Johannes replied to me: >The more i think about it, the more i consider it a matter too > complex to break down in rules.
:-) > As rule of thumb, i would include psychologists in the crew of > very long occupancy vessels, i guess someone knowing more about > the matter can suggests how many for how many crew members. Enter the Ship's Counselor in Star Trek. It could also be the chaplain or the political commissar, if those are supporting staff officers and not back-stabbing sneaks. BTW, psychologists in the science department or psychiatrists on the medical team? > I would include some gym or arboretum or holodeck or other spare > time place, to give crew members a place for alone or small > group time. Propably the size of a cabin could be used as > guideline, how much is needed by a crew member, and a crew > member should have access for one or 2 hours every other day. The gym in Babylon 5 Crusade (which looked like a real set for one corner and lots of CGI) got me thinking. Large spaces are dangerous when the ship maneuvers. > I would include something like a mess hall, that could also be > used for large group activities such as card games or dances. For ships with cabins, yes. When you have just 100 cf per bunk, it might be better to add more to the bunkroom. > For a lone crew member you have only alone time so you will be > restricted by how long the crew member can stay sane, without > contact to other humans. And the crew member definitly should > not even suffer from a quirk level claustrophobia. Historical precedent says motivated individuals can stay alone for many months. Think of trappers or prospectors in America, or single round-the-world sailors. > Having no place to exercise at all seems not a good idea for > a long time. But i guess you would not need more space then > a roomy crew station or a bunk for some sort of gym equipment. > Propably you can argue, that either can transform into some. A question of flight time vs. planet time. If the individual flights are not too long, planetside exploration could give them all the exercise they need. Another thought -- for ships which travel known routes, like passenger liners or freighters, higher speed might come cheaper than larger quarters. Ships which spend a long time "on station", like scouts or patrol craft, might see things differently. In the last couple of years I noticed that many of my older starship designs were "wrong" -- near the minimum FTL speed, when "reasonable" ships have a multiplier of ten or twenty. Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
