IanBruntlett
Emperor Mongoose
Me too 

GJD said:aiglos63 said:The Thorez class trader has no crew list.
The Thorez design requires 12 bridge crew and 3 engineering.
Lemnoc said:GJD said:aiglos63 said:The Thorez class trader has no crew list.
The Thorez design requires 12 bridge crew and 3 engineering.
I've found the large crew complement for the Thorez (and other ships) to be a little baffling. There are only five stations on the bridge, and the requirement for a full station around the clock 24/7 seems a bit of overkill in interplanetary space. Whatchoo gonna run into?
Even sea-going vessels are lightly stationed when plowing deep ocean.
GJD said:The thorez counts as a commercial vehicle - as it can carry passengers and freight - so it needs one full watch (5 people) and a 2 half watches. That said, the figures in the M2300AD book actually give you 2 full watches and one half watch.
Nobody wants an 8 hour on/8 hour off schedule , so run 3 watches and it's 8 hours on the bridge and 16 hours for maintenance, personal time, eating and sleeping and the off duty watch can cover breaks for the on-duty watch. Same with engineering - you only need one engineer for each watch.
GJD said:I'm inclined to agree. It may be that the watch regulations require the ship to have a fully staffed bridge during the two day watches when passengers are up, and a skeleton watch at night - hence the 2 full, 1 skeleton in the main book. These could be the "insurance requires us to have a fully staffed bridge when the passengers are up" kind of thing. That accounts for the difference between commercial and private levels of crew.
I do like that you can't run a starship with just one person, flying with one hand and firing the ships lasers with the other, though. As I keep having to remind my players - this is a hard scifi game, not Star Wars.
Lemnoc said:GJD said:aiglos63 said:The Thorez class trader has no crew list.
The Thorez design requires 12 bridge crew and 3 engineering.
I've found the large crew complement for the Thorez (and other ships) to be a little baffling. There are only five stations on the bridge, and the requirement for a full station around the clock 24/7 seems a bit of overkill in interplanetary space. Whatchoo gonna run into?
Captain Jonah said:Lemnoc said:Whatchoo gonna run into?
Rogue planets... ...and much more besides.
Space is vast, its not empty :lol: :wink:
Captain Jonah said:Rogue planets, asteroids, Giant space amoebas, Juggernauts, left over mines/missiles from a long ago war, new alien species, sub light ships from hundreds of years ago, hollow asteroids containing the remnants of ancient civilisations, Orion raiders, Space boar on a mating rampage, Klingon renegades, bored Romulan’s having a merchant hunt, some races deep space rubbish dump, wormholes to the future/past, unique space phenomena, a giant turtle with four elephants on its back holding a flat world, 27 varieties of sentient or semi sentient space dwelling plants, planet killers, Wynn renegades, a ship from a rival company looking to arrange an accident, a genuine accident, planet eating monster, ship eating monster, another ship that has had an accident or been raided, a wreck dating back to the time of the Kings (pre spaceflight for the main races), Salvage opportunity, mining opportunity, temporal warp/dislocation, sub space rip, vanguard of an intergalactic invasion, Psionic event that turns everyone asleep into homicidal maniacs, the great space beast of Blagblatterstell 3, sub space life forms on a sightseeing trip and you look so weird, a life pod full of Orion Slave girls and much more besides.
Space is vast, its not empty :lol: :wink:
GJD said:I do like that you can't run a starship with just one person, flying with one hand and firing the ships lasers with the other, though. As I keep having to remind my players - this is a hard scifi game, not Star Wars.
Lemnoc said:Captain Jonah said:Lemnoc said:Whatchoo gonna run into?
Rogue planets... ...and much more besides.
Space is vast, its not empty :lol: :wink:
So much junk! :lol: But, really, can sensors outperform the FTL drive? I think when the Jerome Drive is on, you're pretty much committed to what lies ahead.* Extra alert personnel do not change this equation.
(* and if I understand the quantum tunneling effect, you're likely to blink right through most things smaller than Pluto.)
GJD said:That goes double for all of the above. Space is vast and is the very definition of empty, in a hard scifi game.
Strithe said:I would think it would be SOP to drop out of "FTL" mode every once in a while (6-12 hours?) and do a sensor sweep & make course corrections. This wouldn't be just for debris hazards, but also to look for distress signals.
Captain Jonah said:Once you walk the Travellers path your life will never again be boring or mundane. :lol:
Lord High Munchkin said:The stutterwarp would tunnel you past/through anything you could detect at short notice within (at minimum) an hour, or so, of operation... sensors aren't that good unfortunately.