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Ships
Dec 2, 2016 16:27:39 GMT -6
Post by ffilz on Dec 2, 2016 16:27:39 GMT -6
I'm thinking about a mod to the Animal Class Safari Ship from Adventure 10 - Safari Ship into a scout ship.
Looking at bumping it up to Maneuver B for M-2, adding a 2nd hard point and fire control. I would drop one stateroom (down to 10). And either add a 1 ton low berth/medbay.
To maintain the deck plans, I would assume the holding tanks are 10 tons each and have fittings to be usable as cargo, holding tank as originally intended, or fuel. The additional 20 tons of fuel allows an extra J-1.
The two small cabins off the bridge become two half cabins (accomplishing the reduction of 1 cabin without mucking up the deck plans). One of the two areas labeled 3 tons cargo becomes the low berth/sickbay, the other just becomes storage as part of the lounge space. The crew of course may carry up to 7 tons of cargo in the lounge area. If we want the other storage area to be a 2nd low berth/sickbay, drop the lounge to 6 tons cargo capacity.
The ship would be equipped with a standard Air/Raft. The shuttle would be outfitted with 8 seats instead of 6 which still allows it to carry 10 tons of cargo.
As a Scout version of the ship, it now has the military ability to use unrefined fuel.
I think this presents a nice little scout ship that does have more cargo carrying ability than a Type S, but still much smaller than a Type A Free Trader.
What do you think?
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eris
Level 4 Theurgist
Posts: 161
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Post by eris on Dec 2, 2016 17:47:11 GMT -6
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Ships
Dec 2, 2016 18:08:18 GMT -6
Post by Ronin84 on Dec 2, 2016 18:08:18 GMT -6
I'm gonna steal that one!
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Ships
Dec 2, 2016 18:24:13 GMT -6
Post by ffilz on Dec 2, 2016 18:24:13 GMT -6
Yea, that's a minor rework of the Adventure 10 deck plans. Really the same, just one more chair in the Launch and labeling one of the storage areas as the medbay.
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Ships
Dec 2, 2016 19:11:09 GMT -6
Post by foxroe on Dec 2, 2016 19:11:09 GMT -6
Yea, that's a minor rework of the Adventure 10 deck plans. Really the same, just one more chair in the Launch and labeling one of the storage areas as the medbay. Not a big fan of staterooms off of the bridge - poor security. I would move the entrances for the two larger staterooms by the bridge to the "southern" wall (unless they're designated crew quarters), opening into the corridors. Then change the smaller staterooms off of the bridge into storage/ship's locker. Areas 9 and 12 then become two staterooms. Next, I would convert the cargo bay into fuel storage and access to the surrounding areas. The holding tanks would become cargo bays, and the storage lockers and "hunter's suite" would be absorbed into the engine room. Just my Cr2.
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Ships
Dec 2, 2016 19:21:11 GMT -6
Post by foxroe on Dec 2, 2016 19:21:11 GMT -6
Or maybe just use the Far Trader from Supp7. Much easier - maybe convert some of the cargo hold to fuel and previously designated space for survey equipment. Call it a Far Survey class ship or some such. Sorry, Cr2 more.
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Ships
Dec 2, 2016 19:56:49 GMT -6
Post by foxroe on Dec 2, 2016 19:56:49 GMT -6
Here's another neat idea. Not enough living space unfortunately... unless we do double occupancy and a few people end up backing out of the game.
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eris
Level 4 Theurgist
Posts: 161
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Ships
Dec 2, 2016 23:21:01 GMT -6
Post by eris on Dec 2, 2016 23:21:01 GMT -6
Or maybe just use the Far Trader from Supp7. Much easier - maybe convert some of the cargo hold to fuel and previously designated space for survey equipment. Call it a Far Survey class ship or some such. Sorry, Cr2 more. Yeah, that was my thought. Convert some of the cargo space to fuel and add an vehicle that can transport all of us when needed.
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Ships
Dec 4, 2016 0:02:05 GMT -6
Post by ffilz on Dec 4, 2016 0:02:05 GMT -6
Yea, that's a minor rework of the Adventure 10 deck plans. Really the same, just one more chair in the Launch and labeling one of the storage areas as the medbay. Not a big fan of staterooms off of the bridge - poor security. I would move the entrances for the two larger staterooms by the bridge to the "southern" wall (unless they're designated crew quarters), opening into the corridors. Then change the smaller staterooms off of the bridge into storage/ship's locker. Areas 9 and 12 then become two staterooms. Next, I would convert the cargo bay into fuel storage and access to the surrounding areas. The holding tanks would become cargo bays, and the storage lockers and "hunter's suite" would be absorbed into the engine room. Just my Cr2. The staterooms off the bridge ARE crew quarters. The engine room only needs to grow 2 tons, and actually is already 1 ton over on deck space. And I like the hunter's suite...
