Automating a Starship

A thread of 2 messages, 10 January 1991 to 10 January 1991, in the order they were sent.

#2059 Automating a Starship

First off, I believe that there are things that a human can do that robots just
can't do.  I would think that on any ship, minimum I would want a pilot and an
engineer.  What is the pliot going to do when the engineering robot comes up
against something it can't handle in a tight situation? go back and eyeball the
situation?  you may not have the leasure to do that in some situations.

automating a gunner, or navigator would be more possible, but again, I don't
think that any but the most expensive robot could act as anything more then
skill level 1 or 0.  They don't have the same kind of intuition or aquisition
of experience.  I know that there are pubilcations out there which disagree
with me, but that's my stance.

I think of the robots in Silent Running.  They were programmed for particular
basic tasks, but they often came up against things that they couldn't handle,
and had to be programmed or instructed.

You would have more success using robots to suplement existing personel on a
larger ship, having an engineer and 2 robots instead of 2 engineer.  Say you
have a gunner on a ship with multiple turrets mostly run by 'robots'; the
gunner could program new tactics into the robots as he comes up with them from
his experience, like what to do when two targets scissor, etc...

There's now way in hell, I'd want to be on a ship run by a pilot 1 and robots.
at the very least, the pilot *has* to have all the skills needed to run the
ship, like Eng, Nav, even if the ship is automated.  What will you do if the
jump drive won't work, and the robot can't figure it out?  Kick it?  With some
skill, at least you can do *something*!

It might be possible to get along without a Navigator if the pilot has
navigation skill, but it will take him longer to do the work required then it
would for two people, and that might be critical in some situations.

Jim Baranski

#2060 Re: Automating a starship

In the campaigns that I run, I usually allow players to automate their
ships using robots if they wish.  I feel that most positions on a ship
can be handled by a high tech robot -- it preserves the "far future"
feel of the game.  However, this doesn't mean that this is as good as
having a real live sophont in the position, especially in jobs which
require creative and innovative thought.

For instance, a player may put a pilot bot into their ship.  This would
be good in a nobles unstreamlined staryacht, perhaps, since it never
reenters or fights in combat (hopefully), but could be a disaster if
a dangerous situation arises.  Gunnery robots would be terrific in a
merchant -- why pay for gunners you never use, especially in exposed
turrets, when you can use their staterooms for paying passengers.   In
an emergency, a robot gunner could hold its own, perhaps.  But on a
battleship, highly trained gunners would be preferable.

Furthermore, robots are expensive to purchase and maintain.  They can
break down at inopportune moments -- the EMP that knocked out your
jump drive also can get your engineering robot.  Now how do you fix
everything?  Of course, having one engineer robot and several sophonts
can be handy in a situation where you don't want to send something
alive into danger -- corrosive gas or hard radiation, perhaps.  If
whatever goes in will die, why not send an automaton?  Robots can be
replaced; players hate to roll up new characters.

Medical robots are great -- but like Larry Niven says in his Known
Space books, it's almost frightening how many things could go wrong
with a damaged autodoc.  This means that you'd better make sure you
buy a medical robot from a reputable dealer, and it better be _very_
sturdy!

So go ahead and build some robots!  Just remember, robots have their
limitations, just like living crew, and have some fun.

- - --Steve