Quote:Original post by Oluseyi
Quote:Original post by T1Oracle 1) Computers may... a. Likely be evolve to use hand gesture systems (I think Minority Report used this concept, I never saw the movie) using either gloves or a remote motion sensor (both are plausible) |
Implausible. Unless people generally start to communicate using hand gestures, or these are very simple gestures, people will not adopt a unique system of communication just for interacting with machines.
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They already have. How many people use a keyboard to communicate with anything but a computer?
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Quote: b. Use voice recognition, we already have it but it is rarely portrayed in sci-fi |
Voice recognition is portrayed in the overwhelming majority of futuristic sci-fi.
Quote: c. Rely on wireless everything. No one likes cables and we are already moving in that direction. |
1966, Star Trek. Tricorder.
Quote: d. Display on floating screens and VR glasses that look like ordinary glasses. Again we are already developing this technology. |
1977, Star Wars. Hologram. Earlier citations may exist.
Quote: e. Stop using disks, disks are probably going the way of the dinosaur with USB drives replacing them. I suggest wireless drives both long and short range. For security reasons you may use a very close range (1 inch from reader) system instead. |
The nature of storage is immaterial, but it will likely be solid state for greater stability.
Quote:2) Guns should... a. Likely still use bullets. Bullets are cheap and effective plus there are technologies in the works that promise to make recoil negligable. |
Bullets require shell casings, individual manufacture, transportation (they're bulky)... Pellets are an interesting alternative, where the gun essentially accelerates a tiny pellet to stun/lethal velocity. Because of reduced size, a single weapon carries a few orders of magnitude more ordinance.
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The problem with pellet guns is that they need a seperate power source, and bullets contain thier own power source. Individual manufacture is not a problem, even in todays world, as mass production has existed for roughly two centuries.
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That said, the notion of "pure energy" weapons is not implausible for the distant future.
Quote: b. Support more than one type of ammo for the sake of variety in tactics, we already have this. Also "Metal Storm" technology may allow a gun to use different ammo without requiring a magazine change; you just fire from a different barrel. (Google it) More notably, shotgun ammo already comes in many interesting varieties that I haven't ever seen in games (like pellets that are strung together so they can wrap around things and cut them off). |
AD 2000. LawGiver 2000. [smile]
Quote: c. Use OICW technology. This gun already exists, so why don't sci-fi grenade launchers allow you to change the fuse type on the round? You should have ranged, impact, delay, and proximity (not on OICW) fuses that can be set before the grenade leaves the barrel. |
How often do you see grenades in sci-fi?
Quote: b. Use lasers that make sense. Overheat and run out of ammo, gas lasers can run out of ammo. Lasers don't have to be "God" weapons. |
Tomorrow's lasers don't have to work like today's. Sci-fi is always about an extrapolation of the current, and it is not illogical to conceive of a time when a.) the laser apparatus is reduced in size, and with it its energy consumption and heat generation, and b.) this enables lasers to effectively function indefinitely.
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One of the problems with lasers is that they tned to block themselves when used on a soft target. Flesh vaporizes, and the cloud of vapor reflects, refracts or absorbs the laser. This is not so much a problem, as simply pulsing the laser solves that problem by giving time for the vapor to dissipate
I've noticed that most worlds that have laser weapons don't deal with the awful smell of burning flesh...
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Quote:3) Security needs to... a. Use common sense. Breaking into the building should require remote and onsite hacking along with an insider aid. Futhermore guns pods are lame, just seal off the door and gas them. |
I think that's a tad narrow. You have to look at the other cardinal assumptions of the specific sci-fi universe. For example, in a world where surveillance is the norm, it is not implausible that your doors can be remotely activated by a supervisor with the appropriate authority, and that the ultimate hub of authority is a single central nexus. Now, if you can compromise that hub, or even just a main artery, then you can override security on several branch connections.
For instance, in Spielberg's film adaptation of Minority Report, the cars on the freeway were controlled by a central computer and their local systems could be completely overridden as a means of apprehending the suspect - so Cruise's character had to kick the window out and jump off the roof of the car.
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I concur. What it takes to break into something really depends on the security model of the world. In a frontier world, where security is less important, there will be no infrastructure for you to pwn, so you have to do it the hard way.
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Quote:4) Technology in general must... a. Break occasionally. Think of this as emmotional common ground. Every gamer (or person in this modern world) can relate to things breaking or not working correctly. I think sci-fi that breaks could at least provide some humor. Relating to the player's basic senses aids in suspension of disbelief. |
Meh. Certain technologies, after sufficient refinement, are effectively stable. A well-manufacturerd knife may never fail over its lifespan, and may have a self-sharpening sheath. Yet a few centuries ago, knives failed - they became dull, they broke, they fell apart. It is not inconceivable that process refinements and design simplifications can make certain technologies durable to the point of near-guaranteed function. Where failures tend to occur are with newer technologies.
That said, do players/viewers really care that technology in the future never fails? The real question is whether having technology fail serves the narrative/interactive interest of your world. If not, leave it out.
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I think that players don't really care if breakage is absent, but if present, it can add a whole new level of immersivity. I liked the lightswitches in Duke Nukem 3d.
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I'm not just trying to disagree with you. I think you don't give enough credit to existing/prior sci-fi works; only in the last decade and a half has sci-fi really begun to suffer because of its ascendancy as a reliable "blockbuster" genre. Until that happened, sci-fi works tended to be more thoughtful about their complete world and thus more intriguing to the scientifically inclined. The influx of box office bucks gave us garbage like Will Smith's I, Robot travesty, but such films are by no means representative of the genre.
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Unfortunately, capitalism, especially of the Hollywood variety, tends to have this effect on alot of things. Lower the quality and raising the price, untill noone will put up with it anymore...
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In any case, I tend to prefer the books. *gazes lovingly at his 14 Foundation and Empire novels...* |
;D