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Design Specification Announcement – Open for bids

Major B

SOC-14 1K
Following my current attempts to design ships / craft / vehicles in the way I think they should, here is my first cut at the specifications for a starship I want to design.

I am going to do my best to design a ship to meet as many of these specifications I can, but I thought it would be fun to open it up for design bids. I guess that means I need to clarify a couple of things though, so...

I'm using MT but I don't want to limit the designs to just one system. It's interesting to me to see the relative capabilities of various design systems, so anything goes.

The specifications are written in terms of screening criteria (if you don't meet the minimum then the design will not be considered) and evaluation criteria (used to compare all designs that pass the screening criteria to determine who is awarded the production contract).

Some of the criteria are MT-specific because I am using that system. Extrapolate as best you can to whatever system you are going to use.

House rules are perfectly ok with me as long as they are pointed out as part of the design and as long as they are evolutionary rather than revolutionary (e.g. I use extrapolated volumes for some TL 15 components for which the MT design tables only list values for every even Tech Level. This I consider evolutionary. If I incorporated a new version of the Jump Drive that only needs a kl of LHyd per parsec, that would be revolutionary. Hope that's clear enough.)

Last, since I am planning to produce a design for the bid myself, if anyone out there would volunteer to be the evaluator for the final bids, please let me know by PM.

Of course, if no one posts a reply stating their intent to submit a design, then no evaluator is needed. In that case, this thread will just proceed as a design walkthrough. I hope there is some interest though.
 
Light Communications / Utility Starship

The Imperial Joint Equipment Board announces open bidding for a design to meet the specifications outlined herein.

Light Communications / Utility Starship: The Imperial Navy has need for a vessel to perform communications and general utility (passenger & light cargo) transfers on intra-fleet and inter-fleet missions. Current designs, while admirably suited to their particular tasks, either exceed or fall short of meeting desired mission parameters in one or more particulars. Screening and Evaluation criteria for proposed designs are as follows:

Code:
[U][FONT=Courier New]Displacement[/FONT][/U][FONT=Courier New]: Displacement must be minimized as far as possible below that of [/FONT]
[FONT=Courier New]current courier vessels while retaining a hull large enough to allow jumpspace [/FONT]
[FONT=Courier New]travel (+1 for each ten tons displacement below 400)[/FONT]
 
[U][FONT=Courier New]Jump Range[/FONT][/U][FONT=Courier New]: Minimum 2 parsecs (+10 points for each additional parsec)[/FONT]
 
[U][FONT=Courier New]Acceleration[/FONT][/U][FONT=Courier New]: Minimum 2 gravities (+5 points for each additional gravity)[/FONT]
 
[U][FONT=Courier New]Agility Rating[/FONT][/U][FONT=Courier New]: Minimum 0 (+5 points per additional agility point)[/FONT]
 
[U][FONT=Courier New]Refueling[/FONT][/U][FONT=Courier New]: Must be able to self-skim[/FONT]
 
[U][FONT=Courier New]Purification[/FONT][/U][FONT=Courier New]: Maximum 18 hours to purify full J-Drive tank (+1 point per [/FONT]
[FONT=Courier New]hour [/FONT][FONT=Courier New]less than 18 to a minimum of 8)[/FONT]
 
[U][FONT=Courier New]Crew[/FONT][/U][FONT=Courier New]: Crew numbers will be minimized to all possible extent (smallest crew [/FONT]
[FONT=Courier New]size [/FONT][FONT=Courier New]among design bids receives +4 points – next three in order from [/FONT]
[FONT=Courier New]smallest crew [/FONT][FONT=Courier New]receive +3, +2, and +1 points)[/FONT]
 
[U][FONT=Courier New]Marine Complement[/FONT][/U][FONT=Courier New]: None required[/FONT]
 
[U][FONT=Courier New]Cost[/FONT][/U][FONT=Courier New]: Cost will be minimized to all possible extent (lowest cost among [/FONT]
[FONT=Courier New]design [/FONT][FONT=Courier New]bids receives +10 points – next three in order from lowest cost [/FONT]
[FONT=Courier New]receive +7, +5, [/FONT][FONT=Courier New]and +2 points)[/FONT]
 
[U][FONT=Courier New]Weaponry[/FONT][/U][FONT=Courier New]: Weapons mix should be tailored for defense and to minimize [/FONT]
[FONT=Courier New]volume [/FONT][FONT=Courier New]allocated to weaponry, to include magazine requirements and [/FONT]
[FONT=Courier New]additional power [/FONT][FONT=Courier New]plant requirements. Maximum combat endurance is four [/FONT]
[FONT=Courier New]hours.[/FONT]
 
[U][FONT=Courier New]Computer[/FONT][/U][FONT=Courier New]: Minimum computer requirement is dictated by jump range. Higher [/FONT]
[FONT=Courier New]power [/FONT][FONT=Courier New]computers that will minimize crew requirements must be balanced [/FONT]
[FONT=Courier New]against the [/FONT][FONT=Courier New]increased cost of more powerful systems. Fiber optic systems [/FONT]
[FONT=Courier New]are not required.[/FONT]
 
[U][FONT=Courier New]Evasive Ability[/FONT][/U][FONT=Courier New]: Design must minimize enemy ability to detect and lock on [/FONT]
[FONT=Courier New]the [/FONT][FONT=Courier New]vessel (+5 points if emission level is faint).[/FONT]
 
