I need to talk to you about a starship's science department. I've been trying to staff my Hermes-class scout ship
Aeolus and come up against something I need input on: How do you see the departmental makeup? My deck plans for the 1701-A has the
Enterprise with 12 science officers, 10 researchers, 60 assistants. For my scout, with her crew of 230, I'm shifting the crew ratios around to emphasise the communications and science departments. Security has a whole 2 squads (12 people) with the other 30+ (from the original 70s Saladin/Hermes deck plans) going to Communications and Ship Operations. Ops thus has around 40, (weapons staff replaced by special sensor staff, plus shuttle/deck crew). Engineering will be reduced too, or rather split, with people taken from there and put into the Special Services department (Commissary, Quartermaster, Maintenance).
With the scientists, I need your input badly. I may have to bump up the Science complement from 12 science officers, 12 researchers, and 24 assistants, but I may just be misunderstanding the internal structure of the science department.
Previously I was seeing the Officers as the actual scientists in their separate disciplines with the Researchers being Chief Petty Officers trained in scientific method and just a pool to be used by any scientist/discipline, and the Assistants being basic lab techs, knowing how to operate the equipment and run basic experiments/simulations to get all the jobs done, again as just a pool to be used by any scientist/science project.
After looking at this page, however:
http://en.wikipedia.org/wiki/Fields_of_scienceI'm thinking with this model my officer complement was going to be pretty heavy and the researchers/assistants would have to be dramatically reduced.
So, I've come up with an alternative model, where:
1) the Science Officers are scientists in their own field but mostly they are the Life Sciences, Planetary Sciences, Astrosciences, Social Sciences, etc sub-division heads/project administrators,
2) the Lab Researchers/NCOs are the actual science specialists in their particular field or discipline, IE Anthrolpology and Arechaeology scientist under Social Sciences subdivision, and
3) the Lab Technicians/Crewmen are technicians running the equipment and trained in basic scientific method.
This is partially backed up by these Memory Alpha pages:
http://www.memory-alpha.org/en/wiki/Astronomical_scienceshttp://memory-alpha.org/en/wiki/Geological_technicianIt is, however refuted by several eps with junior science officers present with speaking roles and officer ranks.
Adopting this second model would lower my officer count, but also my Lab Assistant/Technician count. Anyone into the science aspects more than me, can you give me your opinions and input?
I was thinking also of the disciplines I should stuff aboard a long-range scout vessel. Bearing in mind my idea of a scout's mission is preliminary investigation for a more detailed follow-up later on by cruisers or science vessels, I wanted a broad range of specialists aboard. I've gone for the following roster, but some of these are subdivisions of primary departments like Life Sciences, Planetary Sciences, Physics, Chemistry, Social Sciences, Astrosciences, Computer Science, and Medical Science. On that, I'm saying the Applied Sciences are handled by their parent departments: Physics by Engineering, Medical by, well, Medical. The Doctors and Nurses are their own researchers.
Sciences
Computer Scientist O4 - 1 Department Head
Social Scientist O3 - 1 Assist. Dept. Head
Anthropologist
& Archaeologist O1 - 1
Astrogeologist O1 - 1
Astrophysicist O1 - 1
Biologist O1 - 1
Botanist O1 - 1
Oceanographer O1 - 1
Chemist O1 - 1
Sensor Officer O2 - 1
Sensor Chiefs E7 - 3
Lab Researchers E4 - 12
Lab Assistants E1 - 20
Officers 13
Enlisted 35
Total 48
But have you ever tried to actually break down that complement into actual jobs? Also remembering that a starship is a 24-7 entity, and runs on three 8-hour or four 6-hour shifts (or, if you want to be all Submariner about it, 2 shifts of 12 hours, however unlikely that may be)? For every post aboard a ship, there has to be at minimum 2 people to staff it, and for essential posts there has to be one per shift. Factor into that crew pool the reliefs for the essential posts when they go for lunch or a break. Every time I split the rather large crews into shifts, the officers disappear so damn fast... Plus, all the different positions available mean a big skill set involved. Some of them could probably be amalgamated a la Helm/Navigation and Tactical/Communications, but still leaves a lot of specialisations. How do you stop from becoming over-specialised?
Maybe the following will give you all an idea of what I mean. Check out the Xs in each shift column:
http://www.starbase23.net/Databanks-IllustriousCrew.htmlhttp://www.starbase23.net/Databanks-KestrelCrew.htmlhttp://www.starbase23.net/Databanks-KusanagiCrew.htmlIt really does get ridiculous the number of science disciplines you can specialise in (see the Wiki Fields of Science page), and picking who you're going to want or need on an exploratory mission is... difficult. I'm kinda thinking that, regardless of how what model I go for, the actual scientists would be, in American parlance, Majoring in one specialisation during their Academy courses, and Minoring in a broad range of related fields to cover some more bases.
I have no scientific training, and only my own Uni experiences from my Computer Science degree to go on. So any input you have could be useful.
What do you think?