I thought it would be useful to pull this discussion out, since while very relevant to merchant shipping, it's a bit separate from ship design.
Thinking about the difference between an engineer's and environmental tech's warrant (since, from Warships
crew estimates and the requirements of taking humans into space, it seems reasonable that these would be more distinctly separate professions/trades/tracks than in today's ocean vessels - computer techs, too) a warrant might have the basic qualifications or components, variable at need, of
- prerequisites, if any,
- mandatory broad skill or specialty skill, and
- at least two or three of the following list of broad skills
Prescribed broad skills would include their specialty skills, though not necessarily all of them. Thinking about that, maybe I do need to list all the specialty skills that apply.
- Engineer: Prerequisite: Spacehand's warrant, Mandatory: System Operation-engineering and Technical Science, Elective: two of the following: Computer Science, Physical Science, Administration
- Environmental tech: Prerequisite: Spacehand's warrant, Mandatory: System Operation-engineering, Elective: three of the following: Computer Science, Life Science, Physical Science, Technical Science, Administration
In rules terms, these skills could form the basis of examinations, which I could implement in a couple of ways that aren't necessarily exclusive. Either a character has to make checks in game to gain a higher warrant (which I could see forming a notable narrative event in several campaign models) or if he starts with a warrant within character creation, it counts as a prior Teach usage that reduces his skill cost.
The warrant system can and should apply to just about any officially definable and valuable skill set, just as Traveller
's careers do. For example, Combat Specs could have Security warrants and Free Agents could have Intelligence warrants. This post has been edited by uncle_jimbo on Oct 28 2012, 00:48