanded by active skills in SR. On the other hand rifles and shotguns and assault rifles are considered separate skills. I assume this is to enforce differentiation of characters though it leads to oddities as you have run into where one will have a hard time fixing one drone over another because of the propulsion methods not the complexity of the drone.
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Brazilian_Shinob...
post Nov 1 2011, 03:15 AM
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I agree with Tanegar, "portuguese Fast Jack". Go with the locomotion system of the drone.
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Yerameyahu
post Nov 1 2011, 03:23 AM
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Maybe, Daylen, but it seems pretty clear in this case. If the drone as a whole is damaged, you'd better be an Aero Mechanic to fix it if it flies. For more specific applications, like modding, I believe Arsenal specifies the appropriate skill instead.
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Juca Bala
post Nov 1 2011, 11:50 PM
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Thanks for all the anwser, guys, and, Yerameyahu, in Arsenal its writen only "Mechanics", this is the source of the initial confusion... I think I will go with a new Mechanic Active Skill for all kinds of drone... this way, if someone skilled in Mechanic - Ground vehicles wants to repair a crawler drone, no sweat, but he will have trouble repairing an aerial one, while someone with Mechanic - Drones, can repair any kind of drone, but no other kind of vehicle.
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Dakka Dakka
post Nov 2 2011, 06:27 PM
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Or you could take the Mechanics group. Then you can repair all vehicles manned and unmanned and all machinery.
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Tymeaus Jalynsfe...
post Nov 2 2011, 06:29 PM
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QUOTE (Dakka Dakka @ Nov 2 2011, 12:27 PM) *
Or you could take the Mechanics group. Then you can repair all vehicles manned and unmanned and all machinery.


Well, That is just Crazy... (IMG:style_emoticons/default/smile.gif)
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Yerameyahu
post Nov 2 2011, 07:12 PM
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Weird, Juca Bala, sorry. (IMG:style_emoticons/default/smile.gif) Could've sworn Arsenal listed the kind of Mechanics.
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Dakka Dakka
post Nov 2 2011, 07:45 PM
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It lists what kind of other skill might be needed, like Artisan for example. The type of mechanics depends on the vehicle being repaired/modified.
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Yerameyahu
post Nov 2 2011, 08:01 PM
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Which is simple and true; I just thought they were explicit. It's easy to imagine mods that don't necessarily require a skill based on the drive category.
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Mardrax
post Nov 2 2011, 10:13 PM
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QUOTE (Juca Bala @ Nov 2 2011, 12:50 AM) *
while someone with Mechanic - Drones, can repair any kind of drone, but no other kind of vehicle.

Drones are Vehicles. Grouping all those up would just mean giving tinkerers a discount of 6 BP per skill rating over just picking the group.
You want to be Mr FixIt? Take the skill group like Dakka Dakka suggested.
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Yerameyahu
post Nov 2 2011, 11:42 PM
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I wouldn't allow 'Drone Mechanic' anyway; it doesn't make sense with regard to the existing Mechanic skills. It's fine as a spec.
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Ol' Scratch
post Nov 2 2011, 11:54 PM
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There's nothing stopping you from introducing a new skill. Just ask your GM if "Drone Mechanics" would be okay, with specializations based on their general category. I can't imagine anyone really having a problem with that.

(Oh how I miss the old defaulting rules...)
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Tymeaus Jalynsfe...
post Nov 2 2011, 11:59 PM
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QUOTE (Ol' Scratch @ Nov 2 2011, 05:54 PM) *
There's nothing stopping you from introducing a new skill. Just ask your GM if "Drone Mechanics" would be okay, with specializations based on their general category. I can't imagine anyone really having a problem with that.

(Oh how I miss the old defaulting rules...)


I would not allow it.
There are already perfectly good skills for that. New skills are for instances that are not already covered by existing skills.