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Ships
Dec 4, 2016 0:30:06 GMT -6
Post by ffilz on Dec 4, 2016 0:30:06 GMT -6
Or maybe just use the Far Trader from Supp7. Much easier - maybe convert some of the cargo hold to fuel and previously designated space for survey equipment. Call it a Far Survey class ship or some such. Sorry, Cr2 more. Yeah, that was my thought. Convert some of the cargo space to fuel and add an vehicle that can transport all of us when needed. The Far Trader could work, but it's much more of a merchant vessel, I wanted to keep some of the flavor of the Type S Scout that isn't really that well suited to playing the trade game. As to a vehicle able to transport the party, an ATV WOULD fit into the Safari Ship's Launch... Or one of those holding tanks...
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Ships
Dec 4, 2016 1:19:16 GMT -6
Post by foxroe on Dec 4, 2016 1:19:16 GMT -6
Changing my input: Azhanti High Lightning class or bust! Or maybe just a Kinunir... Seriously though, maybe it would be easier if you made up your own plan. It could be some 200-ton precursor/alternate to the Scout/Courier that was not popular with the Scout service for some reason (inferior capabilities, high cost of operation, etc.) and the service is desperate to get rid of them... A gutted Lab Ship is another possibility. Gutted as in it's just a mothballed hulk, and we need to outfit it (computer, power plant, reinstall staterooms, no vehicles, etc. Sorry, not trying to sway you, just throwing out some ideas.
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eris
Level 4 Theurgist
Posts: 161
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Ships
Dec 4, 2016 11:41:02 GMT -6
Post by eris on Dec 4, 2016 11:41:02 GMT -6
A gutted Lab Ship is another possibility. Gutted as in it's just a mothballed hulk, and we need to outfit it (computer, power plant, reinstall staterooms, no vehicles, etc. Sorry, not trying to sway you, just throwing out some ideas. Ooo! Now that sounds fun! We'd have to have some dough to start, but then a major part of the campaign would be finding and/or earning enough money to buy the things the ship needs. That reminds me of Firefly...the episodes we didn't see when they were getting that hulk ready to fly and then struggling with the ship of mismatched parts while still trying to fly her. Sometime back my Akus PBEM PC's inherited a ship that was missing many parts, no computer, drives had instruction manuals in an unknown language, internal gravity was hit and miss and things they haven't discovered yet. They spent a good bit of time at Pete's U-Pull-It Ship Graveyard cannibalizing old hulks looking for parts they could make work aboard the SS Mae Lee. It was an adventure figuring out were their jump drive came from in the first place and how to get it to work and they still haven't made it to that TL 17 system so they have no idea how to do maintenance on it and that is making misjumps more and more likely as they go. Some of the parts they did get are now starting to break or, even more fun, starting to throwing quirks at them. It's been fun!
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Ships
Dec 4, 2016 16:47:46 GMT -6
Post by ffilz on Dec 4, 2016 16:47:46 GMT -6
Changing my input: Azhanti High Lightning class or bust! Or maybe just a Kinunir... Seriously though, maybe it would be easier if you made up your own plan. It could be some 200-ton precursor/alternate to the Scout/Courier that was not popular with the Scout service for some reason (inferior capabilities, high cost of operation, etc.) and the service is desperate to get rid of them... A gutted Lab Ship is another possibility. Gutted as in it's just a mothballed hulk, and we need to outfit it (computer, power plant, reinstall staterooms, no vehicles, etc. Sorry, not trying to sway you, just throwing out some ideas. Oh, I'm quite happy with the Safari Ship from the perspective of what I'd like things to look like starting out. It is usable as a merchant ship, but has some nice features for a PC ship and does make sense from a scouting perspective. The salvage ship idea is also interesting, and maybe finding a salvage ship might be one of the ways to a larger ship for the PCs. One thing to be wary of though with the PC ship getting too big is the larger the ship and therefore crew, the less the game becomes about the PCs as individuals. Azhanti Lightning doesn't exist in a Book 1-3 universe... Largest ship possible at the TL 12 that will be the TL you "start" at (i.e. what is reasonable to acquire near the edge of the empire) is 2000 Tons, and that only does J-1, and at TL 15, the biggest ships are 5000 tons with J-2 max.
