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New High Guard Components

Golan2072

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Solar Panels
The Power Plants described in High Guard use nuclear fusion to generate power. While this process produces extensive amounts of power per dton of power plant or fuel, it has one weakness – it requires hydrogen fuel to operate, and long-term power generation requires large amounts of it. Normally this wouldn’t be much f a problem, as most ships dock at starports on a regular basis, but some designs – such as escape pods and space stations – might need to function for years between refueling. For that purpose, a relatively old technology could be used – photoelectric cells, arranged into solar panels. The following stats were adapted from MegaTraveller for use in High Guard. For hits during combat, consider the solar panels to be a Power Plant; the first hit at them halves their power production, the second hit renders them inoperative and the third hit makes them irrepairable.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TL EP dton MCr
6 1 175 2,500
7 1 90 1,000
8 1 45 375
9 1 15 105
10 1 7 37
11 1 4 17
12+ 1 2 6 </pre>[/QUOTE]Where TL is the Tech Level; EP is power generated in HG Energy Points, each equal to 250 Megawatt/Hour; dton is displacement tons taken; and MCr is cost in MegaCredits.

Note that solar panels used for relatively low-energy uses, such as powering Low Berths would be only fractions of the tonnage (and, thus, cost) of those shown in the table; basic life support consumes 0.001 MW per person; comfortable life support consumes 0.002 MW per person; an ordinary Low Berth takes 0.001 MW; an Emergency Low Berth uses 0.002 MW; a Hydroponic Garden (see below) uses 1 MW; Full Hydroponics (see below) uses 5 MW.

(to be continued)
 
Basic Lab
A simple general-purpose scientific laboratory. Comes in "modules" (or module-equivalents) of 10 dtons each, costing MCr5 per and requiring one scientist per module. No EPs are required.

Advanced Lab
A an advanced and heavily automated general-purpose scientific laboratory using state-of-the art equipment. Comes in "modules" (or module-equivalents) of 16 dtons each, costing MCr16 per and requiring one scientist per module. No EPs are required.

Hydroponic Garden
A hydroponic (that is, raising plants in water rather than in soil) garden intended for recreational and decorative use, as well as for limited life support and recycling applications. Includes various plants (ranging from grass to tree-like shrubs), as well as a small fish tank (fish are both decorative and edible) and some recycling equipment. Requires 20kg (Cr5,000) in additional nutrients per year and must be connected to an existing life support system. Though the Garden is not a fully contained life support system, it could still help in waste, water and air recycling and produce some food; therefore, each dton of Hydroponic Garden reduces the life support costs of 1 person by 20% (so the life support will cost Cr1,600 rather than Cr2,000 per person per week for these people). Costs MCr0.1 per ton; no EPs or crew required.

Full Hydroponics
A full, self-contained ecosystem containing hydroponics, yeast/algae/fish tanks as well as heavy recycling equipment, the Full Hydroponics are, theoretically self sufficient, though nutrient (and other resources) loss requires the addition of 5kg (Cr1,000) of replacements per year of use. Each Full Hydroponics Module (or module-equivalent) displaces 2 tons, costs MCr1 and could provide complete life support (except for heating and radiation protection provided by power-plant powered systems and the ship's hull, respectively) for one person for a practically infinite time (as long as nutrients are supplied and the power plant operates). No EPs or crew required.

Note that for both Hydroponics systems, a single dton of cargo space could store 5,000kg of replacement nutrients/materials.
 
Extended Medlab
While each ship has a small medical facility subsumed in its stateroom cost and tonnage, some designers may wish to include a larger, better equipped medlab in their designs. An Extended Medlab holds hospital-grade medical equipment and allows for complex medical procedures (such as extensive surgical operations) to take place; it requires one Medic and treats up to two patients per module, displaces 8 dtons and costs MCr8. No EPs are required.
 
Machine Shop
A small workshop capable of fabricating some types of spare parts and of repairing equipment; its exact capabilities and raw material requirements are left for the referee's discretion. A Machine Shop Module (or module equivalent) requires one skilled worker (with the appropriate skill to the item being produced/repaired), masses 10 dtons and costs MCr5. No EPs are required.

