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Revisiting High Guard crewing

Carlobrand

SOC-14 1K
Marquis
Rancke pointed out something interesting yesterday: High Guard crew rules seem to assume you're dealing with a Navy ship. There's a command section with CO and XO drawn from Naval Line branch and others from other branches, with no less than 10 members even for a ship of 1000 dTons. There's a flight section with officers drawn from Flight branch and P.O.s and ratings from Technical Services and Crew, requiring a flight control officer for the section and a maintenance tech for each ship even if it's just a couple of cutters. There's a Services section drawn from Crew branch, with a security detachment (if there are no ship's troops) and an assortment of others doing duties from food service to maintenance and ship's stores. There's an engineering section drawn from Engineering and Technical Services branch, and a gunnery section drawn from the Gunnery branch.

Our detailed description of the Merchant service, Merchant Prince, offers five departments - equivalent to the Naval branches: Deck, Engineering, Purser, Administration, and Sales. From the skills offered, Sales is devoted to brokerage and trade, while Administration is focused on administration and dealing with authorities. The actual operation of the ship devolves to Deck, Engineering and Purser. Deck seems to be a catchall for most shipboard duties except engineering and gunnery; gunnery appears to be learned while operating under the Purser's department, where you also learn steward and medical.

It is possible and easy to apply the Book-5 crew rules to a civilian merchant, but it is also arguable that they deserve special consideration. When not in jumpspace, a warship spends much of its time in space, often coordinating with other warships, putting a heavy demand on its command and communication staff; a merchant, on the other hand, spends much of its time in port, unloading passengers and cargo and taking on the next set of passengers and cargo for the next jump. A warship may have a kitchen and kitchen staff but unless you eat in the officer's mess you'll be expected to fetch your own food from the serving line and clear your own table afterward; a merchant may have waiters to lend elegance to your dining experience. A warship's entertainment may consist of little more than a room with available activities and an occasional movie night in the mess hall; a merchant might provide live entertainment or other amenities.

So, how might we modify Book 5 to suit the merchant experience?

Let's start with command. The Book 5 naval ship starts with 10 for anything from a thousand tonner on up to 20,000 dTons and goes up from there: minimum is a CO, XO, 2 navigators, commo officer, computer officer, and chief medical officer, plus three ratings. Book 2, where we'd be in a 900 dTon ship, wants a pilot and a navigator - that's it.

Option: we create new rules. A ship that communicates with no one but local space traffic control for two days out of every two weeks doesn't need a communications officer. A ship that does not coordinate its jump with an accompanying squadron nor plot its jump for odd special tactical maneuvers does not need two navigators backing each other up. A ship whose computer is primarily operating the drives and some entertainment does not need a computer officer1. In a Merchant ship, the medical officer is technically part of the Purser's department rather than Deck; we'll move him over there. We will further save payroll by declaring that the CO serves as pilot and the XO as navigator for ships of under 20,000 dTons. Ratings: the larger the crew, the more administrative work the CO and XO have. We've cut command to the bone; let's have one "rating" sitting the bridge night watch and helping with administrative details.

Net result:
Below 1000 dTons, the ship has a pilot and navigator.
1000 dTons and above, the ship has a bridge crew of 3: pilot, navigator, and one enlisted/trainee, drawn from Deck department. Say 3 for ships under 10,000 dTons, +3 for every 10,000 dTons from that point up (6 at 10,000, 9 at 20,000, etc, with the CO and XO at some point stepping back from piloting/navigation to focus on managing the crew).

Engineering: an engine is an engine; let's use the same rules.

Gunnery: Gunnery is under the Purser's department. We'll move it over there. We'll give the merchant line the choice of hiring dedicated gunners or drawing gunners when needed from among the Purser crew2; they'll get a -1 to skill, but depending on the size of the ship and the nature of the opponent that may not be a problem, especially if the ship rarely ventures into risky territory.