[U][FONT=Courier New]Survivability[/FONT][/U][FONT=Courier New]: As an auxiliary, combat survivability can be sacrificed to [/FONT]
[FONT=Courier New]maximize [/FONT][FONT=Courier New]the vessel’s ability to evade detection and escape when pursued. [/FONT]
[FONT=Courier New]Additional armor [/FONT][FONT=Courier New]is not required (but +1 point per three levels above 40 [/FONT]
[FONT=Courier New]if provided). Electronic [/FONT][FONT=Courier New]circuit protection is not required (but +1 if [/FONT]
[FONT=Courier New]installed).[/FONT]
 
[U][FONT=Courier New]Emergency Systems[/FONT][/U][FONT=Courier New]: Enhancements for crew survival are desired as this [/FONT]
[FONT=Courier New]vessel will [/FONT][FONT=Courier New]operate independently (+1 point for each crew survivability [/FONT]
[FONT=Courier New]enhancement such as [/FONT][FONT=Courier New]backup power systems, emergency low berths, etc)[/FONT]
 
[U][FONT=Courier New]Sensors[/FONT][/U][FONT=Courier New]: Passive sensors are required with ability to scan out to far [/FONT]
[FONT=Courier New]orbit range, [/FONT][FONT=Courier New]active sensors are optional (+2 each if passive scan and/or [/FONT]
[FONT=Courier New]pin difficulty is [/FONT][FONT=Courier New]routine or simple, +1 each if passive scan and/or pin [/FONT]
[FONT=Courier New]difficulty is difficult or [/FONT][FONT=Courier New]higher)[/FONT]
 
[U][FONT=Courier New]Accommodations[/FONT][/U][FONT=Courier New]: Crewmembers require extended billeting (staterooms, not [/FONT]
[FONT=Courier New]bunks). [/FONT][FONT=Courier New]Additional passenger accommodations should be maximized to the [/FONT]
[FONT=Courier New]extent possible [/FONT][FONT=Courier New](+5 for each additional stateroom, +1 for each additional [/FONT]
[FONT=Courier New]low berth).[/FONT]
 
[U][FONT=Courier New]Cargo[/FONT][/U][FONT=Courier New]: Optimal cargo load for a utility vessel is 10% of total displacement [/FONT]
[FONT=Courier New](+1 [/FONT][FONT=Courier New]point for ton of cargo space)[/FONT]
 
[U][FONT=Courier New]Fuel[/FONT][/U][FONT=Courier New]: The design must carry enough fuel for one jump at maximum capability [/FONT]
[FONT=Courier New](+1 point [/FONT][FONT=Courier New]for each parsec of additional jump fuel). Power plant fuel must [/FONT]
[FONT=Courier New]allow for 30 days of [/FONT][FONT=Courier New]normal maneuver plus 8 hours at maximum acceleration [/FONT]
[FONT=Courier New]and four hours of combat (+1 [/FONT][FONT=Courier New]each for every additional hour of endurance in [/FONT]
[FONT=Courier New]each category).[/FONT]
 
[U][FONT=Courier New]Note[/FONT][/U][FONT=Courier New]: Ties in evaluation scoring receive same score and displace following [/FONT]
[FONT=Courier New]design [/FONT][FONT=Courier New]bids out by the number of tied bids – example: (evaluating [U]Crew[/U] [/FONT]
[FONT=Courier New]specification) if [/FONT][FONT=Courier New]six design bids are submitted, one with a crew of 3, three [/FONT]
[FONT=Courier New]with a crew of 4, one [/FONT][FONT=Courier New]with a crew of 5, and one with a crew of 6, then the [/FONT]
[FONT=Courier New]first will receive +4 points [/FONT][FONT=Courier New]and the next three will each receive +3 points [/FONT]
[FONT=Courier New]and the other two designs will receive [/FONT][FONT=Courier New]no points for that specification)[/FONT]
 
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Explanatory Note

Following my current attempts to design ships / craft / vehicles in the way I think they should, here is my first cut at the specifications for a starship I want to design.

I didn't intend to be vague, but after re-reading I thought I should explain this bit a little more.

What I am trying to do is determine what is required before coming up with the design. While it is fun to start with hull size x and see what fits, this process does not a naval vessel make.

As part of the discussion on requirements for a frontier vessel (elsewhere in the Fleet forum) an idea came up to reduce the jump range of the parent ship and have it carry couriers that can report back to HQ periodically. As I thought about that, I thought that such couriers would be a requirement for every element of the fleet, not just those on the frontier. Personnel transfers - emergency leaves - replacements - couriers with new orders - staff officers going to planning meetings - aides on a priority mission to replenish the Admiral's stock of cigars - these all require transport and I just don't think that the fleet of J6 couriers is large enough to handle it all. Nor is it well-suited to the task as a more numerous fleet of smaller and cheaper starships would handle all of these movements better.

So that was the idea. From that I built a list of specifications that seemed to make sense, and now I'll try to design a ship that will meet as many of those specification as I can manage. I hope that this will result in a better task-suited vessel and one whose design reflects the difficult choices that a "real" naval architect would have to make.

YMMV of course.
 
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You should set an upper limit for the number of points earned from any one category to 10.