Factory
A shipboard factory usually produced one product or a series of related products; the types and amounts of raw materials needed for production are left for the referee's discretion. A Factory Module requires 10 workers, displaces 100 dtons, consumes 1 EP and costs MCr50.

Ore Processing Bay
This huge refinery is capable of processing most compounds found in planetoids into semi-refined raw materials which could easily be shipped to other locations. It requires 40 workers, displaces 400 dtons, requires 10 EP and costs MCr250.
 
Mass Driver
A large magnetic rail-launcher designed for slinging cargoes over interplanetary distances. A mass driver is too slow and inaccurate to be used in ship combat, but may be used as a planetary bombardment weapon. It requires a crew of four, displaces 25 dtons, consumes 2 EPs and costs MCr26.
 
Bar
A shipboard bar requires one Bartender and may seat up to 12 patrons (though it is usually connected to a larger Lounge). Each module displaces 6 dtons and costs MCr2; no EPs are required.

Casino
A luxury gambling hall. A shipboard casino requires three operators and may host 15 gamblers per module. Each module displaces 20 dton and costs MCr5; no EPs are required.

Duty Free Shop
A Tax-Free shop, selling various consumer goods to the passengers and the crew requires one salesperson, displaces 10 dtons and costs MCr2; no EPs are required.

Grav-Ball Court
An arena fit to play most Grav (or Zero-Grav) enhanced sports displaces 40 dtons and costs MCr2; no EPs are required.

Karaoke Bar
A Karaoke Bar requires one operator/bartender and may sit up to 16 persons (but usually this will be connected to a lounge). Each module displaces 8 dtons and costs MCr3; no EPs are required.

High Class Kitchen
A kitchen fit to serve rich or noble passengers requires one Chef and one Assistant Chef and may cook meals for up to 50 persons at once. Each module displaces 10 dton and costs MCr5; no EPs are required.

Vilani Kitchen
A Vilani-style extended kitchen requires one Chef and two Assistant Chefs and may cook meals for up to 50 persons at once. Each module 10 dtons and costs MCr10; no EPs are required.

Library
A small library combining "hard-copy" and electronic texts as well as other forms of media requires one librarian, may seat up to 5 persons, displaces 10 dtons and costs MCr5; no EPs required.

Extended Lounge
While each ship has a small galley/mess hall subsumed in its stateroom cost and tonnage, this facility provides only minimal services fit for a military, exploratory or cargo ship but hardly enough for a luxury cruiser. A luxury lounge displaces 10 dton, costs MCr2 and may seat up to 20 persons per module; no EPs required.

Spa
A smaller version of the swimming pool, the Spa requires two operators, may bath up to 15 persons at once, displaces 10 dtons and costs MCR5; no EPs are required.

Swimming Pool
An onboard swimming pool, including filtration systems and an airlock to prevent leaks in the event of shipboard gravity failure, displaces 12 dtons and costs MCr1; no EPs are required.

Restaurant (excluding kitchen)
A high-class restaurant requires 4 waiters and may seat up to 40 persons. Each module displaces 20 dtons and costs MCr5; no EPs are required.

NOTE: I heartily thank BeRKA and others for help in the starship component design.
 
New 50-ton Bay
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> ------- Tech Level ----- EPs Cost
Weapon Type 7 8 9 10 11 12 13 14 15 (MCr)
Pulse Laser 7 7 7 7 7 8 8 8 8 30 10
Beam Laser 8 8 8 8 8 9 9 9 9 30 20</pre>[/QUOTE]These are the equivalents of 10 triple turrets firing in usion; in practice, each bay would probably hold one big-ass laser cannon, but the power would be the equivaqlent of 30 smaller lasers.
 
Wow, someone's been busy! This stuff will come in very handy for smaller space habitat design (or, scaled up, even for my arcologies). Excellent work, Mr. 2-4601. :D
 
E 2-4601, seconded. Lots of nice material to fill out TL7 and TL8.

