mavikfelna
Emperor Mongoose
I'm distracting myself from my TAS research thanks to Peter Simon's excellent little blog and read about The Steward's Interview, which I really like but it's where the steward asks passengers about their preferences and stuff and one of the questions was settings for their stateroom. so it got me thinking about amenities and conditions in staterooms, both crew and passenger.
So here are some ideas about crew accommodations, passenger staterooms and the sorts of amenities you find there.
First off, TL makes a big difference. The earliest spacecraft appear around TL5. They are too primitive to have staterooms or even barracks and common areas. The bridge is the living space and you have a couple of weeks of life support if you're lucky. TL6 and 7 you get common areas and acceleration benches and seats. Life support is still not that great and journeys more than a month are just not going to happen if you are going to be away from resupply.
TL8 is where longer journeys can happen. You have primitive grav plates, Cabin Space, and basic staterooms. Prototype maneuver and jump drives appear and simple fusion is possible. Crew is probably in barracks, the size and complexity you see in today's crew staterooms aboard cruise ships. Common area is usually less than the recommended 25% of accommodations space so crew morale becomes an issue if they can't get off the ship for a week a month. Entertainment is basic, a screen with simple stereo sound that plays videos and music, maybe mobile games and a basic comm/computer unit over a desk. Otherwise, you have a pullout chair, a bed, a locker and a shared commode and shower.
Passengers aren't much better off. They get a bit more space with Cabin Space or a shared stateroom but the fittings in the room are the same as the crew spaces, just a little nicer looking. They typically get more Common Area than crew. If you're going a long ways, then it's probably getting stuffed into an early low berths with a 37% chance of death if they don't have a doctor and don't take extra time to thaw you out.
At TL9, Grav tech comes into it's own along with jump and maneuver drives. Ships are now powerful and cheap enough that you might still be able to make money while giving the passengers a stateroom to themselves. You're likely to see the first High Staterooms. now, though they are mostly just bigger rooms with extra nice fittings and a shower you can turn around in and perhaps a full wall of the suite used as a video screen. Entertainment centers are nicer with more features and larger selections of games, books and videos. Early AI personas are able to interact with guests, answer questions and provide feedback. By this point Common Area is usually between 25 and 50% of accomodation space for passengers and 25% for crews, with crews now usually getting shared staterooms to allow for more comfortable work and living enviroments and better morale over longer amounts of time.
TL10 is where automation really starts to kick in. AutoChefs and AutoBars make life easier for stewards and provide greater range of service for passenger needs. Holo technology hits its stride and you get holographic entertainment suites being included in rooms with AI assistances now handling many of the steward's tasks and providing entertainment and eduction to passengers and crew alike. Environmental controls are now good enough that each stateroom can be adjusted for comfort of the guests and different atmospheric types can be added.
Luxury Staterooms become more common as real luxuries like gravity beds start to appear. Even crew spaces start to get more high end entertainment options as costs come down and automation makes achieving constant quality at ever lower prices and faster production rates possible. The AutoLaundry starts to appear to better manage clothing care and maintenance.
TL11 and 12 is mostly refinements. Multi-Environment spaces are easier to generate and accommodate. Holography is getting extremely lifelike and smooth, capable of some interactivity such that the now competent AI can do simulation or competitive gaming. Gravity control is very good and costs are coming down such that you might find gravity beds even in High Staterooms.
The Advanced Low Berth is introduced, virtually removing the chance of death.
TL13 sees a big jump for the AutoChef, as they now have bio-reactive chambers to assemble food on the fly. Gravity control is fine enough that object can be suspended in air similar to how a gravity bed suspends the occupant between competing grav fields. The Advanced AutoDoc means healthcare is easy for most situations and even recovery from death is a small possibility.
TL14 and 15 are more refinement. AI personas are fully customizable and seem self aware. Holographic suites trickle down to even the standard rooms. Automation handles the cooking, cleaning and daily management of the rooms and allows adjusting the environment to the smallest degree.
