So far I've decided it's 1G, Jump-2, TL 13 at most, has 8 staterooms in the bow, and can handle six 30t cargo pods attached port and starboard to the main spine. So, some questions for the community. With attachable cargo pods, could this ship land on a planet? If so, what configuration would you choose? Should I add a launch, probably in a ventricle sling? Would you put crew cabins in the rear next to the engines? I'm thinking three turrets: one triple sandcaster each port/starboard on the engineering structure, and one ventricle single pulse laser under the flying bridge.
Your thoughts?
OK, a little brainstorming off the top of my head based on just the images.
Looking at it, I would
not make it atmosphere-capable, primarily as a hijacking deterrent, since unstreamlined ships require support infrastructure for refueling -- an infrastructure many corsair bands may lack.
I could also envision a ship such as this serving a subsidized or corporate-held cargo route that involved a mainworld far within the Jump Shadow of its sun -- so far that travel times up/down would take the better part of a week by themselves and so the destination system has established a farport for deep-space cargo (and passenger) staging and refueling. Ships Jump in, spend a few hours at the farport, and then Jump back out again later that same day, maximizing their revenue.
Thus, the ship is fitted to carry hot-swappable cargo pods conveniently sized to be handled by Cutters, Slow Pinnaces, and Shuttles stationed at the farport and making the round trips to/from the mainworld.
Alternately, perhaps the subsidy was granted by a world with a Gov-7, and due to political gamesmanship, it was agreed that no country would provide a downport, but instead all would contribute to a highport, where each country would use its own spaceport to deliver and receive its own freight carried by the communally-supported starship. The cargo pod system simplifies the logistics of this arrangement (who gets to utilize how much shipping capacity and when, and so on), while also allowing some degree of confidentiality (or skulduggery) among the various users of the vessel's services.
A ventral Launch-as-lifeboat sounds like a good idea to me.
I would put crew cabins for the Engineering crew in the aft section, and crew cabins for the Flight crew in the forward section. If using the Balkanized world model above, intercultural conflicts would need to be prevented, or on the other hand might make a recurring, mutinous scenario hook.
I favor undergunning merchant vessels somewhat, as it makes the crew work harder and increases the temptation to corsairs. If you go with an all-expendables weapons fit of mixed sandcasters and missiles, you can reduce the computational overhead for combat situations while simultaneously creating opportunities for the crew to be hustling reloads from one end of the ship to another while under fire.
Also: why TL13? I looked at the images and my first though was TL10, maybe TL11 tops... that boxy drive section was not an aesthetic choice, but rather a practical one, to my eye.