Came to an interesting realization while making a NPC character:
Skillsofts can only provide ACTIVE skills, not KNOWLEDGE skills, per RAW in the EP core
Gear section.
Any thoughts (Game-Mechanically or In-setting wise) on why this should be?
Wouldn't 'knowledge' be easier to code, versus actual-applicable skills,
which is what Active Skills represent?
Not seeing this as a good or bad thing - just struck me as an interesting thing to limit...
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Skillsofts: Why Active Skills Only?
Sat, 2011-09-10 02:55
#1
Skillsofts: Why Active Skills Only?
Sat, 2011-09-10 08:28
#2
Re: Skillsofts: Why Active Skills Only?
In SR4, knowledge skills are covered by simple data, basically. Google it, or buy Macrame for Dummies 2.0.
In EP, I guess I never thought about it. :) One issue is that Know skills only do what the GM says they do. The occasional Complementary bonus, or a recognition or planning roll. Personally, I'd just let them default using a bonus based on how good their data/research was. Until they got the real skill. I wouldn't characterize it as a limit; skillsofts are expensive, and Know skills wouldn't be worth it. I guess the character can do what they like, of course.
Sat, 2011-09-10 09:00
#3
Re: Skillsofts: Why Active Skills Only?
Skillsoft are actually forks pruned off any personality and memories, leaving only the skills.
the Skillware 'reads' the synaptic map of the skill and imprint it in the brain of the bearer.
Now imagine the possible plot hook if someone gets a soft that hasn't been properly pruned.
He or she would get memories attached to the skill. *evil cackle*
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Sat, 2011-09-10 18:53
#4
Re: Skillsofts: Why Active Skills Only?
Alternatively, imagine skillsofts that slowly integrate, rather than requiring them to be installed in an implant, or provided an unlimited bonus. Suddenly, the technology exists to make anyone competent at anything without effort, or make them a genius overnight. The divide between rich and poor grows even further, as the wealthy turn themselves into geniuses by mentally clicking the download button. The few desperate enough to turn to black market skillsofts occasionally get a good deal, but the majority end up insane due to incompatability, or deeply indebted to crime lords. Just enough aren't snared, however, to make people think it's worth it.
It doesn't even need a sinister angle to have scary consequences.
Still, if you want a Firewall-friendly X-Risk included, a new set of skillsofts are released as freeware, including a very basic skillsoft implant, which actually do at least a little better than what is currently on the market. However, it leaves unusual flaws and holes in the skills people develop. These seem innocuous, but people start putting two and two together and notice the perceptual holes have some rather unpleasant similarities...
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Sat, 2011-09-10 21:11
#5
Re: Skillsofts: Why Active Skills Only?
That's actually what happens in Deus Ex Human Revolution, Axel
People who don't have neural augmentation are less productive than the one who are augmented, and risking to loose their jobs because of it
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Sun, 2011-09-11 03:28
#6
Re: Skillsofts: Why Active Skills Only?
You know, that sounds just like education. Or computers. That turned out to be some scary shit that really left the poor in the dirt, eh?
Sarcasm aside, that's a socialist maladaptive meme you're running around with there. If you stop and look at reality, then advantages that can be bought for money end up working out better for everyone - they provide wealth for society making everyone richer so more can afford it, while the advantage is put under price pressure, making it even wider accessible.
Sun, 2011-09-11 12:12
#7
Re: Skillsofts: Why Active Skills Only?
Technology is great to allow access to education and information, but also creates a serious competitive breach between those that can access the technology and those who cannot. In a lot of countries there are programs to reduce te "digital breach" between cities and villages. Or UN programs to facilitate internet to childs in poor countries.
I think that is just a MUST, with two sides. If you grab it, technology will improve your live, if not, you´re wasted.
And returning to the topic, some knowledge skills could be eassily implanted by skillsofts, specially languages, interest or other consultation skills. In example, if you speak spanish, you could easily use a italian skillsoft, or Interest: Hypercorps, that is a data intensive. Other skills that require abstract thinking or creativity like engineering, programming or drawing must be learned.
Sun, 2011-09-11 13:09
#8
Re: Skillsofts: Why Active Skills Only?
Well, we know that the mesh (vaguely) offers instant translation. Presumably, this means there are near-perfect linguasofts, and freely available. It's hard to resolve this kind of access with the existence of knowledge skills at all, really, except for cases of secret information.
Sun, 2011-09-11 22:39
#9
Re: Skillsofts: Why Active Skills Only?
It's not socialist. Populist, maybe, but not socialist.
Education, it should be noted, does create sizeable differences between the wealthy and poor. Someone who can't afford the training will never be able to be a nuclear engineer, even if they're an autodidact who is just as, if not more, capable. However, this is not even close to the same kind of divide that appears between the rich and poor in situations like this. The ability to buy skills means the wealthy can do in minutes what someone without their resources takes years to do (if they even have the natural ability to do it at all).
