Number of bunks or what?
What does passenger capasity mean to you?
Room to sleep and stow a normal amount of luggage, consumables and life support. If you're only offering breathable air as a luxury extra, best make that fact known before breaking atmo. Could fetch a pretty price if you time it right. But you won't get away with that for long.
I take passengers and consumables as the manufacturing company's intent, but not necessarily a hard and fast limit. When it comes to total passengers I add crew requirements to that number (which usually bumps it up 2 or 3), and then say that's the maximum number of bunks/cabins a ship has stock, but you can still squeeze more people in.
Of course, a two-seat starfighter has one passenger seat, max.
With consumables, I compare the number of crew and passengers it can carry stock. So if the stock limit is 10 people with enough consumables for 3 months, if the ship only has 2-4 people in it total, they can stretch the consumables a little longer.
I take it as number of bunks, consumable capacity, and life support. I will generally assume their is one bunk for every crew and passenger. I look at the type of vehicle to determine the comfort of those bunks. If it's a little scout ship I generally assume they're a bunch of bunks smashed into one little area, probably stacked on top of each other. If it's a larger freighter or luxury craft I'll give everybody their own room, or maybe two beds to a room.
As far as life support goes, I assume it's the factory recommended, but most factories give themselves some leeway to avoid lawsuits if one extra person sneaks in. I generally assume a few extra people won't do much. As more and more are added I usually have the air start to seem stale. If to many are shoved into a ship for to long it might start to cause penalties or problems.
I'm with the other posters in saying that passenger capacity is in addition to whatever crew complement the ship requires. I would assume that in most ships the life support systems aren't intended to run at max capacity under normal circumstances, so you have a little wiggle room if you need to squeeze in some unexpected guests. Do that for too long, or put a few too many people in the ship, and it's like an overstocked fish tank, which is not going to be pleasant or healthy.
Berthing spaces.
I take it as the number of Bunks/Beds in addition to the crew listed, many ships have more crew listed than passenger capacity they really have to be additional.
Berthing spaces.
I dunno, man. Should pregnant women even be in space?
Bunks, and consumables. Go beyond that and you start having to hot bunk, sleep on the deck, and strain the recycling systems.
It varies by craft. While I have no problem with a YT-1300 having bunks for 6 passengers, I doubt that the Lambda shuttle has bunks for 20 passengers. If it's lucky, it might have that many reclining seats.
It varies by craft. While I have no problem with a YT-1300 having bunks for 6 passengers, I doubt that the Lambda shuttle has bunks for 20 passengers. If it's lucky, it might have that many reclining seats.
There is definitely not a standard level of comfort for sure.
I take it as the number of Bunks/Beds in addition to the crew listed, many ships have more crew listed than passenger capacity they really have to be additional.
Zuckus and 4LOM will have to share a bunk.
IMO, a lot depends on how long you’re expected to stay in the ship.
For example, a starfighter isn’t going to have any bunks, or a toilet, or anywhere to get up and stretch your legs. Even if it’s got seats for two or three crew, a vehicle that small isn’t likely to have any of those amenities.
A small freighter might have some of those amenities, but it might not have any interior walls, except for possibly the toilet area.
So, you have to look at the type of vehicle, how long you’re expected to stay in the vehicle at any one time, etc…. Then apply a bit of intelligence or common sense, based on that information.
Bunks, the assumed number of sentients the ship's stores can feed for the listed time in ship stats, and the max number of people the life support systems can sustain indefinitely.
In the beginning of my campaign the players found themselves in possession of a stolen YV-560 built for ~8 people, with two dozen freed Wookiee slaves stuffed aboard. I told them if they didn't find a place within a day's jump from their starting point they would suffocate on Wookiee fumes and dandruff.
Pretty easy, a shuttle has that number of seats.
A long haul ship has that number of berths.
A luxury class ship may well have almost that number of staterooms, but probably has mostly double rooms, so likely around half that number.
