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