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Rock 'em sock 'em industrial robots?

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eaton eaton's picture
Rock 'em sock 'em industrial robots?
So I'm sifting through the aftermath of running my first EP game. Great fun for everyone, and a solid thumbs up on Continuity for an introduction to the system. I did run into a funky issue, though: most of the game's standard bots are the equivalent of target practice in a combat situation. In Continuity, servitors, automechs, and two Dwarf bots have been left in dark corners and closed rooms, "programmed to attack" by the station's insane AI. However, the low skills for a standard AI means that they're only really capable of unarmed combat at the default SOM of 10. I had a player take more damage from missing a jump and hitting the wall than all of the robots combined. While it's true that they're industrial/helper bots, it seems like they should be a bit more of a threat, especially given the element of surprise. Any suggestions on how to accomplish this? Options I've been kicking around:
  1. Assume the AI or infomorph is operating the drone remotely, and use its skills/aptitudes instead. This works in one of the adventure's settings but not the initial portions where the robots are least effective.
  2. Assume that the AI spent some quality time programming them for more aggressive behavior, giving them the equivalent of 20 or 30 Unarmed.
  3. Apply modifiers to account for the fact that they're getting the jump on the players (barring a successful perception test).
  4. Add a few bits of dual-purpose equipment to the shells (say, the equivalent of an industrial laser pulser or a laser cutter on a dwarf bot with an accompanying 20 or 30 in beam weapons)
  5. Accept that the robots aren't going to accomplish anything without an insanely lucky roll, and emphasize the RP value of formerly friendly bots turning on the PCs.
I'm leaning towards a mix of 2-4, but I want to make sure I'm not just missing something important. Thoughts?
ShadowDragon8685 ShadowDragon8685's picture
Robots are AIs. AIs can use
Robots are AIs. AIs can use skillsofts without needing any particular hardware plugin, the way a meatbrain needs a set of skilllwires. Ergo, you should [i]never[/i] have a robot rolling [i]less[/i] than 40. You'll only seldom have one rolling [i]more[/i] than 40, but really, 40's a good number for disposable robotic mooks. Also, don't forget the bonuses from laser designators or smartgun links - those aren't only for player characters. So robots should be swinging at 40, and shooting at 50, if they've had any time to prepare/modify for combat. Otherwise it's swing at 40, shoot at 40.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
eaton eaton's picture
Thanks, that definitely
Thanks, that definitely reassures me that I'm not breaking things too much by juicing up the bots a bit (especially given the fact that they were intentionally instructed to do damage by the station's AI). I'm totally comfortable with these particular bots weighing in at the 20-40 range, since the players will be encountering them while (literally) naked and unarmed. Edit: I'm also assuming you mean that a bot should never be rolling less than that for basic physical actions that someone had time to prep it for (either via uploading a skillsoft or some up-front programming). A Dr. Bot wouldn't get an automatic 40 with exotic bladed weapons, for example.
ShadowDragon8685 ShadowDragon8685's picture
eaton wrote:Thanks, that
eaton wrote:
Thanks, that definitely reassures me that I'm not breaking things too much by juicing up the bots a bit (especially given the fact that they were intentionally instructed to do damage by the station's AI). I'm totally comfortable with these particular bots weighing in at the 20-40 range, since the players will be encountering them while (literally) naked and unarmed.
Really, 40's a good number for generic mookery of any sort, meat or machine. Take a look at the [url=http://eclipsephase.com/quick-dirty-npc-generation]Quick and Dirty NPC Generation[/url] thread for more of my thoughts on this matter.
Quote:
Edit: I'm also assuming you mean that a bot should never be rolling less than that for basic physical actions that someone had time to prep it for (either via uploading a skillsoft or some up-front programming). A Dr. Bot wouldn't get an automatic 40 with exotic bladed weapons, for example.