Here is the relevant Quote:

QUOTE (SR4A, Special Active Skills, Page 128)
Should a gamemaster deem that a new skill is called for and presently unaccounted for by the system, he can allow it in his game. This should be done rarely, however.
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Yerameyahu
post Nov 3 2011, 12:00 AM
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It makes as much sense as introducing a new Firearms skill to the existing set.
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Ol' Scratch
post Nov 3 2011, 02:00 AM
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It's no worse than that fucking stupid Automatics skill.
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Yerameyahu
post Nov 3 2011, 02:17 AM
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Which is why you'd fix the existing skills, not *add* one to them. (IMG:style_emoticons/default/smile.gif) Currently, they don't overlap. It would be very odd to add a new, overlapping one. Which is what Drone Mechanic would be.
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Ol' Scratch
post Nov 3 2011, 02:47 AM
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I wasn't commenting on that. I was commenting on the "there are already perfectly good skills" bit. Automatics demonstrates that there's a place for a skill like Drone Mechanics, doubly so since it's a minor, secondary skill set with no direct combat application. There are also skills with overlapping applications; Con and Disguise, First Aid and Medicine, and Dodge and Gymnastics for instance.
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Yerameyahu
post Nov 3 2011, 03:28 AM
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And those are each problems to be fixed, not examples to emulate. (Triply so for freaking Gymnastics.)

Automatics doesn't demonstrate anything about Drone Mechanic, except maybe that broad skills like that are bad. People dislike Automatics because it covers too many distinct categories, so Drone Mechanic would just as problematically make you able to work on airplanes, walkers, crawlers, etc.
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Ol' Scratch
post Nov 3 2011, 03:38 AM
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Actually, the assumption is that drones are built-as-drones as opposed to converted vehicles, and that they are all relatively similar save for their specific mode of locomotion. But all of the important stuff (sensors, remote control systems, etc.) are all very similar if now downright identical. Being able to build and repair them wouldn't mean you could work on the full size vehicles anymore than my ability to build and repair an RC airplane (which I can and have) means that I can build and repair a Boeing 777 (which I definitely cannot). In this case it's very much like Automatics vs. Long Arms/Pistols/etc.

And I'm not saying the skill system is fine as is. But this isn't a discussion about fixing the skill system. It's about adapting to what's there and, as per this subtopic, asking the GM if it would be okay to add a skill similar to other ones available in the game.
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Yerameyahu
post Nov 3 2011, 11:23 AM
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How can they be relatively similar? Drones run the gamut from spider crawlers to scramjet missiles. You can't just 'except' the largest difference.

Sensors and RC are the same for all vehicles. You're describing 'Hardware' or something.
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Dakka Dakka
post Nov 3 2011, 11:42 AM
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QUOTE (Yerameyahu @ Nov 3 2011, 12:23 PM) *
How can they be relatively similar? Drones run the gamut from spider crawlers to scramjet missiles. You can't just 'except' the largest difference.
Look at the various engine mods. If you apply it to a gasoline engine, this would probably work similarly whether the motor powers an air propeller, a water propeller or an axle with wheels.

On the other hand adding smart tires to a dobermann shouldn't be much different from adding them to a Tata Hotspur.

Oh and don't forget the possible munchkin exploit of Drone Mechanics: Just add Rigger Adaptation, which should be an application of the skill, and any vehicle becomes a drone.
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Yerameyahu
post Nov 3 2011, 12:42 PM
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That's kind of my point, Dakka Dakka: the skill used should be specific to the *mod*. (And I'll bet you the Heimdall doesn't use a gasoline engine, heh.)

On the other hand, repairing a damaged helo drone might be wholly different from repairing a crawler, so Drone Mechanic wouldn't be fair there either.

I think it's assumed that only Drones (listed category in the books) are drones for the proposed skill, though I'm saying even the canonical examples are too diverse. (IMG:style_emoticons/default/smile.gif)
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Ol' Scratch
post Nov 3 2011, 03:41 PM
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QUOTE (Dakka Dakka @ Nov 3 2011, 05:42 AM) *
Oh and don't forget the possible munchkin exploit of Drone Mechanics: Just add Rigger Adaptation, which should be an application of the skill, and any vehicle becomes a drone.

First line of my last post:

QUOTE (Ol` Scratch)
Actually, the assumption is that drones are built-as-drones as opposed to converted vehicles, and that they are all relatively similar save for their specific mode of locomotion.
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