• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Crew responsibilities during jump

Beerfume

SOC-12
I was reading something recently that suggested having your ship's gunner serve double duty as a steward while in jump, since they clearly are not going to be needed at the weapons. It got me to thinking about all the crew members and their responsibilities during jump. For the sake of this discussion, I'm only considering small crews for ships of 800 tons or less, and I'm only considering the crew's ship-related responsibilities during jump, not hobbies, recreation, personal development, mission planning, shipboard adventures, etc. That topic has been discussed in this thread: What do you do during jump?

Steward: Clearly the steward would be the busiest, if not taking care of passengers then cooking and cleaning for the crew.

Engineer: The engineer(s) could do maintenance on any number of systems, excluding, I assume, the jump drive and power plant.

Medic: The medic would be on call, tending to the crew and passengers' ills as necessary. Possible in-jump responsibilities may include reviewing crew records for inoculations, looking after low-berth passengers (if any), or researching the latest illnesses on the next world. On larger ships the medic may also act as a sort of "health inspector" for the ship's galley.

Pilot, Navigator, and Gunner: Without pulling double duty, I'm having a hard time thinking what responsibilities these crew members would have during jump. I'm guessing no course corrections are needed (or even possible) during jump. I assume you might want at least one person on the bridge at all times ("bridge watch") in case of emergency or to occasionally check sensors. What other in-jump responsibilities might they have?

Captain - The captain is in charge of overall decision making, ship's finances, crew morale, dinner with passengers, coordinating emergency drills, and generally making sure things run smoothly. The captain may or may not be part of the ship's operations crew, but on smaller ships is often the Pilot. The captain's responsibilities are the same whether in jumpspace or normal space.

With regard to someone like a gunner/steward, I can understand the extra pay as outlined in the LBBs, but I'm not sure I agree with the -1 modifier to their skills rolls, since the jobs are not performed simultaneously.

What does your crew do as part of their job during jump? Are there any skill rolls they are expected to make? Any thoughts?
 
Reading the tea leafs for the next edition, no power is diverted to the jump drive, having fulfilled it's function, and you don't activate the manoeuvre one while bubbled.

So a watch to keep an eye on the power plant delivering enough juice to run basic ship systems.

Also someone on security detail, to ensure vital parts of the ship aren't breached by unauthorized personnel, or monkeyed around by the ones that are.
 
That's a reasonable list.

Somebody has to be on the bridge most or all of the time, just in case. The steward(s) take care of crew and passengers. A medic, if a separate one is on the ship, handles medical issues if they arise.
The engineer(s) stay busy doing maintenance on stuff all over the ship and running things like the power plant and such. Otherwise you might not have lights and hot water...
What might be termed "deck hands," that is those like security, weapons operators, or others without specific duties might be employed by the Captain doing boring, mundane stuff like counting the food packs, or painting some compartment, cleaning up, washing dishes, and other monkey stuff because he sure as hell isn't paying them to sit on their duffs playing cards the whole trip... :rolleyes:
If you had somebody aboard specifically for security that person might spend some of their time practicing their trade and teaching the crew to use weapons or self-defense.

Naval vessels would be more regimented. There'd be drills, musters, training, and paperwork to fill the in between actual work time.
 
If it's anything like the games I've played, they have their hands full figuring out which one of their passengers is the murderer, tracking down the stowaway space monkey breaking things, fighting the virus released by the smuggled cargo...
 
I would expect on a well run ship to have three members of the crew on watch at any point. A Watch Officer/Lead on the Bridge, taking a look at the ship's general condition, and responsible for waking up the Captain. An engine room watch, ensuring the J-Drive and Power Plant are working up to spec, and doing preventive maintenance tasks on the M-Drive and any auxiliary equipment, like life support. Finally, a roving watch checking on safety and security of internal spaces, and looking at remote machinery. This presumes kind of a minimum size of ship and crew though, and how much the crew trusts remotes.

The Medic will be on call at any point if there is only one medic aboard. That's how the Independent Duty Corpsman on board a submarine operates, plus he's also responsible for inspections of the galley and monitors water quality. Multiple medics on a ship should pass around who's on call, but leave the Ship's Surgeon to be on call at any point.

The Steward(s) may operate based on ship's time and numbers. I would expect him to be up quite a bit of the time preparing food and keeping the passengers happy. Deck hands/gunners can be detailed to assist the steward in keeping passenger spaces clean during jump operations.

As always, the Captain is to be called for any questions that come up. He may be doing paperwork on even merchant vessels, like preparing customs declarations, and the like during jump.
 
