Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-21-2019, 05:50 PM   #12
Kale
 
Kale's Avatar
 
Join Date: Aug 2005
Location: Cowtown, Canada
Default Re: [Spaceships] What are the mechanical consequences of not meeting crew quotas?

Quote:
Originally Posted by Eukie View Post
As Varyon pointed out, I was primarily concerned with lacking the full complement of workspace technicians, not with lacking crew for primary piloting, sensor/communications, engineering, and gunnery tasks.
I think part of it will be how maintenance-intensive tech is in your setting. Under routine operation the ship could probably go a while under staffed, but in action the ship would definitely suffer. You'd have to decide how much a given system has to be 'pampered' by crew during operation, but a number like -1 per 10% understaffing seems not unreasonable.

Also consider after any stressful situation where the ship is run at max (i.e. combat, landing in a gravity well, atmospheric re-entry, etc) there will probably need to be maintenance or at least detailed systems checks to make sure everything is u to snuff. This will require more crew hours and overworked crew might make mistakes...
__________________
FYI: Laser burns HURT!
Kale is offline   Reply With Quote
 

Tags
spaceships


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:32 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.