(a 100 ton ship would get +30 points just for being 100 tons rather than 400 tons)

(A 100,000 ton ship could earn 50,000 points for having 50,000 low berths.)

Neither appears to fit the spirit of the design contest.
 
Journeyman Design Bureau Tender 141-1109

The Imperial Joint Equipment Board announces open bidding for a design to meet the specifications outlined herein.

Journeyman Design Bureau (Regina/Regina) has a long history of custom small starship design contracts. Commercial, private, and Imperial. We are pleased to submit the following tender for your critical review. We believe it meets or exceeds your requirements and look forward to working with you if you find it acceptable.

Built per LBB2 with some evolutionary interpretations to the requirements, noted below:

Code:
IN Light Courier - Journeyman Design Bureau - JDB

Design Components           MCr       Notes    DP

+200tons Hull-custom        20.000   (note 1)  +5
           Streamlined       2.000   (note 2)
 -20tons Jump Drive C3      30.000   (note 3) +10
           Naval Rated               (note 4)  +?
 -60tons   Fuel x3Parsecs            (note 5)
  -5tons Maneuver C3        12.000   (note 6)  +5
           Naval Rated               (note 4)
           Agility +1 -2EP           (note 7)  +5
 -10tons Power Plant C3     24.000
           Output +6EP               (note 7)
           Naval Rated               (note 4)
 -30tons   Fuel x4Weeks              (note 5)
 -20tons Bridge - Mil Spec   1.000   (note 8)  +?
  -3tons   Cmpt m/3 -1EP    18.000
           Prog 5/9          5.000   (note 9)  +?
         Hardpoints x2       0.200
  -1ton    Triple Turret     1.000
             Missile x2      1.500
             Sand x1         0.250
  -2tons   Magazine x39              (note 10)
             Missile x26    (0.130)  (note 11)
             Sand x13       (0.005)  (note 11)
  -1ton    Triple Turret     1.000
             Beam x3 -3EP    3.000
 -20tons Staterooms x5       2.500
           Crew x3                   (note 12)  +?
           Pass x2                   (note 13) +10
  -5tons Lowberths x10       0.500
           Reserved x5               (note 14)  +5
           Pass x5                   (note 15)  +5
 -23tons Cargo Capacity              (note 16)  +3
           Main Hold 20tons
           Lockers 3tons

Design Cost: MCr121.95 Architect Fee: 1.2195

Discounted Price in Quantity: MCr109.755
Arguably a TL9 design by LBB2 allowing wide servicing, but I'd call it a TL12 design to match the later jump tie in to TL

note 1 - being a custom hull and military I’m claiming minimal stealth capability, your call on if it’s too evolutionary ;) to count for the Evasive +5 design points

note 2 - gets the fuel scoops for skimming and dipping to cover the wilderness refueling requirement

note 3 - exceeds minimum by one for +10 design points

note 4 - per LBB2 Naval Rated drives equal fuel purifier, not sure what time frame that meets for design points, as quick as can be skimmed I guess, I forget what that is in CT at the moment, hours though, I'll get back to you if I find it

note 5 - meets minimum requirement

note 6 - exceeds minimum by one for +5 design points

note 7 - another evolutionary ruling, using HG calc for EP and agility for +5 design points

note 8 - meets or exceeds sensor requirements, your call on any design points

note 9 - may qualify for some DP, not sure, or simply meet requirements, your call:

Combat Load (5 slots): Maneuver Evade 1, Target, Launch, Anti-Missile

Other Progs (9 slots): Selective 3, Navigate, Generate, Jump 1, Jump 2, Jump 3

note 10 - to meet the 4 hour weapons hot reload requirements, along with the 3 turns loaded in the weapons allows 16 turns fire = 4.4 hours

note 11 - expendables, not counted in cost, listed for reference, add to cost if to be included in design criteria

note 12 - Pilot (Navigator), Engineer/Gunner, Medic/Gunner allows crewing with just 3 persons (apply Crew design points if earned), note the Engineer/Gunner and Medic/Gunner each perform their duties at one less skill level and need minimum skill level 2 in each

note 13 - Passenger capacity 2 for the +10 design points, optionally crew may be bumped to 5 and double duty is not required

note 14 - Crew survivability feature, full low berths for each for +5 design points

note 15 - Passenger capacity for 5 for the +5 design points

note 16 - 20tons to meet the 10% requirement, 3tons bonus for +3 design points, typically extended mission duration stores

Subject to editing for corrections ;) (too tired to proof it a third time)

Now, let's see what can beat that :D (and I'll probably try myself... )
 
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Great Idea! loving it!

Yer lacking the power flant fuel, and bridge cost (i did *just that* on my Bosun LBB2 J2 trader grr), kudos for having the software addressed, and very cool the 4 hr combat load of missiles & sand (I prolly would *not* have thought of that!).

Thoughts regarding crew, good the dual-skilling, but dunno if it works well for this contest. As a practical matter sure would increase passenger capacity. These would be Naval vessels, so double bunking would be allowed, but not per the specs. Agree with the standard single stat per single skill crew capability (i try n design for that myself).

Maybe +5 (or whatever) if each crew as single skill has own stateroom (roomy & comfy), no modifier if standard naval double bunking as single skill?
Or just take it as 5 crew, 5 stats, 0 passenger probably best (look buddy, the Commodore is piloting this stretch, and there's *no way* e's gonna bunk up with them marine gunners!)