A question on the Full Hydroponics, is the number of 5kg/year derived from some source? My initial thoughts are it would be much higher, in the range between 50kg - 350 kg/year-person. A majority of the mass might come from carbonaceuos asteroids coming from an Ore Processing Bay of course.
 
Thanks for your kind words


As for the Hydroponics supplies, I remember that it was influenced by a thread on these forums - try searching the forums (probably either here or Ship's Locker or Imperial Research Station) for Hydroponics or Life Support.
 
Thanks E-2-4601, I'll look around. My first impression is based on how much mass you can recover and how efficiently you can do so from the inhabitants via waste, shed skin, etc. and recycle it. The 350 kg number is based on assuming bascially no recovery.
 
2-4601,

Great stuff! You're really spoiling us! ;)

How big a package can the mass driver 'sling'?

dTons? Dimensions maybe?


Have fun,
Bill
 
Oh boy oh boy. Wonderful! Thank you, 2-4601. Now that's something constructive. Can you help me add to the mix? I want an Ion Engine for HG.

Ion Engine
Ion propulsion is a technology that involves ionizing a gas to propel a craft. Instead of a spacecraft being propelled with standard chemicals, the gas xenon (which is like neon or helium, but heavier) is given an electrical charge, or ionized. It is then electrically accelerated to a speed of about 30 km/second. When xenon ions are emitted at such high speed as exhaust from a spacecraft, they push the spacecraft in the opposite direction.

Fuel duration is one year.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TL 6 7-8 9-B C-F G+
TTP 0.0000001 0.000001 0.00001 0.0001 0.001
MCr 13 8 5 3 2

TTP is acceleration (Gs) per % of hull used.
MCr is price per ton of drive.
Fuel duration is one year.</pre>[/QUOTE]
 
Employee, an excellent list of additions.

On the subject of bay additions, did you see this:

Laser and sandcaster bays:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">100ton bay Tech Level Energy Cost
weapon type 7 8 9 10 11 12 13 14 15 Points (MCr)
sandcaster 6 7 7 8 8 9 9 - - -- 8
beam laser 7 7 8 8 9 9 - - - 45 30
pulse laser 5 5 6 6 7 7 8 8 9 45 25</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">50ton bay Tech Level Energy Cost
weapon type 7 8 9 10 11 12 13 14 15 Points (MCr)
sandcaster - - - 7 7 8 8 9 9 -- 5
beam laser - - - - 7 7 8 8 9 30 18
pulse laser - - - - 5 5 6 6 7 30 15</pre>[/QUOTE]
 
Given an exhaust velocity of 30 km/sec, and a thrust of 0.001Gs, 1 year of thrust will require approximately 10x the total mass of the ship in fuel.
 
Lecture Hall
A general-purpose hall that could seat up to 1,000 people for lectures, gatherings, concerts and/or 2D/3D cinema. Displaces 50 tons, costs MCr1. No crew (except for entertainers, if needed) or EPs are requires.
 
- The Solar Panels are TL6+; see post.
- The Basic Lab is TL7.
- The Advanced Lab is TL7.
- The Hydroponic Garden is TL8.
- Full Hydroponics is TL8.
- The Extended Medlab is TL8.
- The Machine Shop is TL7.
- The Factory is TL8 (due to automatation).
- The Ore Processing Bay is TL8.
- The Mass Driver is TL8.
- The Bar is TL7.
- The Casino is TL7.
- The Duty Free Shop is TL7.
- The Grav-Ball Court is TL10.
- The Karaoke Bar is TL7.
- The High-Class Kitchen is TL7.
- The Vilani Kitchen is TL8.
- The Library is TL7.
- The Extended Lounge is TL7.
- The Spa is TL9 (due to the difficulties of handling masses of water in space).
- The Swimming Pool is TL9 (due to the difficulties of handling masses of water in space).
- The Restaurant is TL7.
- The Laser Bays are TL7+; see post.
- The Ion Engine is TL6+; see post.
- The Lecture Hall is TL7.
 
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