Flight: Flight is under the Deck department. The typical merchant ship spends a week in jump space and a week in port with only a couple of days in flight. Boats can receive preventive maintenance when in port; we'll eliminate the maintenance crew requirement except for ships routinely trafficking with D and E starports. We'll eliminate the flight officer unless the ship carries 5 or more boats. Pilots, like gunners, are optional; the merchant line has the choice of hiring dedicated pilots or drawing pilots when needed from among the Deck crew2, provided there are enough. Again, this means -1 to skill.

Services: Hmmm ...

Book 5: "The ship itself may have a requirement for other sections which provide basic services, including shops and storage, security (especially if there are no ship's troops aboard), maintenance, food service, and other operations. Such personnel are drawn from the crew branch if no other appears appropriate. Allow two crew per 1000 tons of ship; three per 1000 tons if there are no ship's troops."

Basic catch-all: security, maintenance, food service, stores. Stores would include cargo. Cargo handling, if I recall, is a deckhand kind of thing. Security is probably under the Pursers inasmuch as they would be expected to have a degree of skill in interacting with passengers. Food service could be under the Pursers.

1: At >10,000 dTons, we can say the Model 4 in a ship that large needs a dedicated computer officer, part of the reason for the larger crew.
2: Drawing crew from other duties means they are at a -1 skill for both duties. I don't see why that would apply when there is no opportunity to do the second job, as when in jump space with no opportunity to crew guns or fly boats; it might be best to apply that rule only on those days where both skills might be used. In some cases the crewman may have only a basic knowledge of the needed skill - Gunnery-0 or Pilot-0 - and may effectively be acting at a negative skill; this. Note also that if dedicated gunners or boat pilots are not hired, there need to be enough folk in the department to meet both needs. If there are more batteries than there are pursers, then the line must either hire gunners for the extra guns or decide which batteries aren't going to be crewed prior to combat. The ship must have one command person at the helm, so if boat pilots are not hired, it can only fly as many boats as it has total deck crew minus one.
 
So, summing it up, we have:

Deck/Command: 3 for any ship from 1000 dT to 9999 dT, plus 3 per 10,000 dT after that (round down). 2/3 of the command crew are officers, 1/3 are enlisted. If the ship is large enough to have a pilot who is not the CO, the pilot is a Quartermaster or Helmsman, an enlisted rank.

Deck/Flight: If the ship carries boats, it may carry a crew for the boats - one pilot if the boat is to be flown for less than 12 hours at a time, 2 if the boat is to be flown for more than 12 hours at a time. If five or more boats are expected to operate at one time, the ship must have a dedicated flight officer. If the ship is regularly visiting starports of class D or E, then it must also carry one maintenance worker for each boat. If the ship does not carry dedicated pilots, it may draw pilots when needed from the other members of the Deck department, presuming there are enough to man all boats; at least one Command officer must remain aboard the ship at all times, and the flight officer - if one is used - may not pilot a boat. If there are insufficient boat crew for all boats, the owner must either hire pilots or decide beforehand how to organize the boats so that the number of boats out at any one time does not exceed the number of crew available to pilot. Crew filling two roles perform at a -1 to skill.

Deck/Other: 1 enlisted per 1000 dT to supervise cargo and for light maintenance. If there is more than one enlisted person in Deck/Other, the senior one is Boatswain (also Bosun), an enlisted position, and is responsible for coordinating the other enlisted deck crew.

Purser/General Services: 1 per 1000 dT for food service, ship's stores, administration and other passenger/crew needs. The senior member is chief purser, an officer, and is responsible for administration of the entire department.

Purser/Medical section: 1 medical officer, plus one medic/enlisted per 120 passengers (round up)

Purser/Steward section: 1 steward per eight high passengers. If there is more than one steward, the senior steward is chief steward and is responsible for coordinating the other stewards. Whether the chief steward is an officer or enlisted position depends on how many stewards serve under him/her.

