fallsfromtrees wrote:"Brigade XO"]Lets see about crew.
Need a captain, a bridge crew, tactical crew times at least 3 (three 8 hour ships. These people need how to fight the ship, do at least there manuvering and station keeping.
Minimum 3x the number of people to operate and mantain each power plant (fusion reactor) of what is onboard that you are going to run. Don't recall if a Solly SD has more than two or if you think you are going to need both/all
3x the number of people (again for 3 shifts) to operate sufficent environmental support.
Enough cooks, mess attendence and prep people and any other nessiary personnel to maintain food production for crew based on total number involved plus extra capacity for guests and visiting people such as shuttle crews.
Enough security staff to maintain order, provide guards to things that need to be guarded. etc. This is a large ship and along with any inter-crew challanges and visiting people you are going to provide security guards for things like weapons systems, magazines, reactors etc.
Enough maintenance and technical people to keep the systems you need running and fix at least minor problems. It would be really bad to have to leave the ship in a hurry and discover that the escape/life pod you were in wasn't actualy working and its thruster fuel tanks etc was "less than full". Same goes for the enviornmental system. Then there are all those weapons and the weaons handling systems that need to be maintained, tested, stored. Shame if the missle feed systems don't function when you need them. How about regular testing of those little things like bulkhead hatches that are supposed to seal if you rig the ship for fighting like taking the air out of compartments (and open/close any gas/liquid lines, Commuications & power conduits etc. Then there is the matter of people who can understand and modify the various systems computers and software to keep everyting running or fix things before you have to SCRAM a reactor to keep from having it go BOOM
You are going to be running a minor city plus hosting some sort of administration staff for the things this Station is supposed to be doing along with being a semi-mobile fort for the planet. Almost everything you are going to be operating doing is going to need 3 shifts starting with what would be the bridge crew for the ship part through admin and operations for the "station" activities.
People to operate and to maintain whatever ships boats were assigned and things like shuttles that are either assigned or expected to need service/fixing after they arrive on business.
Needing all the people to keep it running even if you don't actualy intend it to go anywhere (remember that part about using the wege as part of the defences) and the vast lack of automation relative to SEM ships makes the SLN SDs personnel sponges. Something you don't need if you have a shortage of trained (space qualified) people.
Just a thought
Plus some extra people to cover for the guy who tripped over his won two feet (or were riding potato sacks), broke a leg, and is in sick bay -[/quote]
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So, to summarize --
The SLN SD's are
1) obsolete as offensive weapons platforms
2) not maneuverable enough to be defensive weapons platforms
3) ineffective (or likely so) as a system "scarecrow"
4) too manpower intensive (no pun intended) as a "mini-space station"
5) inadequate as a physical trainer (Virtual Reality Simulator would be more effective)
6) cost-prohibitive for conversion to a "kamakazi" platform
7) poor choice for conversion to transport or other roles
8) too slow to keep up with the GA fleet "train"
9) Onboard missiles and fire control incompatible with majority of GA hardware (Beowulf "might" be compatible as SL member)
10) Inappropriate to transfer to non-GA star nations due to Warlord problems
11) Too manpower intensive (again, no pun intended, see above) to transfer to smaller GA allies
12) No available parts or logistic support for repairs.
I think that's about it.
After DRMO has taken off any re-usable parts, I see metal / alloy reclamation.
-- Stewart