Honestly, I would say that a dumb bot (an AI, excluding an AGI) shouldn't be [i]able[/i] to even attempt to do things it hasn't received programming for. Your average doctor bot doesn't have any routines for "kill," it's in fact likely specifically programmed against trying to do any kill actions. If there's a hostile AGI in charge of the station, then it should certainly be able to alter these programmings, however; grabbing skillsofts for bladed combat off the net, etc, doing some tweaking to make them work for the doctor-bot. Or it could program them itself. Standardization and using already-open-sourced robot blueprints would help this process, because if you're using a common or open-sourced model of robot, you can bet your ass that some anarchist or scum habitat has a demented tinkerer on it who's already programmed combat routines for that model for use in habitat defense, and has likely released those routines open-source. Even if not, though, an AGI working at 60x acceleration, especially if it has, say, the Multi-Tasking implant's electronic equivalent installed where it keeps its mind, or if it just forks itself a lot, can do a [b]lot[/b] of programming in a very short amount of time. So, no. Don't feel bad about beefing the bots up to 40. Don't feel bad about it at all.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
ORCACommander ORCACommander's picture
Also remember that the devs
Also remember that the devs are taking it easy on us when they write these modules :P
UnitOmega UnitOmega's picture
I believe it is one of the
I believe it is one of the stated AI limitations that they [i]cannot[/i] default, even though they have aptitude scores (which are capped at 20 and are 10 by default, IIRC). However, skillsofts are still a thing, and shouldn't be uncommon for cracked AI. Hell, given that AI are only capable of "learning" via direct programming, its entirely possible you can just add new skills via programming given some time and admin access to the code. Giving them plasma cutters or vibroblades as just roughly statting equipment probably isn't too out of line either. But really, this isn't the Fall, and we're not subverting Security Pods here. Fiction likes to make the pervasive robot apocalypse really scary because all your technology is coming back to try and slay you, but for Eclipse Phase PCs, Weak AI flailing with industrial claws isn't a serious threat. Regular Bots shouldn't present too much of a threat profile, especially given Post-Fall security concerns, but the sudden nature of the attack might be worth a Stress test and somebody getting a booboo or two. Logically the bots'd probably be better off with opposed Freefall and literally throwing themselves at what may be soft, squishy meat-humans.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
ORCACommander ORCACommander's picture
hack the robot's Sensory
hack the robot's Sensory devices and impose a steel sheet overlay with cut indicators over a person and that industrial robot with a plasma torch will get on it right quick :P
eaton eaton's picture
Well...
Well... As long as the person stands very, very still and very, very flat...
UnitOmega UnitOmega's picture
Weak AI aren't necessarily
Weak AI aren't necessarily very "smart" in the same way a Strong AI or Transhuman is. They can know a lot of things, or have a decent amount of applicable skill, but don't do well with weird out-of-context problems, at least as far as I know. Assuming it's been thoroughly subverted that somebody skins all human targets with sheet-steel in their AR FOV, most bots would probably just do whatever it is they're supposed to do, even if it got up and walked around. Muses are probably the most complex weak AI out there, and even they spend a long time building a careful back-catalog of response data to do what they do. A simple industrial AI will, at worst, query back to operator for what it should do in a non-standard response situation. Unless EP has somehow backslid and their AI lock up when confronted with simple logic problems (In which case it becomes a situation like that scene in GitS SAC, where the AGI-like Tachikomas can hard-lock up the AI operator androids with a basic logic bomb. Which doesn't help AI bots be more credible threats).
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
jackgraham jackgraham's picture
ORCACommander wrote:Also
ORCACommander wrote:
Also remember that the devs are taking it easy on us when they write these modules :P
We're evolving a bit as that goes. Multiple times, I had to pull some punches when running Caleb's module for newbie groups at cons lest they get murdered by the first 9 Lives welcoming party they met (having them not use BF or FA mode with their shotties is a good nerf). There're some tough encounters in MYE, too. At the same time, the sample PCs in TH are also more effectively min/maxed than in previous books. Hopefully, this is a trend you guys like. If I were running older modules for my group, who've been playing EP for a long time now, I'd definitely beef up the opposition.
J A C K   G R A H A M :: Hooray for Earth!   http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham
ShadowDragon8685 ShadowDragon8685's picture
jackgraham wrote
jackgraham wrote:
ORCACommander wrote:
Also remember that the devs are taking it easy on us when they write these modules :P
We're evolving a bit as that goes. Multiple times, I had to pull some punches when running Caleb's module for newbie groups at cons lest they get murdered by the first 9 Lives welcoming party they met (having them not use BF or FA mode with their shotties is a good nerf). There're some tough encounters in MYE, too. At the same time, the sample PCs in TH are also more effectively min/maxed than in previous books. Hopefully, this is a trend you guys like. If I were running older modules for my group, who've been playing EP for a long time now, I'd definitely beef up the opposition.
