Assumptions: a 200 dton Far Trader vessel, 10 staterooms, 6 of which are assigned to high or middle passage berths. Cargo space for approximately 70 dtons. There are two turret hardpoints.
You need a pilot and an engineer. But that's just to start with. What's the ideal? Out of the ten staterooms you can only assign four to crew requirements. That assumes a reasonable limit of 8 crew (a given stateroom can support 4 people through 'hotbunk' configuration which gives a higher upper limit, but that's an excellent recipe for mutiny), 7 really if you assume the Captain will want to sleep in his own cabin rather than share with someone. (of course, maybe he can 'share' it with the hot, sexy young stewardess...)
And four staterooms in crew country means a minimum of four crew, since any less although possible (pilot/astrogator and engineer) is not desireable and you shouldn't allow passengers into the crew country.
So this thread is for ideas. Some deckplans I have looked at of the A2 make the captain's cabin out to be larger than standard staterooms - good for husband/wife teams?
EDIT: Dammit, meant to write more before submitting...
This isn't just a discussion about the crew requirements on a Far Trader. I intend to really analyse the use of an A2.
* Passengers. I assume each of the six passenger staterooms are large enough to support dual occupants comfortably (as opposed to "Yes, you two CAN share the bed but don't expect to like it"). Some Far Trader deckplans show this by making the passenger staterooms a little bit larger than the crew staterooms (the crew'll sleep where I tell 'em to sleep).
* High Passage vs Middle Passage vs Low Passage. Highs get gold class treatment. Laundry is done for them, food is prepared for them, entertainment is provided for them. Implications? Does that means stewards have to do a little bit more than simply smile and fluff your pillow? What is 'entertainment' on a Far Trader spending a week in jump?
While Middle passage means you have to take care of yourself.
Low passage: only four tubes? Seems pretty small.
* Working passage: according to the rules I've read (T20) you can only stay onboard a ship a limited number of times working passage before you're (I presume) legally required to be paid a salary. But the notion of being a passenger and providing specialist services has a different set of implications to being a member of the crew. For example, I can kinda see a working passage staying in a passenger stateroom, if all he's doing is providing specialist services on a needs basis. (The Doctor character in Firefly, although Mal considered him a member of the crew from memory he and River stayed in one of the passenger staterooms for the entire show. The crew had four staterooms, Mal's, Jayne's, Kaylee's, and Zoe and Wash's (husband and wife team).
Anyway, the notion of a working passage evolving into a crew position is interesting, especially if it actually is a legal requirement. You can only work passage a limited number of jumps before Industrial Relations Law says you are obligated to get paid a fixed salary (that is of course taxed), although the beauty of being a Far Trader is you live and work so close to the frontier that enforcement of such laws becomes less of a hassle.
* Does anyone have any good Far Trader deckplans? Does anyone have any tips or pearls of wisdom to share from any perspective relating to such vessels? I'm predominantly concerned with crew requirements, but also interested in things like the turrets. On the border regions having a pair of GOAWAY (tm) brand turrets is a good idea, but what type of systems do you want to put in there? Lasers need a bigger powerplant, missiles need magazines as well as logistics, as do sandcasters, and having guns also says to other ships "Hmm... I wonder what that ship is defending?" Then again, NOT having guns says "Easy kill" to any would-be pirate.
[ November 30, 2006, 01:57 AM: Message edited by: Sigg Oddra ]
You need a pilot and an engineer. But that's just to start with. What's the ideal? Out of the ten staterooms you can only assign four to crew requirements. That assumes a reasonable limit of 8 crew (a given stateroom can support 4 people through 'hotbunk' configuration which gives a higher upper limit, but that's an excellent recipe for mutiny), 7 really if you assume the Captain will want to sleep in his own cabin rather than share with someone. (of course, maybe he can 'share' it with the hot, sexy young stewardess...)
And four staterooms in crew country means a minimum of four crew, since any less although possible (pilot/astrogator and engineer) is not desireable and you shouldn't allow passengers into the crew country.
So this thread is for ideas. Some deckplans I have looked at of the A2 make the captain's cabin out to be larger than standard staterooms - good for husband/wife teams?
EDIT: Dammit, meant to write more before submitting...
This isn't just a discussion about the crew requirements on a Far Trader. I intend to really analyse the use of an A2.
* Passengers. I assume each of the six passenger staterooms are large enough to support dual occupants comfortably (as opposed to "Yes, you two CAN share the bed but don't expect to like it"). Some Far Trader deckplans show this by making the passenger staterooms a little bit larger than the crew staterooms (the crew'll sleep where I tell 'em to sleep).
* High Passage vs Middle Passage vs Low Passage. Highs get gold class treatment. Laundry is done for them, food is prepared for them, entertainment is provided for them. Implications? Does that means stewards have to do a little bit more than simply smile and fluff your pillow? What is 'entertainment' on a Far Trader spending a week in jump?
While Middle passage means you have to take care of yourself.
Low passage: only four tubes? Seems pretty small.
* Working passage: according to the rules I've read (T20) you can only stay onboard a ship a limited number of times working passage before you're (I presume) legally required to be paid a salary. But the notion of being a passenger and providing specialist services has a different set of implications to being a member of the crew. For example, I can kinda see a working passage staying in a passenger stateroom, if all he's doing is providing specialist services on a needs basis. (The Doctor character in Firefly, although Mal considered him a member of the crew from memory he and River stayed in one of the passenger staterooms for the entire show. The crew had four staterooms, Mal's, Jayne's, Kaylee's, and Zoe and Wash's (husband and wife team).
Anyway, the notion of a working passage evolving into a crew position is interesting, especially if it actually is a legal requirement. You can only work passage a limited number of jumps before Industrial Relations Law says you are obligated to get paid a fixed salary (that is of course taxed), although the beauty of being a Far Trader is you live and work so close to the frontier that enforcement of such laws becomes less of a hassle.
* Does anyone have any good Far Trader deckplans? Does anyone have any tips or pearls of wisdom to share from any perspective relating to such vessels? I'm predominantly concerned with crew requirements, but also interested in things like the turrets. On the border regions having a pair of GOAWAY (tm) brand turrets is a good idea, but what type of systems do you want to put in there? Lasers need a bigger powerplant, missiles need magazines as well as logistics, as do sandcasters, and having guns also says to other ships "Hmm... I wonder what that ship is defending?" Then again, NOT having guns says "Easy kill" to any would-be pirate.
[ November 30, 2006, 01:57 AM: Message edited by: Sigg Oddra ]