Purser/Security Section: 1 per 1000 dT. If there is more than one security person, the senior one is security chief and is responsible for coordinating the other security staff. Whether the security chief is an officer or enlisted position depends on how many security personnel serve under him/her.

Purser/Gunnery section: optional 1 gunner per battery. If the ship does not carry dedicated gunners, it may draw gunners when needed for battle from the other members of the Purser's department, presuming there are enough to man all batteries. Otherwise, the owner must either hire gunners or decide beforehand which batteries will not be manned; unmanned batteries may not be used in combat, though a gunner may move from a damaged battery to an unmanned battery during the pre-combat decision step. Merchant ships are presumed not to have spinal mounts or bay mounts; if they do, those weapons follow High Guard crew rules, and those weapons must have dedicated gunners, reflecting the need for more highly skilled staff. Crew filling two roles perform at a -1 to skill. If dedicated gunners are used and there is more than one gunner, the senior one is weapons chief and is responsible for coordinating the other gunners. Whether the weapons chief is an officer or enlisted position depends on how many gunners serve under him/her.
 
Though I agree with the basic presmise of your suggested modifications, I think most of the numbers you say should also be dependent on crew size (for command) of passenger numbers (most of other sections).

My suggestions (partially drawn from MT) would be (as always, numbers are open to discussion):

So, summing it up, we have:

Deck/Command: 3 for any ship from 1000 dT to 9999 dT, plus 3 per 10,000 dT after that (round down). 2/3 of the command crew are officers, 1/3 are enlisted. If the ship is large enough to have a pilot who is not the CO, the pilot is a Quartermaster or Helmsman, an enlisted rank.

To your numbers, add 1 per 15 crewmembers. This would include the chiefs of any department (so, the flight officer, chief engineer, etc would be in this section, instead of thir respective ones)

Deck/Flight: If the ship carries boats, it may carry a crew for the boats - one pilot if the boat is to be flown for less than 12 hours at a time, 2 if the boat is to be flown for more than 12 hours at a time. If five or more boats are expected to operate at one time, the ship must have a dedicated flight officer. If the ship is regularly visiting starports of class D or E, then it must also carry one maintenance worker for each boat. If the ship does not carry dedicated pilots, it may draw pilots when needed from the other members of the Deck department, presuming there are enough to man all boats; at least one Command officer must remain aboard the ship at all times, and the flight officer - if one is used - may not pilot a boat. If there are insufficient boat crew for all boats, the owner must either hire pilots or decide beforehand how to organize the boats so that the number of boats out at any one time does not exceed the number of crew available to pilot. Crew filling two roles perform at a -1 to skill.

In many small ships, the ship's boat (if any) are piloted either by the pilot or stewards. I guess that could also be true in large comercial ships (after all, the stewards needs would be decreased when the boats are in opperation, as mainly they would be used to load/unload passengers and cargo). So allow them to be drawn from pursuer/steward or pursuer/general services, as long as the same member is not also in gunnery section (as you tell below).

Deck/Other: 1 enlisted per 1000 dT to supervise cargo and for light maintenance. If there is more than one enlisted person in Deck/Other, the senior one is Boatswain (also Bosun), an enlisted position, and is responsible for coordinating the other enlisted deck crew.

Agreed here, except moving the bonsun to command section.

Purser/General Services: 1 per 1000 dT for food service, ship's stores, administration and other passenger/crew needs. The senior member is chief purser, an officer, and is responsible for administration of the entire department.

Add to this 1/20 awake (not low) passengers, to represent the increased services dependent on passenger numbers (in a RW cruiser, you may find also hairdresser services, gambling, discos, etc...)

Purser/Medical section: 1 medical officer, plus one medic/enlisted per 120 passengers (round up)

Add to this 1/20 low passengers, to represent the increased monitoring they need.

Purser/Steward section: 1 steward per eight high passengers. If there is more than one steward, the senior steward is chief steward and is responsible for coordinating the other stewards. Whether the chief steward is an officer or enlisted position depends on how many stewards serve under him/her.

