So we've played the beginner version of the game and thoroughly enjoyed it. Today is the first session in preparation I've been trying to figure out more of the ship side (Personally I feel that while most of the game is simple and fast paced, ship combat feels bogged down with maneuvers). I understand a narrative game (BESM, One Ring, etc) but this ship encumbrance thing is really annoying. In fact I find the whole section on ships weird.
Normally through out the book they give a in-depth description(Adversaries is missing explanation of one or two as well, took me a minute to realize M/R defense was melee/ranged.) of every statistic you are about see in the upcoming stat-blocks, not the case for ships. They leave out crew/ships complement, passenger capacity, encumbrance capacity, sensor range, hyperdrive, hull/type class, maximum altitude, manufacturer, and navicomputer. Even the ones they did explain, which were pretty much only dealing with combat, were at the beginning of the section far away from the stat blocks and focused almost solely on combat stats. I did find a few of those missing stats buried within paragraphs of descriptive text (like so many whitewolf games). Sometimes you just need the straight rules, I understand that this is a narrative based game but seriously don't mention things and not explain them (Still looking an explanation of mass shadow). Checked the Age of Rebellion book, which is almost verbatim the same as far as ships go, and no new insight.
Now that the rant is done here are my solutions to the missing things. So far I haven't found any hard rules for these. If you find or know of some RAW for one of these that I'm about to go over please beat me over the head with it.
Crew/ship's complement - I'm going to assume the ship's crew have quarters and do not count against passenger capacity. (I understand that in some cases, like a tie-fighter, there won't be a space for them to sleep and enjoy a night cap.)
Passenger Capacity - Again I'm assuming crew is counted in this number so to me this number represents comfortable passenger capacity. (As in we have living spaces to fit this many beings.) However this number will not be a cap for my game because technically you could just through them in the cargo hold.
Encumbrance Capacity - It is known to me that there are a few posts about this topic this is my homemade way for handling it. With ships 1 armor is the equivalent to 10 soak, one point of damage from a ships weapon to a person is the equivalent of 10 points of damage, and so for my game 1 point of ships endurance will equal 10 points of personal endurance. Meaning if a ship has encumbrance capacity of 4(ship scale) it can carry 40(personal scale) points of encumbrance. I'm also going to assume beings and passengers are already included and when they talk about encumbrance they just mean cargo and additional weaponry beyond what's included. This will seem like a lot in some cases but in others I feel it balances it quite nicely.
Again if you find a RAW version of anything above please share. These are going to be tested a few sessions and we'll see how it goes. Not too worried about crew and passenger just mostly encumbrance. I will post how this goes after a few sessions.