This means that, while others are struggling just to learn, they've already bought the skill and are leaping ahead of their competition. This isn't even the start, either; the increased earning power one purchase gives them allows them to make more. Someone who buys a super-skillsoft can suddenly become incredibly capable, allowing them to buy other productivity enhancers like nootropics and thought accelerators.
By the time one of their peers is even capable of an entry level job, they're already supremely well-established and more capable. That's before we enter topics of the resources they already have at their disposal, of course.
Now, do I think the technology should be banned? Of course not. I believe the benefits outweigh the problems. However, does denying the problem make it any less real or potentially horrific? Again, no.
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Mon, 2011-09-12 04:20
#10
Re: Skillsofts: Why Active Skills Only?
So what you're saying is, you think skillsofts are a problem because the average guy will be jealous of the rich having access to them? That's a strange argument.
There is no problem.
So someone can skip years and years of education. Why is that a bad thing? You get say 5 years of productive work extra over their lifetime, that's good for everyone in society. And they don't take up spots in education, pressing prices down so not so wealthy people can afford top education, also a bonus - and that trickles all the way down to the bottom. It might suck for highly paid ivy league teachers though.
So it makes people incredibly capable. Is society really worse off with more people like Einstein and Steve Jobs? Of course not. Everybody wins when such creative and productive people work.
Even if we forget the fact that such tech tends to drop rapidly in price and become widely available, even if it remained forever expensive, it would be a good thing, wouldn't it?
Except for the jealousy populism thing of course. But that line of thinking, "sure it is better for everyone but compared to what that guy is getting, it doesn't do enough for ME", just never sat right with me. It is like complaining about HIV treatments because Africans can't afford it - the problem is obviously not the treatment, it is poverty, and that's what should be adressed.
If you want to argue the need for universal tax-funded access to at least basic skillsofts if such are developed, I'm all with you (just like how I feel about education and health care today). But that's a political decision that is independent of the technology, which would benefit all whether you're living in the very inequal USA or the Danish welfare state.
Mon, 2011-09-12 04:43
#11
Re: Skillsofts: Why Active Skills Only?
It doesn't sound like you two are disagreeing, though. Both said that the technology is useful, and both said that its interaction with existing class divisions *is* negative, for the reason that class divisions are negative.
Mon, 2011-09-12 06:34
#12
Re: Skillsofts: Why Active Skills Only?
In-setting wise: active skills are procedural memories, the perception-action loops that involve the frontal cortex, basal ganglia and cerebellum. Knowledge skills are largely semantic information, stuff that go into the association cortices.
It could simply be that it is much easier to add enhancement to the more well-defined basal ganglia system than to the general-purpose cortex. Or there could be a different enhancement for knowledge skills: a semantic upgrade, allowing direct addition of "knowledge" to the brain. Maybe this upgrade exists, or it existed but has been widely removed since the Fall: it tended to get infected by certain kinds of infoviruses in a very bad way. Or it could be the McGuffin in an adventure: Cognite is now presenting its new semantic upgrade, and various factions want to get hold of it for various reasons.
Game-wise I don't see any reason to limit to just active skills.
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Mon, 2011-09-12 07:14
#13
Re: Skillsofts: Why Active Skills Only?
Easier way to do that: yourmuse knows your language (she has been with you like forever...), and "machine code". All muses and tech devices work with machine code, so the translation (even between people) goes like this: character speaks, his muse translates to machine code and emits, muse/device gets the machine-code orders/phrase and acts accordingly (a muse would translate from machine code to her owners preferred language).
As for the "banning" on knowledge skills, it's quite simple: you could exploit the game mechanics to have a lot of knowledge skills that would give a bonus to other skills (like having Know. Nanotechnology giving +10 to all programming tests related to make stuff with fabbers, for example). It's simpler to just say "no" than to patch it with more rules.
Also, most knowledge can be checked real-time (unless you are out of range from a big habitat... remember that people tend to take databases with them to exoplanets), so having the skill directly chipped inside the skull would be just quicker... and more limited since you cannot have more than a certain value of skills.
Mon, 2011-09-12 07:54
#14
Re: Skillsofts: Why Active Skills Only?
I'm not saying it'd be overpowered; quite the opposite. It'd be a huge waste of resources to get level 40 knowledge skillsofts. I was just saying it's kinda weird that Know skills even exist, with the mesh there. :)
Mon, 2011-09-12 08:13
#15
Re: Skillsofts: Why Active Skills Only?
My guess is that no-one in-game thinks they'd be worth the expense. My interpretation of the fluff is such that data is pretty widely accessible, and the Research skill should cover pretty much any knowledge you don't have; similarly, (as as was pointed out above) storage is so cheap that taking enormous databases of information with you should be trivial. Thus, it would seem to be an unnecessary expense to both produce and implant a skillsoft that contains data only. You'd be better off pumping your research skill :P
From a design standpoint, it might be a way of emphasizing the horror themes of the game; if you are trapped in an unknown location without Mesh access, you can only rely on what your ego knows ... which might not be that much (or that useful). That can really pump up the fear factor.
