gunship - 1
gunboat - ~3, maximum 5
cruiser - 50-150
battlecruiser - 150-300
battleship - depending on size I would place it 400-500 for Osiris like to 1000/2000 for juggernaughts and turtles.
Infocards state that Valors and Redemptions have 300 ppl for crew. Look at their size and judge the rest of caps accordingly (I suspect Obstinates having around 150-175 crew capacity).
(01-09-2014, 11:07 PM)Omicron Wrote: gunship - 1
gunboat - ~3, maximum 5
cruiser - 50-150
battlecruiser - 150-300
battleship - depending on size I would place it 400-500 for Osiris like to 1000/2000 for juggernaughts and turtles.
Gunship would have 2 people at the absolute minimum. I reckon, Even Bret bomber has 2 people.
Gunboat 10-30 (bret GB)
Cruiser 100-200
Gunship/Gunboats: 1-25, depending on things like cockpit style, origin of the ship, size of the ship compared to others in it's line, and really just what you feel sounds "good" in RP. For example, I roleplay my Liberty Navy Gunboat as having a crew of between 10-15, with room for at least ten Marines who inRP have bunks set up down in the cargo hold. (Some Gunboats are more like "Frigates" than "Gunboats")
Destroyers/Cruisers/Battlecruisers: 150-350, though again this depends on ship size in comparison to others in it's line, and things like the inRP technological capabilities/ranking of the House/organization that's fielding the ship in the first place.
Dreadnoughts: 400-600, though I'd wager there's a lot of wiggle room here, taking into account the different factions that field Dreadnoughts, and their technological capabilities.
Carriers: Across the board I would say that Carriers have a minimum crew somewhere in the high hundreds though if I had to place a number on them I would say at least 1000 crewmen are aboard a Carrier.
Ultimately though, the decision is largely left to you, the people who fly the ship. What I try to do is sit and think about it like this: How many crewmen do I think this ship would need to manage different systems and sections aboard the ship, I'll give an example below, naturally.
Again though, largely this is a decision left up to individuals. Mainly one should just take into account the technological capabilities of the group they're flying for, and how large their ship is in comparison to other ship's fielded by the same group.
Anyway, on to my example!
Libertonian Gunboat with "Full" crew complement:
CO: (Commanding Officer) x1
XO: (Executive Officer, 2IC, Helmsman) x1
Additional Bridge/CIC Staff: Weapons Operator x1, Comms Operator x1, Navigator x1, Systems Tech x1
Medical Staff: Naval Doctor x1, Naval Corpsman x1. (Facilities located in lower decks, near "Cargobay".)
Naval Engineers 2-5x, (depending on if you want just engine techs or guys to repair all systems 8| )
Marine Security Detachment/Boarding Party 5-10x (Bunks located in lower decks, probably bolted into the cargo bay).
This method of course, can be applied to other, larger ships, with different purposes or belonging to various factions as well, I only used a Libertonian Gunboat because it's a fairly easy example, and my Lib Gunboat is something I've done a lot of roleplaying with, so I like to think I have some idea how it works...
But ultimately like I said, it's up to the individual playing the ship, and how you want to play that ship, and what it's inRP purpose is. The only thing that I would consistently take into account is: "What are the inRP capabilities tech wise of the group that I am flying for?"
The higher tech the equipment is, the smaller the crew you'll need, theoretically. (Assuming high tech = automated systems, or systems assisted by AI or VI programs etc etc)
I hope that my opinion gives people some ideas, but even if not that's fine, ultimately it's just an opinion, after all.
I think Omicron's proposition is the most realistic one, nowadays big RL tankers don't have crew bigger than ten persons often, with rocket destroyers oscilating somewhere around 50-150 crewmen. Automatisation and stuff, it's logical robots and computers would reduce the crew numbers even more in the future.
I pressume gunboats are the corvettes/frigates and due to all the automatization and cost efficiency would employ very small ammount of crew. I find such gunboats as rather expendable and you do not want to risk many people.
Cruisers would be much bigger than real life counterpart (if freelancer was scaled right) but then again, automatization would keep crew requirement in place as the hull grows twice or thrice as big if not even decreasing the number of people.
Battleships on other hand need way more people to run it. Vanilia-wise they were performing carrier duty and mobile operations base role. It's not the crew we are talking about here but their security, pilots and personnel that would keep entire party together like mechanics for snubs stationed onboard.
Obviously from a 1 pilot battleship (automate everything) to a fully crewed ship (I'd say 300 max for any ship) to a military transport that fills up the cargo hold limit.
Much, much more crew on exploration zonerzoner ships and military carriers than on ships for the sole purpose of war
No atmosphere? GTFO.
The propeller is the greatest invention of all time.
You also need to consider things such as the technology and automation on capital ships. It's not just about physical size. As well as things like passengers and Marines.
I'd think even the largest warships in Discovery could operate on a skeleton crew (minus marines, docking crew, etc) of a few dozen people. Computerization and all.
So, I'd consider there'd be two or three shifts worth of main crew (bunk rotations and all), a bunch of technicians and damage control teams. Dock crew and pilots (if applicable), marines, passengers, and robots.
I'd think that Kusari ships would have a leaner crew size ones due to high-tech usage of optronics (Kishiro), while Gallic and Rheinland vessels' design philosophy reflects on a larger size. Outcast and Corsair caps would probably have huge crew sizes to compensate for lower technology to work with, as would IMG due to the needs of a lot of science and mining staff. Liberty/Bretonia/Colonials would probably be on the lower end of crew needs.
It'd probably range from Zero (AIs) to One (Tridente) to a few tens of thousands (for a Juggernaut, most of that being population) at the extremes.