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
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