CosmicGamer said:
If an all encompassing skill of Engineering (Ship Systems) is allowed, I believe it needs to be balanced better and I'm hoping you have something better to offer than Scouts are better because they need to be.
No, I'm saying that Scouts are better because they
are better. They're not trained to think as part of a team, or to be a tiny cog in a crew of hundreds working on a capital ship's big Jump engine with no knowledge of how the M-drive works because that's neither in his department nor his training.
Ship's Systems represents a completely different ethos to Engineering; one which would have a conventional Navy type ripping his PADD in half and grinding at the broken end with his teeth in apoplectic rage. No requisition forms, no chain of command, no orders from on high, no subordinates to boss around. The floor gets wet, you swab it yourself; that component fails, you replace it or jury-rig something to keep the system working; if your J-drive fails, you strip what you need from the M-drive and make do with a maximum of 0.25 thrust and thrusters till you get her home and complete your mission. The scout only has himself to rely upon, but he is trained to be one smart cookie and be a miracle worker and get the job done, even under circumstances which would leave more experienced yet conventionally-trained engineers scratching their heads.
Scouts' training and ethos are predicated and centered around the skills, which of necessity have to be exceptionally broad, of the singleship Scout - whom they must train to be among the most capable individuals across as broad a range of skills as possible. Hence J-o-T to fill in the blanks with missing skills, and hence the speciality of Ship Systems, with its emphasis on how the construction of the various ship systems interconnect and, more importantly, how they can be cannibalised and jury-rigged when there is no clear chain of command and paper trail of parts requisitions from Spare Part Storage on the Quartermaster Deck of the Starship.
Remember - the other trades emphasise being a member of a team, knowing only the parts of the systems you are assigned to know about, and being told what to do. Scout training is, in its way, so very different - the exercise of individual talents and learning skills as rapidly as it is possible to learn (requiring a metric ton of studying of skills during Jump and downtime)
CosmicGamer said:
Those larger Navy ships have a larger crew so they can have a pilot, astrogator, comm officer, sensor operator... but it make sense that a solo scout would need a variety of bridge skills so perhaps a new skill called "Spacer" should be created and this skill allows piloting, astrogation, comms, sensors... all with just one skill roll. That would be nice.
Not necessary. J-o-T covers the gaps in the skills, and in a way, represents the depth of broad training in general knowledge that the scout with J-o-T gains to round off his character and prepare him for those times when he will only have his INT and EDU DM to count on.
And a Scout who is assigned a term out in space in a scout ship, yet never learns Pilot, Computer, Astrogation, Sensors, Engineering or Comms had probably been on a ship in some supernumerary capacity the whole term, mooching around and schlepping about on board other Scouts' vessels and generally mucking about without really learning anything worthwhile.
Like the characters in Dark Star.