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Mon, 2011-09-12 11:06
#16
Re: Skillsofts: Why Active Skills Only?
I was looking to find out some peoples opinions on the question of language softs as well. My players and I found this little problem with the RAW so far. I think there is an indication your Muse can translate. How many languages can it translate or is it using the Mesh to do the translation/Interpretation to the players, or would it be better to rely on skill softs? Of course now I have discovered knowledge skill softs are none existent in game with RAW (could House rule of course) but then does that apply to AI like Muses?
Another thought I had was to make skill softs for languages only but make them incredibly expensive (possibly borrowing from an above posters idea or reference to skill softs being crafted from pruned forks on the production side), even for a muse. Then I would get into the problem of how much should other programmed skill softs for a Muse cost relative to a language skill. I think my biggest problem with this is that it seems as if I don't do something to rectify the Muse interpretation issue or solve the issue of whether they need skill softs the players will view languages as a pointless waste of xp for character development.
Mon, 2011-09-12 11:21
#17
Re: Skillsofts: Why Active Skills Only?
since this has actually come up in a PBP game I'm playing ...
Way our GM is ruling it is that your Muse can effectively access language data/translation software/freeware while in contact with the mesh, and can do so fast enough to act as a universal translator.
however, when you're on, say, a derelict hab that's losing O2 and decaying orbit and you're in a new body and you don't know how you got there and you don't have your muse/mesh access ...
yeah. then languages become REALLY important.
As with a lot of things, information wise, in this game, I get the idea that you can say "sure, you can learn that. sure, you can translate that, sure, whatever" right up until the shit hits the fan and they don't have access to their usual stuff. Amps the "omg what are we gonna DOOO" factor, and makes players who take, for example, extra languages feel good about it because it comes in handy in a dire situation. Just be sure that, as a GM, you look at what languages they have so you can have those be the relevant ones :p
It also makes for some good comedic relief as players can roll their INT to try to mime/translate, and speak in broken English at one another. Or extra horror, depending on your game, as the word for "ATTACK" gets translated as "HELLO!"
EDIT: changed COG to INT, above.
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Mon, 2011-09-12 18:44
#18
Re: Skillsofts: Why Active Skills Only?
If there are language softs in the game, they should be *very* cheap, not more expensive than the already pricey activesofts. This is literally something Google does right now. Real language skills are obviously far superior, but poetry is rarely required.
Mon, 2011-09-12 20:59
#19
Re: Skillsofts: Why Active Skills Only?
OK thanks for the input, I like the ideas I got. I think I might go with cheap skill softs for languages only (probably no other knowledge skills atm) and have Muses be universal translation/interpretation capable via their mesh connections. I like the idea of Muses being able to do the work, but also the limitations based on mesh access.
Thu, 2011-09-15 16:12
#20
Re: Skillsofts: Why Active Skills Only?
A side note about "why knowledge skills exist, given that the Mesh is accessible":
For the same reason that specialists in various fields of knowledge exist today, despite the Internet (and will continue to do so). While Google puts enormous quantities of information at anyone's fingertips, and an AI sorter would render it even more useful (hopefully), the person with great depth of knowledge in a given field will be able to use search engines and knowledge databases more rapidly and with better synergies relevant to their particular field of knowledge than someone who isn't familiar with it and is just searching on a few words. I regularly hear people say that 'There's hardly anything on the internet' about certain things relevant to my fields of study, and end up showing them that there is actually quite a lot...But not if you search for it in layman's terms and without clear understanding of what you're looking for. Deep knowledge of a field lets you approach information-mining not only with the obvious keywords but helps you know what inferences can be used to access related information that doesn't come up with that shallow search, and this will continue to be true no matter how rapidly the amount of information on the internet grows. Part of being a specialist includes knowing what to look for and how to sort the relevant from irrelevant information about a field rapidly.
Thu, 2012-06-28 03:11
#21
Re: Skillsofts: Why Active Skills Only?
Sorry for topic-necromancy, but I am looking for knowledge-skillsofts for bots.
I agree it is problematic. But I prefer "No Complementary Skill" or "skillsoft doesn't work as a complementary skill" patch.
About language skillsofts and universal translation:
Though EP universe has universal translation environment, It doesn't mean language skillsofts are possible.
I mean, in defaulting rule, a person with INT 15 with no background in Basque have some chance (15%) to communicate by it realtime. And have good chance (max 75%) to read it by taking extra time. Moreover, if their GM says it is a simple success test, the person likely (92%) gets some success in realtime-communication unless they rolls critical failure. It is something near to "universal translation", and I think ubiquitous mesh enable it.
About AI's Knowledge Skills:
From skills of sample AIs (p. 331, AIs and Muses), AIs could have quite high (80) Language, Interest and Professional Skills and pretty fine (60) Academics Skills. I couldn't find Art Skills.
So if AIs can have Knowledge Skills, those skill should be able to be formated as a skillsoft, I think.—
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