Expect design for this at some time, sounds good!
 
Great Idea! loving it!

Yer lacking the power plant fuel, and bridge cost...

D'OH! D'OH!!

:)

It was late, will fix that up shortly, probably messed up the total costs too then (but I'm sure I had the total tonnage right, that'll be a real mess to fix if not... )

Thanks for catching those for me :D
 
Larger and more expensive than Dan's model, but ah well.

Code:
IN Light Courier-15   MCr 144.   Traveller 5th Edition.

300t  Streamlined TLF hull   MCr 15           10p
      - landing legs and lifters standard

 40   Cargo                                   10p

 30   Jump-3                     30           10p
      - jump bubble cfg (std)
 11   Maneuver-4                 22           10p
 16   Adv Power plant-4          48
 75   J-fuel (3 parsecs)*                      
 55   P-fuel (4.58 wks)                       10p*     

 20   Bridge                      1            
      
  -   Adv Model/3, S0 Brain       0.53
      - life support service
      - maintenance service
      - damage control service

  -   Adv Surf AR Commo-10        0.5
  3   Imp Ant  Fo EMS-15          3.0
  -   Adv Surf AR Jammer-10       0.5            *
  -   Adv Surf AR No. Detector-12 0.5     (<-- Neutrino Detector)
  -   Adv Surf Fo Proximiter-14   0.5
  -   Adv Surf AR Stealth Mask-14 0.5            *
  -   Imp Surf AR Visor-15        0.5
      
  1   Adv Vd T4 Beam Laser-13     2
  1   Adv Vd T4 Beam Laser-13     2
  1   Adv Vd T4 Sand-11           1.6
  1   - closetful of sand magazines

  2   Adv Nuclear Damper-14*      2.0
  
  -   Skin: LiteMetal-9*          -            5p*
       
 32   staterooms:                 4
        - pilot/astrog
        - engr
        - engr & sensor tech/medic (shared)
        - gunner x 2 (shared)
        - passengers x 4                       4p
  4   ELB x 4                     4.0          4p
  5   LB x 10                     1.0         10p
  3   Scoops + Refinery           4.0          7p
       - 10.4 hours to refuel

5th Edition design notes:

Jump fuel. Advanced power plants use less fuel initiating a jump.

Endurance. 32 days. Defenses have fusion power sources, so their endurance is limited only by ordnance.

Sensors. Not sure how to rate Jammer and Stealth Mask. The Stealth Mask will work very well, but neither are guaranteed, and they're both the best you can get at this range and price point.

Nuclear Damper. Not as surefire a thing as in previous versions.

Armor. T5's armor is 1/10 MT's, so this ship's armor rating in MT is 90... but I'll take half credit just to be on the safe side :)
 
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You should set an upper limit for the number of points earned from any one category to 10.

(a 100 ton ship would get +30 points just for being 100 tons rather than 400 tons)

(A 100,000 ton ship could earn 50,000 points for having 50,000 low berths.)

Thanks! I wasn't clear on that spec - 400 is maximum and 100 is minimum. The intent is to provide a smaller cheaper courier than the 400 Td J6 model.

Neither appears to fit the spirit of the design contest.

The 100 Td hull is very much within the spirit of the competition. That is the hull I'm using for my design - if I can make it work.

Oh, and one more thing. You do realize that this post is the reason why the IJEB has drafted you to be the final arbiter on the submitted designs, right? Your official warrant is already enroute via standard x-boat channels...;)
 
Thanks for the submissions! I'm really glad this thread sparked some interest.

Now I need to finish my own design and get it posted!
 
Here's my proposal. And I don't need any house rules or modifications, just straight HG2 using HGS (thanks, Andrew!).

Code:
Ship: Rapid
Class: Imperial Navy Light Courier
Type: Fleet Courier
Architect: Osmanski
Tech Level: 15

USP
         CF-1642441-030000-20002-0 MCr 118.820 190 Tons
Bat Bear             1     1   1   Crew: 2
Bat                  1     1   1   TL: 15

Cargo: 25.800 Emergency Low: 2 Fuel: 83.600 EP: 7.600 Agility: 2 Pulse Lasers
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 1.188   Cost in Quantity: MCr 95.056


Detailed Description

HULL
190.000 tons standard, 2,660.000 cubic meters, Flattened Sphere Configuration

CREW
Pilot, Gunner

ENGINEERING
Jump-4, 2G Manuever, Power plant-4, 7.600 EP, Agility 2

AVIONICS
Bridge, Model/4 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Mixed Turret with: 1 Pulse Laser (Factor-2), 1 Missile Rack (Factor-2).

DEFENCES
1 Single Sandcaster Turret organised into 1 Battery (Factor-3)

CRAFT
None

FUEL
83.600 Tons Fuel (4 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
6.0 Staterooms, 2 Emergency Low Berths, 25.800 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 120.008 Singly (incl. Architects fees of MCr 1.188), MCr 95.056 in Quantity

CONSTRUCTION TIME
56 Weeks Singly, 44 Weeks in Quantity

COMMENTS
The "Rapid"-class Light Fleet Courier has the jump capacity (Jump-4) to keep
up with Imperial fleets, yet costs less than half the price of the standard
Fleet Courier. The "Rapid" can also keep up in normal-space with the fleet
train using her 2-G maneuver capability. Able to self-refuel in 8 hours with her
fuel scoops and on-board refinery, the "Rapid" can carry dispatches, deliver
vital cargos (with almost 26 tons of cargo space), or transport VIPs (using
her four extra staterooms) quickly to their destination. Lightly armed (with a
triple turret mounting a pulse laser, missile rack, and sandcaster mix) but very
agile (Agility-2) the "Rapid" can take care of herself against many raiders long
enough to jump to safety.
 