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Ships
Dec 4, 2016 18:56:47 GMT -6
Post by foxroe on Dec 4, 2016 18:56:47 GMT -6
LOL. I was kidding about the Azhanti and Kinunir of course. I have no problem with the Safari ship; I was just spewing out random ideas.
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Post by coffee on Dec 4, 2016 19:27:46 GMT -6
Here's a bigger scout I just came up with:
Scout/Explorer (type SE)
Using a 200-ton custom hull, the Scout/Explorer is intended for longer range missions than the Scout/Courier. It mounts jump drive B, maneuver drive B, and power plant B, giving a performance of jump-2 and 2-G acceleration. Fuel tankage for 120 tons supports the power plant for 8 weeks and 2 jump-2. Adjacent to the bridge is a computer Model/2. There are 10 staterooms and no low berths. The ship has 2 hardpoints and 2 tons allocated for fire control. Installed on the hardpoints are 2 double turrets but no weapons. There are 2 ship's vehicles: air/rafts. Cargo capacity is 8 tons. The hull is streamlined. There are 0 tons of waste space. Special features include the ability to use unrefined fuel. The ship requires a crew of 4: pilot, navigator, engineer, medic. Gunners may be added if weapons are provided. The ship can carry 6 passengers and no low passengers. The ship costs MCr 82.21 (including discounts and fees) and takes 12 months to build.
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Ships
Dec 4, 2016 21:15:48 GMT -6
Post by coffee on Dec 4, 2016 21:15:48 GMT -6
And here's another version of a heavy scout, that takes away the double jump capability:
Heavy Scout (type SA)
Using a 200-ton custom hull, the Heavy Scout is intended for more intense scouting missions than the Scout/Courier. It mounts jump drive B, maneuver drive B, and power plant B, giving a performance of jump-2 and 2-G acceleration. Fuel tankage for 60 tons supports the power plant and 1 jump-2. Adjacent to the bridge is a computer Model/2. There are 8 staterooms and no low berths. The ship has 2 hardpoints and 2 tons allocated for fire control. Installed on the hardpoints are 2 double turrets but no weapons. There is 1 ship's vehicle: a 50 ton Modular Cutter, with a fuel module and an open module (fitted for exploration). Cargo capacity is 4 tons, although some cargo may be stored in the cutter. The hull is streamlined. There are 0 tons of waste space. Special features include the ability to use unrefined fuel. The ship requires a crew of 6: pilot, navigator, engineer, medic, and two cutter crew. Gunners may be added if weapons are provided. The ship can carry 2 passengers and no low passengers. The ship costs MCr 111.3 (including discounts and fees) and takes 12 months to build.
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Ships
Dec 4, 2016 23:36:08 GMT -6
Post by ffilz on Dec 4, 2016 23:36:08 GMT -6
Some interesting ship design ideas. I like the double jump capability.
Model/2 Computer does drop one of the bits I'm curious how it actually plays out. With a Model 1 or Model 1/bis, you only get 1 Mcr of software, which doesn't allow getting the Generate program, which limits you to the space lanes until you can write or purchase Generate.
I'd love to hear others thoughts on what you would love to have out of a ship. Of course, part of the fun is not quite getting what you want...
Both the Type S Scout and Type A Free Trader ships are compromises. They let a starting group get their feet wet, but they're really going to want an upgraded ship...
I felt that my modification of the Safari Ship kept some of those limitations while allowing for more folks than a Type S Scout.
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eris
Level 4 Theurgist
Posts: 161
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Ships
Dec 5, 2016 15:43:52 GMT -6
Post by eris on Dec 5, 2016 15:43:52 GMT -6
I felt that my modification of the Safari Ship kept some of those limitations while allowing for more folks than a Type S Scout. Your Safari Ship modification is fine with me. I think we're mostly just kibitzing while waiting for the game to start.
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Post by Ronin84 on Dec 5, 2016 18:51:16 GMT -6
Here's a bigger scout I just came up with: Scout/Explorer (type SE) Using a 200-ton custom hull, the Scout/Explorer is intended for longer range missions than the Scout/Courier. It mounts jump drive B, maneuver drive B, and power plant B, giving a performance of jump-2 and 2-G acceleration. Fuel tankage for 120 tons supports the power plant for 8 weeks and 2 jump-2. Adjacent to the bridge is a computer Model/2. There are 10 staterooms and no low berths. The ship has 2 hardpoints and 2 tons allocated for fire control. Installed on the hardpoints are 2 double turrets but no weapons. There are 2 ship's vehicles: air/rafts. Cargo capacity is 8 tons. The hull is streamlined. There are 0 tons of waste space. Special features include the ability to use unrefined fuel. The ship requires a crew of 4: pilot, navigator, engineer, medic. Gunners may be added if weapons are provided. The ship can carry 6 passengers and no low passengers. The ship costs MCr 82.21 (including discounts and fees) and takes 12 months to build. I really liked this one...just getting my 2 cents in...