Agreed here, except moving the chief steward to command section.

Purser/Security Section: 1 per 1000 dT. If there is more than one security person, the senior one is security chief and is responsible for coordinating the other security staff. Whether the security chief is an officer or enlisted position depends on how many security personnel serve under him/her.

Add 1/50 awake passengers, to represent the increased security needs (more probablility of a troublesome passenger, threfts, documentation checking, etc.)

Purser/Gunnery section: optional 1 gunner per battery. If the ship does not carry dedicated gunners, it may draw gunners when needed for battle from the other members of the Purser's department, presuming there are enough to man all batteries. Otherwise, the owner must either hire gunners or decide beforehand which batteries will not be manned; unmanned batteries may not be used in combat, though a gunner may move from a damaged battery to an unmanned battery during the pre-combat decision step. Merchant ships are presumed not to have spinal mounts or bay mounts; if they do, those weapons follow High Guard crew rules, and those weapons must have dedicated gunners, reflecting the need for more highly skilled staff. Crew filling two roles perform at a -1 to skill. If dedicated gunners are used and there is more than one gunner, the senior one is weapons chief and is responsible for coordinating the other gunners. Whether the weapons chief is an officer or enlisted position depends on how many gunners serve under him/her.

Mainly agreed, but allow for them to be drawn too from the deck section, if large enough, representing centralized weapons command (after all, in CT:MP gunnery is also a skill that can be obtained in the deck school).
 
Perhaps one should make up three schemes: Skeleton crew, average/adequate crew, and military crew (the last would include provisions for losses and would also be appropriate for civilian ships on long voyages (exploration, mostly)).

Skeleton crew would be bare minimum; without these people the ship doesn't move (with only those people the ship is an accident looking for a place to happen).

Average would include a distinction between free traders and regular liners where no one who decides to travel by free trader actually expects high passage service even if they pay high passage prices.


Hans
 
Perhaps one should make up three schemes: Skeleton crew, average/adequate crew, and military crew (the last would include provisions for losses and would also be appropriate for civilian ships on long voyages (exploration, mostly)).

Skeleton crew would be bare minimum; without these people the ship doesn't move (with only those people the ship is an accident looking for a place to happen).

Average would include a distinction between free traders and regular liners where no one who decides to travel by free trader actually expects high passage service even if they pay high passage prices.


Hans

I have always felt that something like this would be great.

In the past, I have handled it by allowing that the only crew you need to fly a ship (or in the case in question, to steal a ship) is a Pilot/Astrogator and an Engineer (The minimum crew members needed for making the rolls). While this did allow the PC's to accomplish their mission, I do admit that they would not have been able to handle things that could have gone wrong on the 2000 DTon ship had it not been already warmed up and just recently overhauled.

So it begs the question, what is the actual minimum/skeleton crew for a ship to be fully functional? It would be useful for a pirates game for prize crews, and for other situations where a full or average crew is no longer an option.
 
It is possible and easy to apply the Book-5 crew rules to a civilian merchant, but it is also arguable that they deserve special consideration. When not in jumpspace, a warship spends much of its time in space, often coordinating with other warships, putting a heavy demand on its command and communication staff; a merchant, on the other hand, spends much of its time in port, unloading passengers and cargo and taking on the next set of passengers and cargo for the next jump.

Take a look at crewing on large freighters. Eliminate cargo handlers perhaps. Or, cut way down due to different paradigm. Look at how many watches for bridge and cut down due to automation, lack of obstacles. Look at service staff (cooks, etc.) and cut down due to automation. The "command" staff will be minimal. Your two top execs are Captain & Chief Engineer. Then you have a Purser who takes care of admin & and domestic staff. A Supercargo on large ships to manage cargo trade, selling the cargo in port, and buying cargo for the next port. Enough drive hands for 2 shifts.
 
There are 3 different kinds of skeleton crewing.

