Just how much do we want AI handling systems we rely on in our daily
lives? “Smart houses” are supposedly the wave of the future,
where AI controls ambient temperature, the scheduled activation and
deactivation of devices such as the coffee maker or the laundry
machine, and it even regulates the usage of power within the house.
Some states have energy usage programs, where electricity is cycled
automatically off during certain peak periods to prevent high rates.
But what happens when these systems malfunction? Several years ago in
Maryland and D.C. on an unusually hot day, air conditioning units
hooked up to the peak-rewards program all cut out. Residents were
unable to control their own AC, and despite calls to the electric
company in the affected counties, the system could not be bypassed.
People were without AC for several days, and many of them had to stay
in hotels to survive the outdoor heat. While this situation doesn't
seem directly related to AI, it is a prime example of a computerized
system overriding human input. Do we really want to yield control to
these systems? I'm sticking with manual control of my AC, even if it
costs me more in the long run!
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, September 9, 2014
Monday, September 8, 2014
Artificial Intelligence already creeping into our society (part 1)
There was recently an
unexpected event caused by the Artificial Intelligence on the International Space Station.
Two satellites were launched without human permission—the AI had
been programmed to launch the cubesat satellites on a regular
schedule, but apparently this schedule was delayed by the humans
aboard the ISS for various reasons. The AI got “tired of waiting”
and decided to launch the satellites anyway to try to maintain its
schedule. This incident may seem small, but the ramifications are
enormous. When we have an AI system plugged in to something as
delicate as a Space Station making decisions that could potentially
endanger humans, we have a very big problem. For instance, what if
there was a structural situation on the space station that warranted
the interruption in the satellite launch schedule, and the AI ignored
human input to halt the schedule? In that situation, launching a
satellite could have torn the structure apart, created a hull breach,
and doomed the humans aboard to the vacuum of space.
Friday, September 5, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 5)
You can see how many of the choices made in character design are inter-related. Sometimes, you may have your heart set on a particular weapon, and you'll end up designing your entire character around that. Other times, you may find that your weapon choices are made to supplement the style of your character. Talents can also be equally defining for your character, and in the case of my Archaeloid, one of my talent choices was made to exemplify his personality. My Archaeloid is a very devoted, loyal protector, and regards his team as his own family. He can now literally take a bullet for someone with the Sacrificial Shield talent, which enables him to quickly shift 5 feet and step between a nearby ally and an oncoming ranged attack. It may not seem like the talent of choice for most people, because my Archaeloid suffers the damage if the attack hits him, but I just had to take it—it's what he would do!
Thursday, September 4, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 4)
However, I didn't stop there with my
Archaeloid. I really wanted to ensure that he was difficult to
escape, so I looked at a few other weapon choices. The primitive bola
seemed an excellent choice—this throwing weapon consists of weights
on the ends of interconnected cords, which can entangle a target and
prevent them from running. Another weapon I selected was the whip. It
doesn't have the range of the Glob Pistol or the bola, but I could
use it to entangle or trip any opponent within two squares. Tripping
them put them in the prone position, which causes them to suffer a -1
penalty against melee attacks and requires them to expend their
movement just to stand up again. All of this is music to the ears of
a dedicated melee fighter. I had decided to make my Archaeloid a
martial artist, so I purchased a pair of spiked gloves and spiked
boots (which both give me armor-piercing for unarmed attacks) and I
selected the Thrust Kick talent so he could seriously kick
some...yeah. But, I also know that being a one-trick pony can really
backfire in Solar Echoes, so I played it safe and bought a couple
long-range weapons: a Phoenix Blaster which fires energy rays, and a
handy revolver, which would not only work well with my Quick Draw
talent, but also added a little flavor for my Archaeloid—he seems
to prefer low-tech fighting methods. Plus, I had fun imagining him
walking around with a 10-gallon hat and a southern accent. Howdy,
y'all!
