CosmicGamer
SOC-14 1K
I sometimes think of it in different ways
Like automobiles.
The vast majority of traffic is on busy roads where there are emergency services and/or other traffic available in an emergency.
Yes there are those that travel on the less trafficked routes.
In general, a certain amount of safety equipment may be required as part of the construction like air bags and seat belts but much would be up to the individual like flares, fit a flat, flashlight, blanket, med kit...
Or boats.
You have to comply with the local rules for the area you operate and these can vary from one location to another. There are few, if any, requirements when operating outside the local jurisdictions.
Or based on the Traveller rules (this may vary from version to version)
There is little to no requirement for safety equipment like vacc suits or the skill to use such. Medical expertise and supplies may not be required. Emergency and damage control supplies are generally left up to the captain and crew to decide what to carry. With the lack of regulation and need for the more common safety precautions, I'd think emergency LB and escape pods would not be a Imperial wide requirement on tramp merchants. This is also backed up by the typical ship design and breakdown.
Another concept is that a jump ship spends a large percentage of time in jump so a "need to fix the problem and survive on board" perspective may be the norm instead of a "abandon ship" mentality. The fact that a ship is a quite valuable item also encourages methods of being able to safely stay with the ship verses cutting out and running.
As many have pointed out here and in other threads, situations where one could not survive on the ship with proper and cheaper survival gear than an escape vessel would likely be rare (for the average vessel and not one that is part of a GM plot).
Like automobiles.
The vast majority of traffic is on busy roads where there are emergency services and/or other traffic available in an emergency.
Yes there are those that travel on the less trafficked routes.
In general, a certain amount of safety equipment may be required as part of the construction like air bags and seat belts but much would be up to the individual like flares, fit a flat, flashlight, blanket, med kit...
Or boats.
You have to comply with the local rules for the area you operate and these can vary from one location to another. There are few, if any, requirements when operating outside the local jurisdictions.
Or based on the Traveller rules (this may vary from version to version)
There is little to no requirement for safety equipment like vacc suits or the skill to use such. Medical expertise and supplies may not be required. Emergency and damage control supplies are generally left up to the captain and crew to decide what to carry. With the lack of regulation and need for the more common safety precautions, I'd think emergency LB and escape pods would not be a Imperial wide requirement on tramp merchants. This is also backed up by the typical ship design and breakdown.
Another concept is that a jump ship spends a large percentage of time in jump so a "need to fix the problem and survive on board" perspective may be the norm instead of a "abandon ship" mentality. The fact that a ship is a quite valuable item also encourages methods of being able to safely stay with the ship verses cutting out and running.
As many have pointed out here and in other threads, situations where one could not survive on the ship with proper and cheaper survival gear than an escape vessel would likely be rare (for the average vessel and not one that is part of a GM plot).
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