Harbinger Light Auxiliary Design Proposal

OK, here's the first cut for a 100 Td courier:

Code:
[FONT=Courier New]Harbinger-Class Light Auxiliary[/FONT]
[FONT=Courier New]TL 15[/FONT]
[FONT=Courier New]Single Price: 85.619 MCr[/FONT]
[FONT=Courier New]Bulk Price (80%): 68.495 MCr[/FONT]
 
[FONT=Courier New]Hull[/FONT]
[FONT=Courier New]Hull Damage Capacity: 90/225[/FONT]
[FONT=Courier New]Unloaded Weight 1391.32 MT[/FONT]
[FONT=Courier New]Loaded Weight 1398.16 MT[/FONT]
[FONT=Courier New]Displacement: 100 tons[/FONT]
[FONT=Courier New]Congiguration: 4 (Box) SL (Streamlined)[/FONT]
[FONT=Courier New]Armor: 40G[/FONT]
 
[FONT=Courier New]Power[/FONT]
[FONT=Courier New]Power Plant Damage Capacity: 8/16[/FONT]
[FONT=Courier New]Maximum Power: 2,044.03 MW[/FONT]
[FONT=Courier New]Power Plant Fuel: 97.845 kl[/FONT]
[FONT=Courier New]Normal Maneuver Max Endurance: 809.74 hours (33.74 days)[/FONT]
[FONT=Courier New]Combat Maneuver Max Endurance: 151.50 hours (6.31 days)[/FONT]
[FONT=Courier New]Full Power Max Endurance: 95.85 hours (3.99 days)[/FONT]
 
[FONT=Courier New]Locomotion[/FONT]
[FONT=Courier New]M Drive Damage Capacity: 16/32[/FONT]
[FONT=Courier New]J Drive Damage Capacity: 5/10[/FONT]
[FONT=Courier New]Normal Maneuver Thrust: 1G (Agility 0)[/FONT]
[FONT=Courier New]Combat Maneuver Thrust: 6G (Agility 0) (see notes)[/FONT]
[FONT=Courier New]Maximum Jump Range: 4 parsecs[/FONT]
 
[FONT=Courier New]Communications[/FONT]
[FONT=Courier New]2x Maser (far orbit range)[/FONT]
[FONT=Courier New]1x Laser (far orbit range)[/FONT]
[FONT=Courier New]1x radio (far orbit range)[/FONT]
 
[FONT=Courier New]Sensors[/FONT]
[FONT=Courier New]Passive EMS Targeting Array (TL15 - far orbit range)[/FONT]
[FONT=Courier New]Low Pen Densitometer (TL15 - 250 m penetration)[/FONT]
[FONT=Courier New]Neutrino Sensor (TL14 - 10 kw min magnitude)[/FONT]
[FONT=Courier New]Passive Object Scan: Routine[/FONT]
[FONT=Courier New]Passive Object Pin: Routine[/FONT]
[FONT=Courier New]Passive Energy Scan: Routine[/FONT]
[FONT=Courier New]Passive Energy Pin: Routine[/FONT]
[FONT=Courier New]Active Object Scan: Impossible[/FONT]
[FONT=Courier New]Active Object Pin: Impossible[/FONT]
[FONT=Courier New]EMM Installed[/FONT]
 
[FONT=Courier New]Offense[/FONT]
[FONT=Courier New]Triple Laser Turret (TL13) factor-3 batt 1 bear 1[/FONT]
 
[FONT=Courier New]Defense[/FONT]
[FONT=Courier New]Defensive DM +5 to +8 (see notes)[/FONT]
 
[FONT=Courier New]Control[/FONT]
[FONT=Courier New]Model 4 with two backups[/FONT]
[FONT=Courier New]Holo Linked CPanels: 2[/FONT]
[FONT=Courier New]Holo HUDs: 2[/FONT]
[FONT=Courier New]Basic Environment[/FONT]
[FONT=Courier New]Basic Life Support[/FONT]
[FONT=Courier New]Extended Life Support[/FONT]
[FONT=Courier New]Artificial Gravity[/FONT]
[FONT=Courier New]Inertial Compensators[/FONT]
[FONT=Courier New]2x Air Locks[/FONT]
 
[FONT=Courier New]Accomodations[/FONT]
[FONT=Courier New]Total Crew: 4[/FONT]
[FONT=Courier New]Bridge Crew: 2[/FONT]
[FONT=Courier New]Engineering Crew: 1[/FONT]
[FONT=Courier New]Gunnery Crew: 1[/FONT]
[FONT=Courier New]Small Staterooms: 6[/FONT]
[FONT=Courier New]Emergency Low Berths: 6 (see note)[/FONT]
[FONT=Courier New]Low Berths: 10 (see note)[/FONT]
[FONT=Courier New]Crew Positions - Adequate: 3[/FONT]
 
