You obviously miss the point that military ships have notionally higher power demands, then there is also the loss-of-life consideration which does not apply to the civilian case since the expected risk-to-life is lower. Higher power demands would notionally mean larger power plants and more ducting/shielding.Baconnaise wrote: ↑Mon, 25. Feb 19, 15:16I think you proved his point on the differing crew sizes between the ship roles. It was a good parallel pointing to modern cargo ships. The last bit about more space for more equipment seems to grasp at straws and makes little sense. If that was the case why wouldn't that also apply for industrial/cargo as well? Nonsense.Roger L.S. Griffiths wrote: ↑Sat, 23. Feb 19, 23:36That is based on a huge number of assumptions that may not apply in this case. We are talking about a mostly fictional setting, not the real world. In the context of X4, the crew are not present for the role/roles you seem to think they are. I believe you are using false equivalence logic trying to equate current real world sea going vessels with the space faring vessels of the X-Series.StormMagi wrote: ↑Sat, 23. Feb 19, 22:35I would have to disagree for L/XL on crew. If we pull from modern day ships, cargo container ship has a crew of ~30, while the USS Iowa (since destroyers are X's battleships) has a crew of ~2,800. There are a lot more things to do on a combat ship, while cargo is relatively automated.
Yes - modern Panamax and similar cargo vessels may have relatively small crew complements for their size but the same can not be said about Cruise ships. In the X4, the distinction between ship types is more vague but that does not make the designs illogical. Smaller crew complements on military ships versus civilian ships actually makes more sense in the context of space craft - smaller crews means lower risk of life, smaller demands for supplies, and more room for weapon systems and supporting equipment.
As for proving their point - nope, not even close. Modern sea going cargo ships is anything but a good comparison case - one ship has to operate in the vacuum of space the other in a relatively tame atmospheric surface based environment.
The only people grasping at straws are those that keep complaining about the relative ship designs in X4 and using irrelevant and spurious arguments by cherry picking real world examples that seem to support their position.
Scale wise, the real world case of military submarines is a prime real world example that blows the "crew/cubic metre" scale argument out of the water - submarines operate with quite a compact crew per cubic metre ratio, certainly more coompact than any ship in X4. At the other end of the scale, there are many potential reasons why larger ships might have smaller crew complements, but when you compare like for like with-in the context of X4 things are actually consistent and logical.
TL;DR The simple fact of the matter is that the ship design and general approaches in X4 do not map on to current real world vessels in any meaningful sense. That does not mean the approach taken by Egosoft wrt ship designs is inconsistent or nonsensical, it is anything but that. Egosoft have issues with various areas of X4 but their overall approach to crew complements is not one of them.