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Crew Complements

Thanks guys for the comments on scale issue! Admitted by the GDW or not, an error there is, and I think it's worth correction. How, that remains to be seen. I'm not fond of idea of lenghtening the turns as Monnery is, I think one minute turns are just nice to make decisions, give orders and act. So probably the answer lies in distances which, as many of you stated above, have its problems.

But nevertheless, I like the idea that everything is in same scale. The main reason for that in Star Cruiser is the main subject of this thread, the Crew. One minute covers quite many RPG turns, but is short enough that role playing action can intervene with space combat and and vice versa.

About crew compliments again, haven't any of you thought about them in detail? My example is analogy of modern submarine crew for a reason; I really think that in sense of living and fighting, submarines are closest thing to SC starships. I have also stuedied for example Napoleon era Royal Navy, but in spite of similarities in general sense (independence of ships because communications travel about as fast as fastest ships etc.) there is no need for relatively untrained working force, nor too many similarities in officers' tasks, nor 'sailing' or fighting the ships.

So my thinking on the subject is based on modern submarines. There is clear difference in duties for bridge crew and engineering crew and the need of TAC crew for warships, and the need of some specialised 'idlers' (medics, stewards, ship's troops and such) outside of the watch schedule. The gap between enlisted crew and officers depends as much on the social structures of the background world than in the differences in command and operator levels.

So officers and enlisted crew still exist, even in the times of social equality. There could also be the need for specialized warrant officers (doctors, navigators etc.), whose duties are the same aboard both civilian ships and warships. This naturally gives interesting chances to wider variety of player characters. Comments?

- Jeddak
 
OTOH, the maths of the firing solution becomes unfeasible at shorter turns. Plus, 1 min as far too short for an OODA loop, the travel time of DC teams around becomes important etc.

There are essentially three ways of dealing with the problem.

1. Ignore it and handwave it away

2. Lengthen the turn to 20 mins, as per the original rules (early drafts of which had a single missile bay per ship, which could launch at a rapid rate for example)

3. Decrease hex size and rewrite the sensor, targetting, shooting etc. rules.

FWIW, for 2320 ship design and combat house rules (early draft at http://www.geocities.com/littlegreenmen.geo/nam2320.htm ), I'll be using option 2, with the minor fixes required to launching rates mesh with 20 min hexes.

Bryns 2320 ship combat will essentially be SC with dTons, and a slightly modified damage/ armour system to reflect more realistic physics.

Bryn
 
Originally posted by BMonnery:
OTOH, the maths of the firing solution becomes unfeasible at shorter turns. Plus, 1 min as far too short for an OODA loop, the travel time of DC teams around becomes important etc.
Yeah, there are problems too. But spaceships in 2300AD are not too big, and probably DC teams are already placed near critical components. Hits affecting hull integrity are different thing, of course.

There are essentially three ways of dealing with the problem.

1. Ignore it and handwave it away
This is of course what we DON'T want to do...


2. Lengthen the turn to 20 mins, as per the original rules (early drafts of which had a single missile bay per ship, which could launch at a rapid rate for example)
Despite the problems 1 minute turns fit IMHO better to actual role playing during the battles than longer turns. What comes to missile bays, I like this current solution better.

3. Decrease hex size and rewrite the sensor, targetting, shooting etc. rules.
This is the toughest way of fixing the problem, but since I'm doing some major modifications anyway, it's the only possible way to get the scaling problem fixed.

Bryns 2320 ship combat will essentially be SC with dTons, and a slightly modified damage/ armour system to reflect more realistic physics.

Since some 2300AD ships are still in service, this means all the other 2300AD ships can be re-engineered too, right? It's quite possible that I'll never get anything ready with my system conversion, so probably I end up using whaever you'll come up whit...
And even that means that I have to find time to play sci-fi at all, all my available time going presently with Hârn.
- Jeddak
 
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