Last edited:
Power goes out for a minute; ship's computer mentions one person's life signs indicate he's pining for the fjords.l

Crew has to discover if there's been a murder, who's the murderer, which object was the murder weapon, and where did it take place.
 
Pilot, Navigator, and Gunner: Without pulling double duty, I'm having a hard time thinking what responsibilities these crew members would have during jump. I'm guessing no course corrections are needed (or even possible) during jump. I assume you might want at least one person on the bridge at all times ("bridge watch") in case of emergency or to occasionally check sensors. What other in-jump responsibilities might they have?

Pilot/Navigator: reviewing all available astrogation data on the system they are heading for, making sure they know all possible hazards, and plotting the most efficient/safest courses in from/out to jump points, plotting refueling at gas giants (if necessary), and so on.
Also going over any reports on piracy, local political situation, etc (this would also involve the Captain/Owner, if separate from the Pilot/Navigator).

These should also be done for possible destinations from the system being approached - both so that the Cargomaster/Trader knows which cargo destinations should be avoided and which should be sought after they sell/offload their current cargo, and so that any gaps in information can be identified so that the normal information search can be prioritized to correct any gaps once the ship arrives.


Gunner: most of the armaments systems can (or should) be at least partially accessible from inside the ship, so maintenance/fine tuning can be done, as well as functional checks & maintenance (if necessary) on missiles, recon drones/probes, etc carried. This is in addition to any secondary duties (Steward, Medic, etc). Otherwise, the gunner will "be in his bunk". ;)
 
I see the crew being divided in several cathegories according (mostly) two POV:

Temporal use:
  • Contiunous basis: mostly command, stewards and engineering
  • Semi-contiuous basis (mostly a continuous basis when in real space): pilot, sensors, communications...
  • Occasional: medic, gunners, navigator (in fact, navigator would be in between semi-continual and occasional).

Mission:
  • Bridge crew: command, pilot, navig, sensors, communications...
  • Engineering: self-explained
  • Passage: stewards, medic...
  • Combat: gunners, marines

As I use it, most occasional positions may be freely filled (so no -1 skill modifier) by compatible position crew (as refree sees). So, a steward can also fill a gunner position, as probably yo won't need to fill both positions at once, but a pilot surely not, as they will be needed at once.

The usual (and not penalized) dual roles IMTU are:
  • Pilot/navigator (usually as co-pilot): as navigator is usually needed to calculate jaump, and this can be done beforehand (as the use of pregenerated files show), and it eases communication among them.
  • Any other bridge position/navigator (such as communications or sensors opperators, it eh ship has them)
  • Steward/medic: this is quite a usual one, as medic is only occasionally needed and the better knowledge of the passengers the steward duties give him may even be a help
  • Steward/gunner: as said, they are rarely needed at once.

Ship time can also be divided in several categories:
  • Landed (or docked)
  • Real space routine opperations
  • Jumpspace
  • Combat (being ocasional, in small ships as players' is likely to be mostly would be secondary duties)

Each crewmember will have different responsabilities at each of them:

Landed (aside from some R&R, as being in such an enclosed space as a ship must be quite taxing):
  • Bridge crew: administrative duties. Captain (or purser) must also look for speculative cargos, etc.
  • Engineering crew: routine maintenance
  • Passage crew: looking for cargoes and passengers

Real space routine is where the positions are mostly detailed in game

Jumpspace:
  • Bridge crew: bridge watch. Command crew will also have some social and informative (e.g. about destination planet laws and custoums) duties with passengers (mostly high ones). Administrative duties. Security
  • Engineering crew: Drives monitoring, life support mmonitoringnote 1, maintenance and small repairs
  • Passage crew: keeps their main duties (as explicited in the OP)

Combat:
  • Bridge crew: positions are fully manned (except navigator)
  • Engineering: positions fully manned, damage control
  • Passage crew: gunnery, security (incluiding anti-boarding) and damage control

Among passage crew, medic has some peculiarities, as in jump duties may include checkings and vaccines if the destination planet requires them, and combat duties are clearly different than the rest of the passenger crew (of course, casualties caring).

Of course, most players`ships will be small merchants or like ships that will not have all positions filled...

Note 1: life support monitoring is one of the most overlooked duties from game POV, beinng something assumed to but never specified. It does not only include oxigen levels, water reclycling, temperature control, etc..., but also means adapting life conditions from origin to destination planet. Gravity and air presure should be slowly adapted along the trip for the passengers to reach destination (at least partially) acclimatated (IDK if any of you have travelled to La Paz (Bolivian capital). I havn't, but an adquitance of mine who has told me about how the first day or two have to be spent acclimatating yourself, as, being over 4000 m high, air presure is low enough for most people to be affected by heigh illness).
 