[FONT=Courier New]Other[/FONT]
[FONT=Courier New]Cargo Capacity: 0 (see notes)[/FONT]
[FONT=Courier New]Total Fuel Capacity (M+J): 435.345 kl[/FONT]
[FONT=Courier New]Fuel Scoops (96.7 minutes to top off empty tanks)[/FONT]
[FONT=Courier New]Fuel Purifier (8 hours to cycle J-tanks)[/FONT]
[FONT=Courier New]Object Size: Average[/FONT]
[FONT=Courier New]Emission Level: Faint[/FONT]
 
[FONT=Courier New]Notes[/FONT]
[FONT=Courier New]Optional configurations and operating modes:[/FONT]
[FONT=Courier New]1. Low Berths are modular and can be removed individually to allow up to [/FONT]
[FONT=Courier New]10 tons cargo.[/FONT]
[FONT=Courier New]2. Emergency Low Berths are removed on some models to allow an additional [/FONT]
[FONT=Courier New]small stateroom and an additional ton of crew equipment storage.[/FONT]
[FONT=Courier New]3. At combat weapons power, if the lasers are now powered up, the [/FONT]
[FONT=Courier New]additional power plant output produces agility 2.[/FONT]
[FONT=Courier New]4. In emergencies, the grav plates and inertial compensators can be [/FONT]
[FONT=Courier New]turned off and the additional power available produces an additional [/FONT]
[FONT=Courier New]agility point.[/FONT]
[FONT=Courier New]5. Some models remove the weapons mounted in the single turret, using [/FONT]
[FONT=Courier New]combat weapons power only for agility, and eliminating the need for a [/FONT]
[FONT=Courier New]gunner which in turn allows for an additional passenger.[/FONT]

Still need to do some work on the design sheets, but I will post the completed design in the file library soon, along with the deck plans I've sketched out.

I think the most significant ability of this design is that it is capable of J4 and 6G, although running at 6G will empty the fuel tanks pretty quick. Nice to have the ability to run when you need it though.
 
Sorry for the delay...

Just wanted to let everyone know that I'm home attending a funeral so I haven't been able to follow up on this discussion.

I'm planning to revise my entry based on the ideas I've gleaned from Oz, Rob, and Dan.

And since Arthur hasn't responded to his draft notice, I'll do my best to score the entries in case anyone wants to see the final tally. If anyone else wants to post a submission, please let me know and I'll hold off a bit.

Thanks again for the inputs and please post if you have any feedback on the process of designing to meet IJEB specs.

Will post more once I bid another fond farewell to Alaska and return to Texas.
 
Sea Jay Class CS Slow Courier
sorry for the delay, am working on different ships, this is best I could do squeaking in the requirements using MGT design specs.

Code:
Type CS Slow Courier
Sea Jay Class
Designer Maccat (CotI)
TL B MGT Design

MCr		Tons
03		100	Standard (cylinder) w/scoops hull
10		10	J2A
04		2	M2A
08		4	P2A
		24	Fuel J4, 4wks
00.08		1.6	Purif 24t/18h
00.6875	7.5	Compact Hardened Bridge (-1DM)
00.16			/2 computer (Rating 10)
		1	1 Hardpoint
02.5			Triple Turret
			1 Beam Laser TL B/9 (Accurate)
			2 Sandcasters TL B/8 (Accurate, Easy Repair)
00.04		4	Sand Canisters (80)
01.2		1.2	Luxuries (1H 1M / 6M)
04		32	8 Staterooms
		10.7	Cargo
			Software: Maneuver, Library,
00.1			Jump Control 1 (5)
00.2			Jump Control 2 (10)
1			Evade 1 (10)
38.9675 MCr
35.07075 MCr (.9 discount)

Crew: pilot engineer medic gunner (4) Designed for dual-cert manning commonly p/e, m/g then carries 6 Middle passengers, otherwise 4. Alternately 4 crew can be carried at double occupancy allowing 6 passengers.

Notes, Evade-1 is equivalent to agility, would be moving at 1G with a dodge/evade, so agility 1. Computers have no tonnage in MGT. 10 rounds/hour, so 80 rounds sandcaster allows for 4 hours constant firing of both. Beam Laser is intended for missile defense. Assuming 4 weeks instead of 30d as specified. Hardened bridge provides radiation protection for computer (equivalent to /fib) and circuit protection, also -1DM for activities, this would adversely affect sensor rolls and piloting rolls. Standard (cylinder) hull allows for more compact carriage on other craft, but adversely affects atmospheric handling, landing, and take off (runway required I assume).

Inspired by a western movie stagecoach ride, wanted 6 passengers, but the criteria for the purification and ammo limits it, am working on some other more characteristic versions. Of course has dual sandcasters (the ‘shotgun’ of the stage). Then again they never sleep in the coach lol.
 
Harbinger Worksheets

I've posted two versions of the Harbinger in the file library here.

The first version is as described above. The second version eliminates the emergency low berths in favor of an additional stateroom plus 1Td more fuel, giving a significant boost to endurance.
 
Design Bidding Results

The IJEB has received five design proposals in the Light Communications / Utility Starship category. Since all designs met stated screening criteria and since the number of entries equals the maximum number of designs allowed to compete in trials, all submitting agencies are invited to complete prototypes for trial competition. The date and location of the prototype trials will be released separately from this announcement. The results of design evaluation are shown below.