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Ships
Dec 6, 2016 8:13:38 GMT -6
Post by coffee on Dec 6, 2016 8:13:38 GMT -6
Thanks! I'm quite happy with it.
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Ships
Dec 6, 2016 9:46:05 GMT -6
Post by makofan on Dec 6, 2016 9:46:05 GMT -6
Safari ship sounds good to me
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Ships
Dec 6, 2016 16:25:59 GMT -6
Post by ffilz on Dec 6, 2016 16:25:59 GMT -6
I've added the ship description to the reference chart. The ship is not currently equipped with turrets or fire control. Hmm, some interesting implications of 1 Mcr of software...
The following minimum's are required to operate the ship:
Maneuver 1 (0.1 Mcr), Jump-1 (0.1 Mcr), Navigation (0.4 Mcr) for a total of 0.6 Mcr.
With the remaining 0.4 Mcr, your choices are:
Jump-2 (0.3 Mcr) Library (0.3 Mcr) Anti-Hijack (0.1 Mcr)
You actually don't need Jump-2 right away, so I will assume the computer is also provided with Library and Anti-Hijack (without Library, you would not have all the data on the star map).
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Ships
Dec 6, 2016 17:39:01 GMT -6
Post by coffee on Dec 6, 2016 17:39:01 GMT -6
The MCr 1 limit on software is specifically for new ships. If the scout service is letting us use this one, surplus to needs, it's definitely not new. It my already have more software aboard than MCr 1. (And that software may be buggy, just like the decrepit old ship may be buggy...)
Just my take on it.
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Post by ffilz on Dec 6, 2016 17:57:30 GMT -6
The MCr 1 limit on software is specifically for new ships. If the scout service is letting us use this one, surplus to needs, it's definitely not new. It my already have more software aboard than MCr 1. (And that software may be buggy, just like the decrepit old ship may be buggy...) Just my take on it. Granted, on the other hand, Christopher Kubasik has made some interesting observations by applying that rule to starting ships. It gives the players some immediate goals to upgrade their ship (get Generate and Jump-2, arm their ship, etc.). It also keeps the ship operating in a small region of space while the campaign gets itself going.
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Ships
Dec 9, 2016 7:16:50 GMT -6
Post by Ronin84 on Dec 9, 2016 7:16:50 GMT -6
The MCr 1 limit on software is specifically for new ships. If the scout service is letting us use this one, surplus to needs, it's definitely not new. It my already have more software aboard than MCr 1. (And that software may be buggy, just like the decrepit old ship may be buggy...) Just my take on it. Granted, on the other hand, Christopher Kubasik has made some interesting observations by applying that rule to starting ships. It gives the players some immediate goals to upgrade their ship (get Generate and Jump-2, arm their ship, etc.). It also keeps the ship operating in a small region of space while the campaign gets itself going. Are we using the deck plans for the safari as is or modified? Also while we are talking about the ship, names? I've been calling it the Wayward Sun in my mind...yea I like Kansas and that just sounded good to me.
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Post by makofan on Dec 9, 2016 9:43:42 GMT -6
Carry on...
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Post by foxroe on Dec 9, 2016 10:50:27 GMT -6
Wayward Sun. I like it! But i suppose it's entirely up to the ship owner(s)...
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Post by ffilz on Dec 9, 2016 11:40:03 GMT -6
Deckplans as is. I deliberately made the mods in a way that the deckplans could still be used as is. Deckplans need not be perfect, most important is right number of staterooms, and reasonable approximation of cargo and fuel space. Plans should also reflect the cramped quarters of smaller ships (Safari Ship with its 7 ton lounge is definitely NOT cramped... - on this note, I think the Type S Scout deckplans actually are too roomy...).
Well, the OWNER is the Scout Service... But that doesn't mean the players don't get to name their ship...
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eris
Level 4 Theurgist
Posts: 161
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Post by eris on Dec 9, 2016 20:45:16 GMT -6
Wayward Sun. I like it! But i suppose it's entirely up to the ship owner(s)... Wayward Sun sounds good to me.
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