I would think the navigator and any gunner would be bridge watch relief mostly, possibly engineering mate if they have any mech/electronics skills or JoAT.

I always figured the gunners were spending a lot of time puttering around customizing missiles.

For high comedy though, put them on Steward duty.

Troopers on a ship would be focused on their gear maintenance and ops plans, and likely square away their own cargo work.
 
One viewpoint is what positions must be manned per Imperial regulations.

Let's consider that licensed merchants must maintain a watch at critical stations during jump to ensure a safe passage, particularly if passengers are embarked. I would suggest the aforementioned bridge and engineering watches, some sort of concierge or desk service, and maybe a security detail (for your gunners). I think we can assume an Imperial bureaucracy efficient enough to check these things during annual or spot inspections.

Outside the confines of commercial shipping, I suspect a gunner or two would be on station at their weapons just in case, particularly when there is any risk to the ship.

Merchants transitiong to and from jump, I think would call for all stations to be manned up with gunners assisting stewards in ensuring secure and cooperative passengers. Landings and take offs similarly.
 
"The Captain has asked me to talk with you about my job duties while aboard. He has made some specific requests, and I have done my best to comply. This is a summary of our decisions.

"So as your steward, of course I have taken care of your meals and cabin sanitation. Since I am also your doctor, I note that you need an exercise regimen. I have bought ergonomic cleaning equipment that will work your major muscle groups without repetitive stress; I have posted a schedule for each of you. I also note that your diets have been less than ideal, so I have programmed the kitchen to provide healthful meals geared towards appropriate masses for each of you. Also, I have posted a vitamin and inoculation schedule, as well as full physicals to review your health progress and further schedule preventative measures.

"Finally, Chief Engineer Skaat, I wish to see you immediately about making some modifications to our ship robotics systems.

"That is all. Captain, you're up."

"Thank you, Mister Dashuliinta. As you can see, he is kinder than I am. We cannot afford to get lazy and fat. If you feel you cannot afford his regimen, I'm sure there's another vessel that can accommodate your unique requirements."



On small ships, I assume the captain is also the pilot or astrogator. In some cases, he's all three.
 
Last edited:
"The Captain has asked me to talk with you about my job duties while aboard. He has made some specific requests, and I have done my best to comply. This is a summary of our decisions.

"So as your steward, of course I have taken care of your meals and cabin sanitation. Since I am also your doctor, I note that you need an exercise regimen. I have bought ergonomic cleaning equipment that will work your major muscle groups without repetitive stress; I have posted a schedule for each of you. I also note that your diets have been less than ideal, so I have programmed the kitchen to provide healthful meals geared towards appropriate masses for each of you. Also, I have posted a vitamin and inoculation schedule, as well as full physicals to review your health progress and further schedule preventative measures.

"Finally, Chief Engineer Skaat, I wish to see you immediately about making some modifications to our ship robotics systems.

"That is all. Captain, you're up."

"Thank you, Mister Dashuliinta. As you can see, he is kinder than I am. We cannot afford to get lazy and fat. If you feel you cannot afford his regimen, I'm sure there's another vessel that can accommodate your unique requirements."

On small ships, I assume the captain is also the pilot or astrogator. In some cases, he's all three.

"Well, Captain Robject, I'm glad we have that all cleared up. I am the quartermaster, Maksim Smelchak, and I don't put things as nice and tightly as the captain, you hear. I take care of everything beneath the captain and quite a few things inbetween as well. On a military ship, I'd be called the XO. So, if one of you is to be drawn and quartered, the odds will be that I will be the one doing it and not the captain. The steward answrs to me. And if he's dead, I inherit his title as steward as well as my own as the quartermaster. Do all of you lout crewman understand? Because that be the law of this vessel, you hear?"

"Oh, and that's between all of you and me, any civil passengers, gentlemen, Imperial nobles, or polite folk, will get a very different story, understand?"

LOL ;-)

Shalom,
Maksim-Smelchak.
 
We all just play cards near the main control for life support ... to keep the passengers from changing the temperature settings. That drives the captain crazy.
 
"As your Comms, PR Officer, and part-time Gunner Pakkrat, I have one small request. Should the cabin temperature be turned down by Passengers, the Steward, Purser or the Captain that to please warn me. Though while us Vargr don't mind a cooler cabin atmosphere, fur and all, we don't tend to wear shoes unless the floor or ground is dangerous. To that end I bought some deck booties for my footpads. Those deck plates can get quite cold and none of you boot-shod Humans would be the wiser."

