Timerover51
SOC-14 5K
One thing I'll never tire to emphatize is the relation that should be kept among skill variety and the number of skills a carácter is suposed to have.
If you add skills, they each represent less broad ones, so, to keep the same level of knowledge, characters should have more.
To give you an example I've already used many times, in CT Engineering is a simple skill, and having an Engineer 2 character gives you a skill level 2 in every engineering need on your ship. In MgT, Engineering is 5 different skills, so (but as one is electronics in CT, I'll see as 4 different skills for this example), to have level 2 for all your engineering needs you need 8 levels of engineering skill (in a single character or several ones).
I think there needs to be a distinction between adding new skills and what I call fractioning existing skills.
Adding Survival to the skill set is definitely adding a new skill, and one which is added in Book 4, Mercenary, and Book 6, Scouts, along with Supplement 4, Citizens of the Imperium. Converting Engineering into 5 different skills is taking an existing skill and breaking it into several parts. I tend to break Gun Combat down into more skills, mainly because of my background, at least into Projectile Weapons and Energy Weapons. I do like how The Traveller Book handles vehicles, as expertise in Air Raft is not going to transfer into handling a watercraft sail boat.
If you add skills, they each represent less broad ones, so, to keep the same level of knowledge, characters should have more.
McPerth, you are correct with this, as what I call "fractioning" skills does require that a character have the ability to have more skills. If you keep the maximum number of skills the same for both basic character generation and the later extended character generation, where you can learn more skills in every term, your extended character generation group is actually going to be less broadly competent. If you increase the number of skills that can be earned, then you have characters with what I view as an excessive number of skills. If you do not do that, then you do need to have more characters to get the equivalent level of skills, as you pointed out.
With respect to Engineering, here is a Real World example. Most of the cruise ships are using Diesel-electric propulsion these days, with multiple Diesel generators for most efficient use of power. A senior engineer on one of those needs to know Diesel operation, electrical generator operation, and electric motor operation. That represents a pretty wide range of needed knowledge. That is how I see the Engineer on a star ship with respect to power plant, maneuver drives, and jump drives. The character needs to have some knowledge of all of these for safe operation. Higher skill levels means a more complete knowledge of all phases of the ship's power and propulsion systems, but even Engineer-1 means a working knowledge of all of them, and I would argue for some spillover into both Electronics and Computer, especially Computer. Perhaps an understood skill level in computers and electronics 2 levels below the Engineering skill level.