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Deepnight Revelation Configuration

Swiftbrook

SOC-12
Admin Award
The Deepnight Revelation kickstarter just wrapped up and it got me thinking.

If you were given the responsibility of configuring an Amara-Class 75,000 ton Elements cruiser, which pods would you choose, and why?

Criteria:
* 20 year mission
* Destination the mouth of the Great Rift

I'll chime back in with my thoughts after a few posts.
 
Duplicate all components- drives, computers, power plants, bridges, assume all of it can be damaged/destroyed, have a backup.


A LOT of makers and supply. for them.



A lot more science/lab because by definition this is the unknown and no telling if something learned along the way won't be critical.



A very hefty Frozen Watch with a lot of specialists on tap.


A lot of parts.


A lot of ammo, vehicles, fuel/food acquisition, etc.


Armor as much as possible, damage not taken is damage avoided.


Several Type S for recon work around astrographic obstacles.
 
Instead of or as well as a frozen watch I would consider taking along a synthetics/cloning maker. You can then manufacture new crew to replace any lost - better yet if you routinely back up memories and personalities then you can effectively resurrect the dead.
 
I was looking at the ships pod configuration:

1 Exploration Pod - This is an obvious choice. It also provides some additional weaponry

3 Fuel Pods - As the ship travels farther down the rift towards its mouth, the star systems are going to get more spread out. There may be times you need to travel more than 4 parsecs between worlds. Three fuel pods increase your distance by 25% to 5 parsecs. In the beginning of the trip, for several years, a fuel pod could be empty and converted to carrying cargo -- all those spare parts.

1 Torpedo Pod - I debated between the torpedo pod and the missile pod. In the end, the flexibility of the fusion gun bays in the torpedo pod tipped the balance.

1 Forward Communication Pod - This was chosen primarily for its two 400t hangers. This allows carrying a 400t J-4 capable ships (Fiery close escort) and using the second hanger as additional cargo.

I noted that neither the base ship nor any of the pods have frozen watch space. I see this as a significant problem that still needs to be addressed.
 
The base ship have enough guns for an exploration mission, so no more guns needed.

What we need is more long term living space, hangars, storage, and as kilemall says manufacturing capability.

For redundancy in case of damage I would use pairs of identical pods.

2 Exploration pods

2 Hangar / Habitat pods, perhaps 800 Dt hangars, 800 Dt living space, 400 Dt storage.

2 Manufacturing / Storage pods, perhaps 500 Dt shipyard, 500 Dt manufacturing, 500 Dt mining/smelters, 500 Dt cargo.

And a 27700 Dt drop tank (permanently retained), giving us 2 × J-3 capability.
 
I’ve been having some fun overthinking this. Here’s the best configuration I can come up with.

Missile Pod – The class is a missile cruiser at heart.

Fuel Pod – This will be used as a cargo pod since the class doesn’t have a dedicated one. Eight to ten collapsible fuel bags will also be carried. Through a series of back-and-forth jumps and fuel drops, the bags can be used to allow the Deepnight Revelation to cross rifts greater than 4 parsecs.

Marine Operations Pod – This pod is going to be highly modified. The 300t barracks is going to be replaced by 150 staterooms. However, these are going to be joined in pairs and triples as ‘family’ units with one shared fresher. It is a 20 year voyage after all. Also, only two 40 troop platoons will be carried. Most of the marines will be cross trained during the voyage with naval duties such as gunnery and maintenance. The exact disposition of the 300t of ships in its hanger is TBD but will include G-Carriers, Grav Tanks and some landing craft.

Torpedo Pod – This is mainly for the Fusion Gun Bays, giving the ship a wider variety of weapon choices to use against unknown treats.

Exploration Pod – For all the obvious reasons. The pod’s cargo area will contain enough spare parts to rebuild each of the sensor suites and labs completely at least once. 200t ships in its hanger, TBD.

Forward Communications Pod – Instead of carrying four 200t J-3 Naval Couriers, the hanger will be reconfigured to carry two 400t J-6 Fleet Couriers. In addition a third J-6 Fleet Courier will be assigned to the trip. These couriers will be slightly modified for their exploration roll. The sensor suit will be upgraded to Advanced. Crew will be reduced to 12 (Captain, Pilot x2, Astrogator/Surveyor, Engineer x 3, Maintenance/Gunner, Medic, Gunner/Surveyor x 3).

These ships, designated Fleet Scouts, will allow the mission to explore a system that long range sensors have determined is without a gas giant for an alternative fuel source before the Deepnight Revelation jumps into the system. To cover the jump 4, two scouts will jump two parsecs. One scout will transfer two jumps worth of fuel to the second one. The second scout will then proceed to the destination world, arriving with four jumps worth of fuel. After it surveys the worlds for fuel sources, it can then jump back to the Deepnight Revelation and report.

The mission still needs some for of frozen watch. Probably in the neighborhood of 10% of actual crew.
 
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