1 is: minimum to safely operate the vessel
2 is: minimum to actually get the vessel underway for a short run
3 is: minimum to operate the vessel over time but not of need safely.

3 also tends to be comparable to a prize crew

#1 is at least one shift
2 is probably 1 engineer and 1 pilot for most anything.
3 is probably 1/3 to 1/5 the standard engineering staff, and 1 other crew.

The skeleton crew for moving the USN BB's was about 20 people. Most of whom were engineers, with some BM's to handle lines for tie-off, and a QM to drive. Plus an officer to make it legal. Standard crewing: 2700...
 
Perhaps one should make up three schemes: Skeleton crew, average/adequate crew, and military crew (the last would include provisions for losses and would also be appropriate for civilian ships on long voyages (exploration, mostly)).

Skeleton crew would be bare minimum; without these people the ship doesn't move (with only those people the ship is an accident looking for a place to happen).

Average would include a distinction between free traders and regular liners where no one who decides to travel by free trader actually expects high passage service even if they pay high passage prices.


Hans

Well, lessee.

Consolidated CT Errata: "Page 49, Damage Results, Crew-n (clarification and addition): Because of the change in how crew sections are handled (page 32), crew damage results must also change.
Crew-n: The USP crew factor is reduced by n sections. Upon reduction of the crew factor to below 50% of its initial level, the ship may no longer fire its weapons or attempt repair, although it may use its passive defenses, maneuver, or jump. This result does not affect the frozen watch or ship‘s troops."

So, the ship functions normally with up to 50% staff. Game rules don't specify who's getting hurt in combat, but combat priorities are not long-term priorities: one presumes a high priority to keep the guns operating, and maybe the engines will function for a while without an engineer, but the standing rule is once you're below 50% staff, you no longer have manpower to use your weapons or do repairs, whether because your gunners are down taking posts on the bridge and engine room or because you lost the folk who make sure the gunners get power and sensor inputs, or a combination of the two. You can still fly and jump, and your passive defenses stay on.

Somewhere below 50% and 0 is skeleton crew. There's no rule about crew 0, but short of an AI ship, I'd have to say a ship with no surviving crew is dead in space. Maybe you could rig an autopilot command to keep the ship on course. Journal #8 had an interesting example, Dagger at Efate, with a derelict Broadsword class merc cruiser jumping into the system and then vectored to collide with the world. (One presumes the terrorists involved departed the ship after it exited jump space, or else we also have the question of a ship entering and traversing jump space without a crew). The ship can maintain a course and maneuver slightly to avoid a collision with a nearby ship, but it lacked the brains to do the more sophisticated maneuvering that would make the players' task that much more difficult. The ship can clearly operate for several hours without crew. It's not clear the ship could operate for much longer than that, but we have at least one example of a derelict with empty fuel tanks (Kinunir) and possibly a second, depending on when the girl went into cold sleep (Expedition to Zhodane), so it's likely a power plant can at least run in minimal mode for a few weeks without a crew.

(Also tells us System Control is aware of a ship's arrival from more or less the moment it exits jump space, but that's another issue.)

Expedition to Zhodane presents us with Rock, a 300 dT ship requiring a crew of 5 - pilot, navigator, engineer, medic, gunner - but being operated by a scientist with pilot-1, navigator-1, and engineer-1, with help from his daughter, who has only pilot-0. At one point his daughter jumps alone with the help of an emergency program; she misjumps as a result of jumping prematurely in the gravity well but arrives safely, if off-target, but she seems unable or unwilling to do anything beyond that, instead putting herself in cold sleep.