Anyway, what sort of automation and entertainment do you all see in staterooms as they go up in TL? What do you think of the progression here? I look forward to hearing from you all.
So here are some ideas about crew accommodations, passenger staterooms and the sorts of amenities you find there.
First off, TL makes a big difference. The earliest spacecraft appear around TL5. They are too primitive to have staterooms or even barracks and common areas. The bridge is the living space and you have a couple of weeks of life support if you're lucky. TL6 and 7 you get common areas and acceleration benches and seats. Life support is still not that great and journeys more than a month are just not going to happen if you are going to be away from resupply.
TL8 is where longer journeys can happen. You have primitive grav plates, Cabin Space, and basic staterooms. Prototype maneuver and jump drives appear and simple fusion is possible. Crew is probably in barracks, the size and complexity you see in today's crew staterooms aboard cruise ships. Common area is usually less than the recommended 25% of accommodations space so crew morale becomes an issue if they can't get off the ship for a week a month. Entertainment is basic, a screen with simple stereo sound that plays videos and music, maybe mobile games and a basic comm/computer unit over a desk. Otherwise, you have a pullout chair, a bed, a locker and a shared commode and shower.
Passengers aren't much better off. They get a bit more space with Cabin Space or a shared stateroom but the fittings in the room are the same as the crew spaces, just a little nicer looking. They typically get more Common Area than crew. If you're going a long ways, then it's probably getting stuffed into an early low berths with a 37% chance of death if they don't have a doctor and don't take extra time to thaw you out.
At TL9, Grav tech comes into it's own along with jump and maneuver drives. Ships are now powerful and cheap enough that you might still be able to make money while giving the passengers a stateroom to themselves. You're likely to see the first High Staterooms. now, though they are mostly just bigger rooms with extra nice fittings and a shower you can turn around in and perhaps a full wall of the suite used as a video screen. Entertainment centers are nicer with more features and larger selections of games, books and videos. Early AI personas are able to interact with guests, answer questions and provide feedback. By this point Common Area is usually between 25 and 50% of accomodation space for passengers and 25% for crews, with crews now usually getting shared staterooms to allow for more comfortable work and living enviroments and better morale over longer amounts of time.
TL10 is where automation really starts to kick in. AutoChefs and AutoBars make life easier for stewards and provide greater range of service for passenger needs. Holo technology hits its stride and you get holographic entertainment suites being included in rooms with AI assistances now handling many of the steward's tasks and providing entertainment and eduction to passengers and crew alike. Environmental controls are now good enough that each stateroom can be adjusted for comfort of the guests and different atmospheric types can be added.
Luxury Staterooms become more common as real luxuries like gravity beds start to appear. Even crew spaces start to get more high end entertainment options as costs come down and automation makes achieving constant quality at ever lower prices and faster production rates possible. The AutoLaundry starts to appear to better manage clothing care and maintenance.
TL11 and 12 is mostly refinements. Multi-Environment spaces are easier to generate and accommodate. Holography is getting extremely lifelike and smooth, capable of some interactivity such that the now competent AI can do simulation or competitive gaming. Gravity control is very good and costs are coming down such that you might find gravity beds even in High Staterooms.
The Advanced Low Berth is introduced, virtually removing the chance of death.
TL13 sees a big jump for the AutoChef, as they now have bio-reactive chambers to assemble food on the fly. Gravity control is fine enough that object can be suspended in air similar to how a gravity bed suspends the occupant between competing grav fields. The Advanced AutoDoc means healthcare is easy for most situations and even recovery from death is a small possibility.
TL14 and 15 are more refinement. AI personas are fully customizable and seem self aware. Holographic suites trickle down to even the standard rooms. Automation handles the cooking, cleaning and daily management of the rooms and allows adjusting the environment to the smallest degree.
Anyway, what sort of automation and entertainment do you all see in staterooms as they go up in TL? What do you think of the progression here? I look forward to hearing from you all.