"Meanwhile, I've been tuning that dorsal Turret's focuser ruby for the housed lasers. I think, if given time enough to squeeze off a few volleys at some small to medium asteroids in the next system, that I can increase the joules output somewhat. As to the accuracy, well, that's the SensOps' call when he feeds me the firing solutions to a target."

"If the Captain/Owner desires, I can compose a few online and hardcopy brochures and notices of our vessel, its registry, allegiance, as well as Passenger accommodations and cargo capacity for the next ports of call, especially if the Quartermaster can feed me the Trade Classifications for our next few jumps. This is in hopes of maximizing our Demand and the Quartermaster's chances at Liaison to freight and cargo to max-cap."

"Dorsal Turret at your command, Captain."
 
Power goes out for a minute; ship's computer mentions one person's life signs indicate he's pining for the fjords.l

Crew has to discover if there's been a murder, who's the murderer, which object was the murder weapon, and where did it take place.

Miss Scarlet killed mister body, in the auxiliary bridge, with the lead pipe.
Just saying ... ;)
 
*shrugs, sighs, grins*

"As your Comms, PR Officer, and part-time Gunner Pakkrat, I have one small request. Should the cabin temperature be turned down by Passengers, the Steward, Purser or the Captain that to please warn me. Though while us Vargr don't mind a cooler cabin atmosphere, fur and all, we don't tend to wear shoes unless the floor or ground is dangerous. To that end I bought some deck booties for my footpads. Those deck plates can get quite cold and none of you boot-shod Humans would be the wiser."

"Meanwhile, I've been tuning that dorsal Turret's focuser ruby for the housed lasers. I think, if given time enough to squeeze off a few volleys at some small to medium asteroids in the next system, that I can increase the joules output somewhat. As to the accuracy, well, that's the SensOps' call when he feeds me the firing solutions to a target."

"If the Captain/Owner desires, I can compose a few online and hardcopy brochures and notices of our vessel, its registry, allegiance, as well as Passenger accommodations and cargo capacity for the next ports of call, especially if the Quartermaster can feed me the Trade Classifications for our next few jumps. This is in hopes of maximizing our Demand and the Quartermaster's chances at Liaison to freight and cargo to max-cap."

"Dorsal Turret at your command, Captain."
First off, it is Owner. And technically My Lord Owner if we are being snotty to Lessers, or Sir less formerly. Next, it is Signals aboard this vessel as it is a Yacht and we are in His Imperial Majesty's Service so we keep a Navy model staffing, not ranks per sé just the Departments, and that would be Signals/Media Affairs Office of His Excellency, The 1st Count Smoug. Actually far better than a mere Comms Officer on some commerical ships. Much better eats too.

As to the floors, my apologies remind me to ping ChEng on the that, frankly I don't run around in boots in my own cabin and warm floors are better than cold. Noted and to be acted upon. Preferred temp?

She's a large vessel but if you can run Comms we have a CommCaster and DataCaster for you, quit wasting your skills on some thing the Main Computer can handle. How good's your on the fly Programming or Editing, Design maybe?

As to the PR blitz package, put something together and we can talk. Got your Certifications and the usual Imperial Bureaucracy requirements in order, Spacer Guild fees all paid up?

Oh and if you were hoping to dodge some planetary trouble or avoiding "Imperial Entanglements"....got some good news and some bad news?

Anything I need to know about now? One time offer, after this trouble finds me and it's looking for you, I didn't know about it first? Could be consequences.

Otherwise, welcome aboard. Let's get you a cabin and I need to talk to the Watch Commander and the Deck Guard, how'd you get into a turret again?

*presses the "little red button"*
 
Last edited:
Need someone to check and prep equipment and vehicles for landing.

Need someone to ensure alien life forms can survive, and if intelligent, are comfortable (or not) while aboard.

Need someone to clean the ship, engines fuel systems, cargo bays, staterooms, etc.

If passengers are onboard, guest entertainment including gambling, games of chance, wagers on distant events or local system events, etc.

If low berths are aboard, the medics would ensure the cryobays are functional and can be operated quickly in emergency.

Ships security needs to make sure weapons and ammo are accounted for, and that weapons are ready for use.

Engineers need to be available to fix things and robots that break down. When not doing this it would be appropriate for them to be sourcing spare parts for ships equipment and vehicles.

Off duty of course, the crew could be manufacturing their own hootch, gambling or wagering, sleeping, or maintaining personal equipment and possessions, or communicating with distant family and kin.

Airlock checks

Medbay biohazard containment checks

Communications systems checks

Sensors checks and maintenance

Computer checks and maintenance, perhaps coding some new programs for the 3bis.
 
Back
Top