Based on that, I would say that a ship larger than a scout can fly with just a pilot. Route engine telltales to the bridge console, run back and forth and take the -1 to both skills. Some tricks and difficulties there. He/she either needs to know how to generate a flight plan with the computer in order to jump, as the professor did (therefore three jobs), or they need a flight plan "cassette" or similar assist, as the daughter did. He/she is the de facto engineer as well, so operating at a minus if anything comes up there. I suspect a far future computer could give enough guidance to let whoever took the role have the equivalent of pilot-0 or engineer-0, since the drives maintained power through the jump and then long enough to run out of fuel, but its also possible that any power plant can operate in a PP-1 mode for weeks without an engineer. If the ship needs more than one engineer then the lack is going to catch up with him/her at some point, but there's no rules for that so it's up to the gamemaster as to when and how; he/she can most likely get away with one jump. Most likely: if you pull something like that off with a Kokirrak, you can probably retire quite comfortably on speaking fees and royalties from the ghost-written book.

For continuous function, I'd say a skeleton crew consists of one pilot and half the normal allotment of engineers, or at least the equivalent number of bodies; They can double shift to give the effect of a full engineering staff. But, again, no rules for what happens if you have X number but fewer than half.
 
Ship crews in Traveller are far too small to be working shifts. This to me suggests a level of automation and reliability that all but makes the crew supervisory rather than critically important.

A typical trader spends a very limited time in normal space, they are either in jump space or on a world seeking a cargo, only a few hours are spent in normal space travelling to and from the jump point.
 
Ship crews in Traveller are far too small to be working shifts. This to me suggests a level of automation and reliability that all but makes the crew supervisory rather than critically important.
.

That has always been my assumption. We are seeing more and more in real life. The latest example being that new USN stealth ship. Greatly reduced crew. MgT has repair drones that can run Engineer programs so as to act as Drive crew.
 
If you are willing to invoke a little MegaTraveller for the sake skeleton crews, in DGP's 101 Vehicles, it is stated that 1 crewperson can handle approximately 12m3 of control panels.

Figure the number of control panels installed on a given ship and divide the volume in m3 by 12 to get the number of necessary crew (rounding fractions up and presuming they have the necessary skills). Double that number if you want to have a 6-hour on, 6-hour off watch rotation.
 
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Ship crews in Traveller are far too small to be working shifts. This to me suggests a level of automation and reliability that all but makes the crew supervisory rather than critically important.

A typical trader spends a very limited time in normal space, they are either in jump space or on a world seeking a cargo, only a few hours are spent in normal space travelling to and from the jump point.

I agree. It's pretty apparent that the smaller ships are not manning the bridge or engine room 24/7. I suspect automation is involved, and I suspect also there's a combination of fewer demands and more bowing to practicality involved in a small ship. Other than peak demand periods - piloting your way out of the gravity well and jumping, running the dive through a Jovian atmosphere, battle and such - I imagine most of the time is spent monitoring telltales and responding to unusual events. You're a scout alone in your S/C, there's little choice but to rely on audible alarms and similar devices while you're sleeping or doing your needfuls. Clearly there's ample time to respond when the power plant signals a need for a tweak or the sensors indicate a baseball-size rock 20-30 minutes ahead of you on your path. Larger ships, you'd keep a three-man shift mainly because there's no reason not to - idle hands are the devil's playground, after all. And, maybe there's more opportunity for things to need attention with a larger drive and bigger ship. But I vaguely recall from my very brief experience with the Navy that shifts on the bridge could be incredibly boring.

On a small passenger ship, I'd keep a man on the bridge at all times - or as close to that as I could manage - mainly because I don't trust the anti-hijack program to not be fooled. But that's me speaking as captain/player. Another captain might have different ideas, and I don't see the Imperium mandating ships to have monitoring software to make sure there was someone on the bridge, which is the only way they could enforce such a requirement. Seems more intrusive than what I'm used to.
 
I imagine most of the time is spent monitoring telltales and responding to unusual events. You're a scout alone in your S/C, there's little choice but to rely on audible alarms and similar devices while you're sleeping or doing your needfuls. Clearly there's ample time to respond when the power plant signals a need for a tweak or the sensors indicate a baseball-size rock 20-30 minutes ahead of you on your path.