I like to use the goons from Bump in the Night whenever I need some generic mook stats in a hurry. Adjusting difficulty is fairly easy - up the numbers, or the gear, or just the armor... Or have a few of them show up when a player isn't with the rest of the group, and even though the rest of them are going to immediately leg it towards him even before the shooting starts, he's still going to have at least five combat rounds to face them alone. Also, throwing in some "Oh, what the fuck is this shit?!" can really throw your players for a loop. The best way to do this is that SURPRISE, that diatya that you thought was a dumb forklift is inhabited by a loyal member of the gang! Or SURPRISE! Turrets pop out of the ground/ceiling. Or Surprise! Light railpistols firing AP ammo with legs just crawled out of the vents.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
ThatWhichNeverWas ThatWhichNeverWas's picture
What would Wall-E do?
Don't forget about modifiers. Aiming will grant a +10 or +30 bonus right off the bat, and with advantageous positioning or teamwork you can essentially pump your minionbots all the way up from 10 to 70 without changing anything. That said, bots like that are perfect for screwing your players over, as ShadowDragon8685 said. Sure, they can't attack very well, but they're great for welding boots to the floor, destroying weapons, removing armor or just "being in their hair"
In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few. But what if we never need to feel weak or morally conflicted again?
ShadowDragon8685 ShadowDragon8685's picture
I wouldn't say "screwing
I wouldn't say "screwing players over," so much as "Being the cannon fodder who makes the PCs look good, and by extension makes the real threats look dangerous."
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
nezumi.hebereke nezumi.hebereke's picture
HUGE SPOILERS (duh)
HUGE SPOILERS (duh) . . . . . . I've run Continuity once or twice. I believe out of maybe ... 40 players I've put through that meat grinder, the automechs have eliminated two (of course, dying in the first hour sucks, so it was a challenge, not a resleeve). The dwarves have a total count of 0. Yes, part of this is on purpose. It's the first hour/two hours of a game, usually for brand new players. So pulling punches is on purpose. But they're also a huge challenge. The bots all have enough armor that they're pretty much invincible to the PCs (at least, without their wasting valuable ammo). And the goal of the bots isn't to kill the PCs, it's to evacuate all the atmosphere/put a hole in the station (which has the unfortunate aftereffect of killing the PCs). So generally my Continuity opens like this: 1) Discover the open air lock 2) Decide to close the air lock, so leap "down" to it 3) Realize they forgot the rope. 4) Fellow PCs stage a quick rescue 5) Push the automech out of the way, seal the doors 6) Heroes! Retire for sandwiches. 7) Automech cuts open doors 8) PC investigates 9) Fellow PCs follow with rope 10) WTF automech why you cutting? Punch automech 11) Dodge cutting torch 12) Get frantic 13) Automech slap-fight ensues. Things get hectic 14) Automech cuts ropes 15) PC knocks automech out the airlock 16) Airlock seals, locking PC and automech in vacuum 17) Discussion of vacuum resistance of paper gowns/next steps 18) Rescue PC 19) Automech begins cutting garden roof (You get the idea.) The automech isn't a deadly threat as such, it's a challenge the PCs need to figure out and disable, and generally combat won't cut it.
eaton eaton's picture
Interesting -- that
Interesting -- that definitely helps. The first time I ran it, I realize that I delayed the encounter with the automech too long: by the time they really tangled with it, one of the players had geared up with the hard suit, and was able to shrug it off and beat it to death with a safety axe. Changes I'm definitely making this time around: Emphasize the danger of moving around the machine room while its airlock is open. Force freefall tests when they change positions in the room, and force them to lose some of the equipment in the storage lockers if they start rifling through them before the airlock is taken care of. Keep the bots focused on that, more than attacking the PCs. Focusing the the bots on "evacuate the air at all costs" makes it a much more interesting challenge, although it's not quite in line with what the adventure text spells out. (Hans instructing the bots to attack anything that moves, etc.) Definitely getting more comfortable improvising to make sure that things feel right for the group. Thanks, everyone!
eaton eaton's picture
Just wanted to check in and
Just wanted to check in and say "Thanks!" to everyone who offered advice on this one. Finished up the session and it was a big hit with all seven of the players. Everyone was super cautious and avoided infection until a bold Mobile Researcher YOLO'd into the server, turned on his mesh insert, and got exsurgified. Due to the timing, he ended up bursting into Chrysalid spikes *just* as the Istari docked, understandably disrupting their carefully laid plans. I ended up producing a fair number of quick ref cards and maps for it, to keep things rolling smoothly. If anyone's interested, I've posted them at http://angrylittletree.com/eclipse-phase/.
nezumi.hebereke nezumi.hebereke's picture
Sounds like you guys had a
Sounds like you guys had a great time! I think I saw your site posted on Eclipse Phase's twitter feed. These are really great resources. I bookmarked them and plan to use them next con I'm running. Thanks!