This is only a good idea if you think ships are too expensive and should be automated.
Ships ARE too expensive. To the point of the designs being barely able to be used because of econ. Not my doing.
What you're saying is that ships don't play well with the trade rules. Okay -- we can talk about that in a new topic if you like.
But I suspect the robot rules weren't written to change ship economics.
I've noticed that MgT managed to sneak in some tech upgrades - electronic sights for rifles with an AI program to aid aiming for example
I like the updates - they make a lot of sense considering where technology is in the real world.
A TL 15 ship should be a lot more like the Andromeda Ascendant and a lot less like the USS Nimitz in space...
I don't think cheaper and fewer crew adds anything to the game.
I'll check the rules and see how much these robots cost. Perhaps my character can buy a squad of them to accompany her on any missions she does. They can blast anyone who gets in her way.
I don't think cheaper and fewer crew adds anything to the game.
OTU with MGT rules "physics" presumably implies robots break down a lot.
I was going to edit my previous post but actually the following is a completely different point.
Before we get in too high a dudgeon about what MGT robots do to OTU ship designs, it's worth reflecting that OTU ship designs are incredibly crew-light.
Can you imagine how hard it would be for you and 2 mates, even properly trained, to run a Type A2? Not just as an emergency, but every day, month in, month out?
According to wikipedia (http://en.wikipedia.org/wiki/Bulk_carrier),
The crew on a bulker typically consists of 20 to 30 people, though smaller ships can be handled by 8. The crew includes the captain or master, the deck department, the engineering department, and the steward's department.
Yet, CT ship designs can work with 3 or 4 crew. That could imply there is a fair bit of automation behind the scenes.
One way to read the CT ship design rules could be that a lot of the automation is handwaved / subsumed into the famously big computers.
If MGT ship design got a rewrite, I would think along the lines of upping crew requirements (towards GURPS IW levels, where you do need about 8 crew on a free trader), but being generous on letting robots pick up some of the strain, so long as there was a human "department head" in each specialism.
The main branch where more people would be needed, I still say, is the passengers (pursuers) crew, as a single steward would be hard pressed (and have few sleep) if a single passenger becomes pesky, and that is regardless how many time you spend in real space and how many in jumpspace (unlike pilot or navigator, that are what I guess Mike is refering to).
As I said many times, I find CT crew requirements more game wise than realism wise, as I think it right that the crew is too small, but this allows a typical gaming group (3-5 players) to run a ship withut the need of leaving posts unmanned or NPCs to mann them. MgT is more "realist" (IMHO), but you need a larger crew to fully mann a ship, so needing either a larger group (usually unweldy), NPCs (with the ups and downs that implies) or being shorthanded and leaving some posts unmanned
The main branch where more people would be needed, I still say, is the passengers (pursuers) crew, as a single steward would be hard pressed (and have few sleep) if a single passenger becomes pesky, and that is regardless how many time you spend in real space and how many in jumpspace (unlike pilot or navigator, that are what I guess Mike is refering to).
Hmm, I run the NPC crew members, and aside from giving me the chance to have some fun, not at the expense of the players, it gives me a way of feeding information to the players, nudge them in the right direction, and keep them on the straight and narrow. It also keeps them from using the NPC as cannon fodder, aka "security" persons.
No where in the MgT rules does it point t that. Just the opposite in fact looking at small ship crew requirements. Also, the EXTREME low crewing levels denote that almost no critical systems involve much moving machinery. Almost everything is "solid state" or SO over engineered and with multiple redundant systems that if something breaks it can be safely ignored until you reach a star port.
Also, I'm extrapolating from the RAW. Within that context discussing rewriting the core rules of MgT isn't relevant.
I don't think you've understood the point I made. I was seeking an explanation as to why people wouldn't just use robots as crew in a universe that worked according to MgT rules
I don't think you've understood the point I made. I was seeking an explanation as to why people wouldn't just use robots as crew in a universe that worked according to MgT rules. The breakdown point is about the only logical explanation I can think of.
I don't follow the connection you make between multiple redundancy and minimal crewing. Systems with multiple redundancy but requiring lots of human decision inputs will need lots of crew.