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Additional Ship Components in LBB-2 Designs

Also, what do you think would be the tonnage/price of a small vehicle workshop? I intend to put one onboard my Rapid Assault Corvette to repair Marine G-Carriers (one at a time). I'm thinking along the lines of double the tonnage/price of the vehicle to be sercived per module; hence, 16 dton and MCr2 for a G-Carrier workshop.
 
Also, what do you think would be the tonnage/price of a small vehicle workshop? I intend to put one onboard my Rapid Assault Corvette to repair Marine G-Carriers (one at a time). I'm thinking along the lines of double the tonnage/price of the vehicle to be sercived per module; hence, 16 dton and MCr2 for a G-Carrier workshop.
 
My inital thoughts were "too large, too expensive".
It's a lot more than Striker and COACC set aside for workshops. But when I started thinking about doing major repairs, like turret or power plant replacements, (and doing it without any outside support) it seems reasonable.

I'd go with it.
 
My inital thoughts were "too large, too expensive".
It's a lot more than Striker and COACC set aside for workshops. But when I started thinking about doing major repairs, like turret or power plant replacements, (and doing it without any outside support) it seems reasonable.

I'd go with it.
 
I think the minimum simple idea for a small vehicle workshop would be half that listed in T20 so:

Small Vehicle Shop: 5 tons MCr1.0

Supports 5 mechanics in repair of vehicles.

But then I don't think the idea of shops was well explained or thought out in T20 so I actually like you take better. It's more how I'd do it.

I'd probably take your double idea as the standard, allowing rapid easy work and include parking space for the vehicle. Then allow two vehicles to share a single shop (so vehicle volume and cost x3). Of course you can only work on 1 vehicle at a time in this shared shop. Or if you only have 1 shop and many vehicles you need a way to get the vehicles to the shop. I don't think the minimal volume for carrying them allows much room to work on them. I'd allow it but it would take a long time and be much harder.

Another thing you need to figure out is some volume cost for the actual expendables unless you imagine a full fabrication style workshop that can produce parts and such indefinitely without restocking. I'd go with something like 20% of the vehicle volume and cost allows 10 repair attempts. The shop has room for one such "parts package" at a time and they are specific to a vehicle type. If doing service of different types of vehicles it would be advisable to include extra storage space adjacent to or in the shop. Otherwise extra parts could be carried in the cargo hold.
 
I think the minimum simple idea for a small vehicle workshop would be half that listed in T20 so:

Small Vehicle Shop: 5 tons MCr1.0

Supports 5 mechanics in repair of vehicles.

But then I don't think the idea of shops was well explained or thought out in T20 so I actually like you take better. It's more how I'd do it.

I'd probably take your double idea as the standard, allowing rapid easy work and include parking space for the vehicle. Then allow two vehicles to share a single shop (so vehicle volume and cost x3). Of course you can only work on 1 vehicle at a time in this shared shop. Or if you only have 1 shop and many vehicles you need a way to get the vehicles to the shop. I don't think the minimal volume for carrying them allows much room to work on them. I'd allow it but it would take a long time and be much harder.

Another thing you need to figure out is some volume cost for the actual expendables unless you imagine a full fabrication style workshop that can produce parts and such indefinitely without restocking. I'd go with something like 20% of the vehicle volume and cost allows 10 repair attempts. The shop has room for one such "parts package" at a time and they are specific to a vehicle type. If doing service of different types of vehicles it would be advisable to include extra storage space adjacent to or in the shop. Otherwise extra parts could be carried in the cargo hold.
 
Was there anywhere here a machine shop for making things like replacement parts? I would think that would be much handier for most vehicle repairs (though not all).
 
Was there anywhere here a machine shop for making things like replacement parts? I would think that would be much handier for most vehicle repairs (though not all).
 
Like a "fabber" or just a regular machining shop? Seems to me the second is the idea behind the T20 Maintenance Shop maybe.
 
Like a "fabber" or just a regular machining shop? Seems to me the second is the idea behind the T20 Maintenance Shop maybe.
 
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