Crew Insurrection, Master Computers, Balance and Foo.
<ramble>
Some odd thoughts, that probably need to be used together to maintain some semblance of balance --
* Perhaps MCs should give invulnerability to Crew Insurrection, because there's no crew, and likewise a measure of Psychic Cloaking (fewer minds to detect. At least, that's the Telepath/Empath interpretation; the Clairvoyant interpretation of Psychic wouldn't care too much. Hrm.)
* ...but, if so, MCs should probably be vulnerable to cracking via either (or possibly both) higher levels of Computer Combat (e.g. 1-3 damage MC, 4-6 *subvert*) or an intel op (that requires not only Intel, but also Computers or possibly Computer Combat). And Computers/Computer Combat are available to everybody, not just psychics...
* ...and, since MCs would still be mostly less vulnerable (how many research Computer Combat now, versus use Crew Insurrection -- which is easier, and infinite range?) than they are now, how about an experience cap? Should a MC be able to achieve the same degree of skill as a human crew? Trajectory calculation, sure. Interpreting and anticipating enemy manuevers, maybe not. Even in 2400, I'd have to question that. So maybe to balance things and make MCs a not quite as clear choice (even for big ships where the saved space is nifty), they should be capped at, say, 10%/level -- so if you expect your ship to survive long and you really, really want that +40-50%, you need a live crew. Crueler people might suggest instead +5%, +10%, +20% -- i.e. a MC ship will never get better than the limit of a Ship Training Facility.
And refitting between MC and crew, either direction, zeroes the experience bonus.
</ramble>
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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