(Note that these results are based on evaluation of designs only – final decision on adoption of a design will not be determined until prototype trials are completed.)

Code:
[FONT=Courier New]                    [U]Dan[/U]    [U]Rob[/U]    [U]Oz [/U]    [U]MB [/U]    [U]Mac[/U][/FONT]
 
[U][FONT=Courier New]Displacement[/FONT][/U][FONT=Courier New]:       +20    +10    +21    +30    +30[/FONT]
[U][FONT=Courier New]Jump Range[/FONT][/U][FONT=Courier New]:         +10    +10    +20    +20    +00[/FONT]
[U][FONT=Courier New]Acceleration[/FONT][/U][FONT=Courier New]:       +05    +10    +00    +20    +00[/FONT]
[U][FONT=Courier New]Agility Rating[/FONT][/U][FONT=Courier New]:     +05    +00    +10    +15    +00    (1)[/FONT]
[U][FONT=Courier New]Refueling[/FONT][/U][FONT=Courier New]:          +00    +00    +00    +00    +00    (2)[/FONT]
[U][FONT=Courier New]Purification[/FONT][/U][FONT=Courier New]:       +00*   +08    +00*   +10    +00    (3)[/FONT]
[U][FONT=Courier New]Crew[/FONT][/U][FONT=Courier New]:               +03    +00    +04    +02    +02    (4)[/FONT]
[U][FONT=Courier New]Marine Complement[/FONT][/U][FONT=Courier New]:  +00    +00    +00    +00    +00    (5)[/FONT]
[U][FONT=Courier New]Cost[/FONT][/U][FONT=Courier New]:               +02    +00    +05    +07    +10    (6)[/FONT]
[U][FONT=Courier New]Weaponry[/FONT][/U][FONT=Courier New]:           +00    +00    +00    +00    +00    (7)[/FONT]
[U][FONT=Courier New]Computer[/FONT][/U][FONT=Courier New]:           +00    +00    +00    +00    +00    (8)[/FONT]
[U][FONT=Courier New]Evasive Ability[/FONT][/U][FONT=Courier New]:    +00*   +00    +00*   +05    +00    (9)[/FONT]
[U][FONT=Courier New]Survivability[/FONT][/U][FONT=Courier New]:      +00    +10    +00    +00    +00   (10)[/FONT]
[U][FONT=Courier New]Emergency Systems[/FONT][/U][FONT=Courier New]:  +01    +02    +01    +02    +00   (11)[/FONT]
[U][FONT=Courier New]Sensors[/FONT][/U][FONT=Courier New]:            +02    +04    +02    +04    +02   (12)[/FONT]
[U][FONT=Courier New]Accommodations[/FONT][/U][FONT=Courier New]:     +15    +30    +20    +10    +20   (13)[/FONT]
[U][FONT=Courier New]Cargo[/FONT][/U][FONT=Courier New]:              +23    +40    +25    +10    +10   (14)[/FONT]
[U][FONT=Courier New]Fuel[/FONT][/U][FONT=Courier New]:               [U]+00[/U]    [U]+49[/U]    [U]+02[/U]    [U]+89[/U]    [U]+00[/U]   (15)[/FONT]
 
[U][FONT=Courier New]Total[/FONT][/U][FONT=Courier New]:               86    173    110    224     74[/FONT]
 
[U][FONT=Courier New]Alt Total[/FONT][/U][FONT=Courier New]:           86     94    110    135     74[/FONT]
 
