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Re: New CA models
Posted: 18 Sep 2008, 17:46
by Pressure Line
KDR_11k wrote:Masure wrote:When you ve got a bot, whats the point using an optical scope since its head could have a zoomed/high res cam in its head ?
Having the targetting sensors mounted directly on the weapon means no compensating for movement inaccuracies and stuff, the sensors will always look exactly down the barrel. The head can then be used to search for threats in the area while the scope handles details once a target has been found.
the 'rule of cool' also applies.
and if you are going to get all-super-anal about it, you shouldnt have humanoid robots anyway, they are ghastly ineffiecient, and present a much taller (ie: larger and easier to hit) target than a vehicle of the same mass and density.
Re: New CA models
Posted: 22 Sep 2008, 13:51
by Saktoth
CA tries to be plausible and not use needless technobabble (though people are probably still going to call the anni a 'tachyon') but its not hard sci-fi, otherwise it would be nothing but nukes travelling near the speed of light fired at extreme range from spaceships (as soon as they manage to actually detect oneanother).
Re: New CA models
Posted: 22 Sep 2008, 23:55
by Neddie
I have, as in the past, two views on this.
Not explaining mechanisms within the limits posed by the gaming universe is in a way laziness. I explained the incorporation of targeting systems, nanoparticle emitters, cooling systems etc. in all of my designs.
They aren't necessary, but they add to the atmosphere of the content. It's also easier to derive designs and achieve cohesion if you understand why X ability is expressed through Y component on Z unit. Of course, it is best if while doing so you can avoid traditional technobabble which inevitably arises when you attempt to reconcile fantasy with reality. You're working in a fantastic setting, you can introduce laws and limits which are not those of reality.