I figure that since most starships in Trav are higher than our current TL of 7, that the small ship guy can carry the equivalent of a smart phone sized device to monitor and give commands to the ship's computer wherever he/she is on the ship. :eek:
 
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If you are willing to invoke a little MegaTraveller for the sake skeleton crews, in DGP's 101 Vehicles, it is stated that 1 crewperson can handle approximately 12m3 of control panels.

Figure the number of control panels installed on a given ship and divide the volume in m3 by 12 to get the number of necessary crew (presuming they have the necessary skills). Double that number if you want to have a 6-hour on, 6-hour off watch rotation.

Complicated. The control panels control everything from drives to the environmental systems. Almost certainly, some of that can be left unattended for periods of time with alarms set to summon someone to the control panel when something has to have attention. I'd consider that to be a peak demand issue: what needs to be manned when the ship is under the greatest demand, as when in battle or when making jump. If you're at the point where you're resorting to a skeleton crew, you can shut down the panels associated with such things as decks that have been abandoned or weapons systems that aren't in use. Figuring out what is needful, what can do with minimal attention and what can be closed down is a lot of work and likely to be subject to conflicting opinion.
 
I was always under the impression that TL-11 ships and above would have an AI, much like Muddlehead from the Muddling Through starship which was featured in several Poul Anderson Polesotechnic League Novels.


Muddlehead Did most of the flying, and cheated while playing poker with the crew while simultaneously engaging in space combat, evasive maneuvers, and stealth spaceflights.
 
I was always under the impression that TL-11 ships and above would have an AI, much like Muddlehead from the Muddling Through starship which was featured in several Poul Anderson Polesotechnic League Novels.


Muddlehead Did most of the flying, and cheated while playing poker with the crew while simultaneously engaging in space combat, evasive maneuvers, and stealth spaceflights.


Yes, by TL 11 that should be no problemo for a ship' computer. The pilot should only have to specify a destination.
 
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Yes, y TL 11 that should be no problemo for a ship' computer. The pilot should only have to specify a destination.

I would lean on the Robots book for guidance; the tech there could be applied to a computer to make it capable of independent function. At TL11 synaptic processors become available but are experimental. At TL12, synaptic processors are stable and commercially viable, and the brains are capable of limited autonomous function; by extension, a ship's computer could be equipped with the same tech and function effectively as a limited autonomous robot: it "can take independent action without direct commands and is able to understand simple inferences." Commands would need to be reasonably specific - "Head for the jump point identified in the Navigation program. Follow the instructions given us by System Control. Call me five minutes before we get there."

At TL13, programming that takes full advantage of the synaptic processors become available and a robot - and by extension a computer built around the same tech - is capable of high autonomous function: "Commands can be vague and the robot can still 'figure out what you meant'." It'd still need someone to give it orders, but the orders can be pretty vague - "Head for the jump point" - and once given orders it would be able to execute them pretty independently. It would face trouble if it had to face an unpredictable situation without human guidance, as for example an attack by an opposing ship, but it could handle most other situations about as well as any human pilot.
 
That does not apply to the skeleton crews, but the part of the crew of a comercial ship that I see more flawled (as I already have said in other threads) is the passenger crew for small ships, Just one steward means that stewardship service will not be available all the time, and just a pesky passenger asking for it might be quite trublesome for the steward.

While 1 steward per 8 passengers might be right, there should be a minimum of 2-3 stewards just to allow the service available at any time. Of course, if they doublé as gunners, things can be easier...

Off course, that does not affect large comercial ships, where the stewards number is high and shifts may be kept anyway.
 
I would lean on the Robots book for guidance; the tech there could be applied to a computer to make it capable of independent function. At TL11 synaptic processors become available but are experimental. .

Wouldn't even need that. For space movement you could do it with today's tech (the voice input is a bit dicey). I was just commenting that by TL 11 it would be completely ubiquitous. Referring to most Trav products to determine detailed computer ability is something that was unworkable by MT days.

The computing power needed exists in an X-Box computer today
 
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