Wednesday, September 3, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 3)
For the combat-focused Archaeloid, I
chose the “Deadly Focus” talent, which allows him to gain a bonus
to attack and damage if he hasn't moved that round. This makes him a
particularly scary melee fighter, and the only defense is keeping a
distance from him. Archaeloids run a little slower than some of the
other races, so I decided to compensate with my weapon choices—I
wanted to make it easier for him to close and get into melee range.
So, I chose the Omul Glob Pistol, which glues an opponent in place
for 2 rounds. This would allow my Archaeloid to catch up to those
fast runners, and hopefully give him a chance to use Deadly Focus the
next round to really put the hurt on. Another concern, though, was
that I might miss with the Glob Pistol, because Archaeloids start
with a 3 Reflex (4 is the best you can get.) Since I hadn't put my 1
extra point into Reflexes to bring it up to a 4, I needed to give my
Archaeloid a better chance at hitting with a firearms attack. So, I
chose the Quick Draw talent, which gives me a +1 bonus to a ranged
attack that round. Now, I could draw my Glob Pistol quickly, fire it
with a bonus and have a good chance of hitting, which would glue my
opponent in place and allow me to move right next to him to start my
melee assault. I feel sorry for anyone that is glued in place long
enough for my Archaeloid to use his Deadly Focus talent! Ouch!
Tuesday, September 2, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 2)
A lot of the decisions I made for one
of my characters, an Archaeloid, was based on my friend's character,
an Omul. With only 7 skill points to invest in 7 different skills, we
wanted to make sure that most skills were covered between us. Solar
Echoes is a team-based game, so much so that you'll want to plan your
character out with other players. If, for example, both my friend and
I chose to play melee-focused attackers, we might both have neglected
to select any Persuasion, Cybertech (hacking), or Biotech (medical)
skills. Then, if we ran into a situation where we needed to get
information out of someone, neither of us would be very good at
wordplay, neither of us would be able to hack into a computer
database, and both of us would be in big trouble if we were wounded.
So, once I knew that my friend's character had invested skills in
Persuasion, Stealth, Disguise, Discern Motive, Awareness, Firearms,
and Language, I knew what we were lacking. We needed a melee fighter,
someone who was athletic, tough, and was great with all forms of
weaponry. My Archaeloid focused on these skills, but we still needed
a hacker, engineer, medic, and someone who was skilled at driving and
piloting starships. We agreed to add one more to our team—an
Erwani, and he covered those skills. The talent choices I made next
reflected the roles that I had chosen for my characters...
Monday, September 1, 2014
Choosing Talents and Weapons For Your Character in Solar Echoes (part 1)
This weekend I designed two characters
for Solar Echoes to play with a friend of mine. I've talked about
considering skills and attributes in the past, but selecting talents
and equipment will probably take up the bulk of your time with
character design, simply because there are so many choices! For
example, there are over 270 Talents to choose from, though not all
270 are available at level 1. In the Player's Guide, you can see this
in the helpful quick reference table for talents, where it indicates
the requirements (if there are any) for each talent and the earliest
possible level the talent is available. Choosing equipment for your
character feels just like you're going shopping--that is, if the
store is a military stockpile of high-tech weapons, armor, and other
special-forces-worthy equipment. There is a lot to choose from, with
86 weapons total (that's
significant, almost 3 times as many as other sci-fi games!) You can
choose from a variety of guns (pistols, submachine guns, longarms,
assault, and heavy firearms), over a dozen grenade types, lots of
“simple weapons” (katana, whips, crossbows, etc.), and some very
unique cyber-weapons (essentially short-range remote controlled
robotic drones.) There are lots of armor types, some of them only
usable by certain races, and if you really want to “build” your
character, you can install cyberware and become a powerful cyborg--if
you can afford it. With only 5000 credits for starting money, you'll
need to be judicious with your choices and make certain that your
character's equipment covers a range of situations.
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