Originally posted by Sigg Oddra:
For a small group of players, say 2or 3, to operate a ship much bigger than a scout or a free trader will require NPC crew.
Unless the ref does a fantastic job of bringing these NPC's to life they remain pretty faceless, almost robotic dice rolling machines.
So they may as well be robots
This rambles, but there is eventually a point.
I run a game with one player.
We started out in a detached scout (they were scout intel types) with a talker/shooter/pilot PC, a engineer/door-opener/oddments party NPC, an autodoc, and after a few sessions a robot steward/cleaner. The automation worked out pretty well there -- I only had to invent one NPC personality, and having machines instead of people freed up cabins for passengers (i.e. adventures).
That worked OK.
After I killed the PC, we started again in a 200 dton ship on an exploratory trading ticket for Hortalez. There's a PC (talker/broker/pilot) and a party NPC (rogue/shooter) on a share of profits, plus two salaried lower level NPCs (engineer and medic/steward) who do not "adventure". This is a merchant game and I went for sophs over machines for financial reasons as much as anything -- the profit/loss calculations assume a crew of about four each using a cabin and life support, robots would make the finances too easy.
I invented some NPCs who are easy and fun to play: the rogue adventurer is a Vargr with an Italian accent who calls the PC "
patrone", the engineer is an Ursa with an other-worldy deadpan way of speaking, and the medic-steward is a feisty 26 year old woman of mysterious noble background who wears a bejewelled court sword when she's sweeping the cabins. Mildly OTT characters are less work to run than a bunch of subtly-defined humans.
And that works OK too.
So, from a "running a game and making it fun" point of view, ship automation doesn't seem to be a problem. It's just a tool you can use to put a game together if you wish. It could be great, or a disenfranchiser, depending what sort of game you want and what sort of roles the players want their PCs to have.
From a technical "could you really do this" perspective, I'm inclined to say it really needs true AI if you're going to give the computer complete control of the ship. That would be a problem in OTU, though you could swing something with non-psycho viruses if you go far enough into TNE. Perhaps you should check out 1248, endersig.
In my non-OTU backup setting I've sketched for "next time I kill the PC he might not want to come back as a pilot", Sapient AIs capable of running ships are just starting to appear. So you can have a beat up old tramp with a crew of PCs, or a shiny new AI-flown ship that's more of a conveyance and mobile base.