To me, first of all, it's the capacity of the life support system. If it were only the sleeping space (and perhaps food and drink), it would be far to cheap and easy to increase the capacity by quite a lot: Just magnattach a few camp beds to the cargo hold floor, buy a few pallets of field rations and water tanks; et voilà, passenger transport.
Not to forget, there are the Space Ministry's regulations about easily available rescue facilities, of course.
How does everyone explain the ships with zero passenger capacity? To me that's why crew and passenger numbers need to be added together to get the total number of living beings on board.
How does everyone explain the ships with zero passenger capacity? To me that's why crew and passenger numbers need to be added together to get the total number of living beings on board.
I was of the impression that this is self-evident: Crew is the number of beings needed to run the ship, PAX is the number that can be sustained in excess.
I allow up to double bunking maximum. The extras of course use up supplies at an increase rate. And if you are over the set capacity, everyone is going to start a battle with strain. A setback to all actions may even be imposed if you've been stuck in the ship over-bunked for days or weeks without getting out to stretch.
For pure space such as bunks and rec areas, i see this as the sustainable, comfortable limit (i.e. Beds for everyone). If cramming, you can considerably increase this depending on the ship, but I would start imposing escalating effects based on occupancy and duration something like:
1. A few extras: displaced folks unable to recover strain or damage with rest
2. 50% over: everybody unable to recover strain or damage (perhaps allow someone to be isolated to make things worse for everyone else)
3. 75% over: displaced acquiring extra strain regularly, setback on any actions taken (also reflects an effect for MINION/RIVAL)
4. 100% over: everybody acquiring strain regularly, more setback penalty
5. start degrading ship functionality due to impact to crews effectiveness (difficulty or more setback)
6. Maybe move on to actual damage (sleep depravation)
7. Core breach! Lol
I assume consumable tolerances similar to airlines, which is 100%. So the ship can handle twice the number of people for air, food, septic disposal, etc. for a normal resupply cycle (scale based on ship size/role).
Normally, I just assume any trips include resupply when needed unless integral to the story. Exceeding 100% makes it integral. I calculate the per person per day capacity of the ship as: 2 x capacity / resupply cycle in days. Full depletion of resources happens when this is exceeded. A precipitous drop off occurs at the end if no mitigation is taken (primarily starvation, dehydration, and suffocation). Rationing can be done, introducing similar effects as above (depending on severity of rationing).
Edited by GberezowskyI've got another "Sturn's Stuff" supplement that include this topic but it will probably be a while and not to everyone's liking.
Pretty easy, a shuttle has that number of seats.
A long haul ship has that number of berths.
A luxury class ship may well have almost that number of staterooms, but probably has mostly double rooms, so likely around half that number.
Well that shuttle has two months of consumables, and that's a long time to spend in a seat (reclining or not).Pretty easy, a shuttle has that number of seats.
A long haul ship has that number of berths.
A luxury class ship may well have almost that number of staterooms, but probably has mostly double rooms, so likely around half that number.
Two months worth of freeze-dried trail mix and bottled drinks, warm hand-towels and headphones?
Basically it's 2 months fuel for the ship under normal operating conditions.
Number of bunks or what?
Air-scrubber capacity is the prime factor, IMO.
If you can't get the CO and CO2 out of the air, everyone changes color and dies, even tho' you've still got 21% Oxygen...
Usually, it also includes bunks, bodily waste processing capacity, and storage for consumables.
I take it as number of bunks, consumable capacity, and life support. I will generally assume their is one bunk for every crew and passenger. I look at the type of vehicle to determine the comfort of those bunks. If it's a little scout ship I generally assume they're a bunch of bunks smashed into one little area, probably stacked on top of each other. If it's a larger freighter or luxury craft I'll give everybody their own room, or maybe two beds to a room.
As far as life support goes, I assume it's the factory recommended, but most factories give themselves some leeway to avoid lawsuits if one extra person sneaks in. I generally assume a few extra people won't do much. As more and more are added I usually have the air start to seem stale. If to many are shoved into a ship for to long it might start to cause penalties or problems.
Hot racking might be a thing, though imperial vessels seem all quite spacious, so I guess each crewman his his own bunk in those.