What you may want to consider, is what the specific needs of that craft might be as far as "missions" are concerned. If you're trying for a minor parallel with age of sailing ships, you may want to consider the uses to which your craft will be put.
For example? If it is meant to pick up visiting dignitaries, you would likely want it to be able to carry not only the visitor, but anyone else deemed necessary by that visitor. An honor guard might be needed for the visitor. They may need to carry documents or objects of import as well. For craft that are away from their home bases for any length of time, those small craft might have to serve multiple functions. After all, how would it look if the ship's only secondary craft were to malfunction in some way - only to be left stranded because the main ship didn't have a secondary craft on hand? What mode of motivation are we looking at for the secondary craft? Are we using reaction engines or reactionless engines? Now for the fun part... Just as you yourself are casting about for naming conventions from history, it is entirely possible that the space navy admiralty might do the same (or what passes for an admiralty!). As for the number of crew being carried aboard because there is no need for rowers? Bear in mind that those rowers also served the purpose of guarding the occupant of the boat as it went ashore. In other words, those crewmen served purposes other than simple rowing... Me? If it were my sci-fi setting, I'd probably go with a minimum of 1 squad of men plus one squad leader, a pilot, and spacious quarters for the VIP. Why? Because that "gig" may very well be used as a temporary cabin for when "ashore". Hmmm. Speaking of which, you may need a bunkroom for the squad that will be going ashore. ;) _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
