Re: Automating a starship
In reply to #2059 Automating a Starship by True Friends Change Your Life
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