I intend to run Death Station and want my players to be able to use their Free Trader (a Port of Call class ship, comparable to a regular 200t Free Trader) to approach the station. I don't like the idea of open topped Air/Rafts in MTU and also not all of my players have Vacc Suites (or skills for that).
So i would like the two ships to be able via docking and I am not sure how ,uch bigger the 400 ton lab ship is comöared to the 200 ton Free Trader. Could you plausibly argue that the Free Trader could dock instead of a pinnace (with some skill needed)?
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This sounds like taking game play decisions away from the players. If they want to try to dock an oversized ship, roll Pilot and find out. If they don't like those odds its a good time to increase time taken, or use a task chain (Sensors to read off distance, Piloting from a co-pilot, Astrogation to plot a straight shot in, at a stretch maybe M-Drives to keep the thrusters steady and light). But!, except for letting the players know task chains are an option I'm not saying suggest any of those, that's the GM playing for the players again.
If they don't want to dock, they can see if there are extra cheap vacc suits in the ship's locker.
If there aren't extra cheap vacc suits in the ship's locker, there's a good chance there are rescue balls. Now the vacc suited characters just have to get the rescue balled characters over and across, and cram the balls into an airlock one at a time. This is not impossible, and might make a fun scene of play.
If there aren't rescue balls, maybe they can split the party just long enough to go across and look for extra suits.
In the absolute worst case, maybe they can Mechanic a low berth into being portable and pressurized without actually freezing anyone, and hauling that across.
The problem for them is actually an opportunity for game play, not a problem its the GM's job to solve ahead of time.
I feel that Vacc-Suit 0 is almost a mandatory skill for every Traveller to have. If not obtained during character creation an appropriate skill package should remedy it. With vacc-suits on board I think it would be an appropriate skill to learn during jump downtime.
If they get through rolling, plus skill packages, plus connections picks without any particular skill they "should have," I just let it ride. Its no worse than having a minor Disad in some other systems. Might even make a point of interest.
And while Vacc-Suit 0 may not be enough to operate on your own in more difficult situations, it should be enough to bridge a gap between two ships with some assistance from more experienced vacc-suit users and the use of some cables.
Its enough to avoid rolling until they're in danger, or the task is "especially difficult or hazardous." I'd give them it even without the assistance, unless there's some extra environmental danger or time pressure going on.
The unskilled characters on the other hand would definitely need their hands held, unless they want to risk rolling at -3 in the void.