[FONT=Courier New](1) Dan’s modification of HG rules to calculate agility was a nice touch.[/FONT]
[FONT=Courier New]Didn’t find a reference to agility in Rob’s design so assumed it was [/FONT]
[FONT=Courier New]agility – 0. Same for Mac’s design. If I missed something, let me know.[/FONT]
[FONT=Courier New](2) All designs had refueling capability – no bonus points.[/FONT]
[FONT=Courier New](3) The MB design purifies the jump tank in 8 hours. Rob’s design listed [/FONT]
[FONT=Courier New]10.4 hours which I rounded down for scoring. Gave the Dan and Oz designs [/FONT]
[FONT=Courier New]zero since there is no time specification in their rule sets and I assumed [/FONT]
[FONT=Courier New]they would meet the minimum. Mac’s at 18 hours met the minimum – no bonus.[/FONT]
[FONT=Courier New](4) Oz wins this category with a crew of 2.[/FONT]
[FONT=Courier New](5) No points for anyone as no marine complement was required.[/FONT]
[FONT=Courier New](6) I’m not sure is comparing costs from different systems is ‘fair’ but [/FONT]
[FONT=Courier New]I used the listed quantity discount price for each design. Mac was the [/FONT]
[FONT=Courier New]lowest by far at MCr 35.[/FONT]
[FONT=Courier New](7) The weapon loadouts met the intent of the design specifications – no [/FONT]
[FONT=Courier New]points for this category. I liked the detail in Dan’s design, specifying [/FONT]
[FONT=Courier New]the expendable load to the hours of expected combat.[/FONT]
[FONT=Courier New](8) All designs met the screening criteria – no points.[/FONT]
[FONT=Courier New](9) Another tough one to score because LBB2 has nothing on emission level [/FONT]
[FONT=Courier New]or EMM. Didn’t see anything EMM-like on Rob’s design or Mac’s, but I may [/FONT]
[FONT=Courier New]have missed something – let me know if I did.[/FONT]
[FONT=Courier New](10) Rob’s design was the only one with additional armor – converted the [/FONT]
[FONT=Courier New]armor value according to the notes on his post.[/FONT]
[FONT=Courier New](11) All designs save Mac’s had low berths or emergency low berths for [/FONT]
[FONT=Courier New]crew and the Harbinger had a solar backup power system (+1 for each). I [/FONT]
[FONT=Courier New]gave Rob’s design a bonus +1 for the Nuclear Damper as I wasn’t sure [/FONT]
[FONT=Courier New]where else to give credit for the extra feature.[/FONT]
[FONT=Courier New](12) This category was too hard to figure, since I wrote the [/FONT]
[FONT=Courier New]specifications for MT and didn’t know enough to extrapolate for everyone. [/FONT]
[FONT=Courier New]I assumed that the LBB2, HG, and MGT designs would at least meet the [/FONT]
[FONT=Courier New]difficult scan ability and the sensor package in Rob’s design sure seems [/FONT]
[FONT=Courier New]impressive but I'm not sure what it all means.[/FONT]
[FONT=Courier New](13) With 4 staterooms and 10 low berths, Rob took this category. I did [/FONT]
[FONT=Courier New]not count the low berths in my design, counting the volume as cargo [/FONT]
[FONT=Courier New]instead.[/FONT]
[FONT=Courier New](14) I realized after the fact that I goofed on the cargo specification [/FONT]
[FONT=Courier New]in the announcement. I intended to weight the evaluation criteria to [/FONT]
[FONT=Courier New]force smaller designs, and while I meant to write “+1 per Td over 10%” [/FONT]
[FONT=Courier New]instead I wrote “+1 per Td of cargo space” which favors larger designs. [/FONT]
[FONT=Courier New]I scored this based on the specs since it was too late to change, which [/FONT]
[FONT=Courier New]favored Rob’s design with a 40 Td hold. Rounded all fractions down.[/FONT]
[FONT=Courier New](15) Another category where I did a poor job of weighting requirements, [/FONT]
[FONT=Courier New]but I stuck with scoring according to what I wrote, not what I meant. [/FONT]
[FONT=Courier New]Dan’s 4 weeks of fuel actually falls short of the minimum by two days [/FONT]
[FONT=Courier New]but I scored this as zero rather than -48. Rob’s PP Fuel allocation was [/FONT]
[FONT=Courier New]4.58 weeks = 769.44 hours which I rounded down to 49 hours over the [/FONT]
[FONT=Courier New]30-day minimum. Oz’s design also had 28 days endurance (short by two [/FONT]
[FONT=Courier New]days) but had enough fuel for an additional J-2 for +2 points (I should [/FONT]
[FONT=Courier New]have weighted this criteria heavier). My design had 89 additional hours [/FONT]
[FONT=Courier New]over the 720 minimum. Mac also posted 28 days endurance which I scored [/FONT]
[FONT=Courier New]as zero.[/FONT]
 
Last edited:
Thanks for participating

I'd like to thank everyone who participated in this. I learned a lot from the process and I very much enjoyed stealing ideas from all of the designs that you will see in the final version of the Harbinger (to be posted soon).

I plan to do more announcements like this over time and hope to get even more participation. I think I leartned some valuable lessons that will allow me to write better specs for the next round. I'll also try harder to get someone else to judge the scoring - because its harder than I thought and because I don't feel right doing the scoring if I've submitted a design. If there are any volunteers out there, please let me know.

My two biggest mistakes in this round were 1) mis-stating the bonus for cargo space, and 2) unfairly over-scoring extra PP fuel and undervaluing extra jump fuel. To address #2 somewhat, I listed an Alt Total in the preceding post that rolls up all bonuses save that of fuel, while retaining Oz's bonus for the extra jump fuel in his design.

Please provide any feedback that you think will help make the next open bid better, and thanks again!
 
Last edited:
Didn’t find a reference to agility in Rob’s design

It doesn't map from T5 to HG or MT, so that's okay.

Didn’t see anything EMM-like on Rob’s design or Mac’s, but I may have missed something – let me know if I did.

(12) This category was too hard to figure, since I wrote the specifications for MT and didn’t know enough to extrapolate for everyone. [...] the sensor package in Rob’s design sure seems impressive but I'm not sure what it all means.

My notes didn't go into detail, but here's relevant ones for posterity's sake:

3 Imp Ant Fo EMS-15 3.0

This is an antenna-based, Far Orbit (500km) Passive+Active EMS array.

- Adv Surf AR Jammer-10 0.5 *

This is a passive, surface-mounted jammer (anti-sensor, scrambler, distorter, etc).

- Adv Surf AR No. Detector-12 0.5 (<-- Neutrino Detector)

This is a passive, surface-mounted Neutrino Detector with a range of 1-2 light-seconds.

- Adv Surf Fo Proximiter-14 0.5

This is a passive, surface-mounted proximity sensor with a Far Orbit (500km) range.

- Adv Surf AR Stealth Mask-14 0.5

This is a passive signal absorber - actually a switchable hull coating.
 
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