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Ship Design / Deck plan requests?

I noticed in other games, when mappers get busy, sometimes it's not that helpful. Since the game is so old, I can imagine everything has already been done at least once, so it would be interesting to see what if any, opinion on what deck plans or ship designs would be useful in future, if it's ships in general or a particular type, or it's not ships and deck plans.
 
To be honest I am unsure what you are asking for. I use plans from many sources and don't have any problems. Can you give an example of a deck plan that is unusable now?
 
Well, as you may have read I'm rethinking ship deck design, and so I would probably like to see redos of all the mainstream adventure ship types.

They should have bridge, power plant, computer, ship's locker and maybe magazines and emergency low berths for larger ships, or staterooms for passenger ships all in a internal protected space.

One thing that is not specifically ship related but which we probably can never have enough of is adventure facilities- factories, warehouses, banks, offices, space stations, mines/smelters, databanks, small bases, starports, etc. where the players can play out their heists/security/bounty hunting/assassination/smuggling/rescue/intel/spec ops activities.
 
Thank you, I see both points. I guess there's no deck plan that can't be used or appreciated. With regards to adventure facilities, that is a great list and has given me food for thought and some direction, thank you.
 
Well, as you may have read I'm rethinking ship deck design, and so I would probably like to see redos of all the mainstream adventure ship types.

They should have bridge, power plant, computer, ship's locker and maybe magazines and emergency low berths for larger ships, or staterooms for passenger ships all in a internal protected space.

Probably multiple modules with closable air locks between them to facilitate damage control in the event of a breach. Once upon a time I went through a thought exercise of making ship deck plans (for a homebrew sci-fi system) that showed pressurised modules.

The modules could be multi-level, with floors within the modules that weren't pressure sealed. There could also be accessible but unpressurised regions within the hull - maintenance access etc.

My drafting skills aren't up to the job so I didn't take it much further than that. With copious free time ...

One thing that is not specifically ship related but which we probably can never have enough of is adventure facilities- factories, warehouses, banks, offices, space stations, mines/smelters, databanks, small bases, starports, etc. where the players can play out their heists/security/bounty hunting/assassination/smuggling/rescue/intel/spec ops activities.

That sort of thing would actually be quite useful. There is a bit of this sort of thing of the interwebs, but to make a really publication-quality version you would have to involve a decent artist in making up the maps.
 
... we probably can never have enough of ... adventure facilities- factories, warehouses, banks, offices, space stations, mines/smelters, databanks, small bases, starports, etc. where the players can play out their heists/security/bounty hunting/assassination/smuggling/rescue/intel/spec ops activities.

This.
 
Probably multiple modules with closable air locks between them to facilitate damage control in the event of a breach. Once upon a time I went through a thought exercise of making ship deck plans (for a homebrew sci-fi system) that showed pressurised modules.

The modules could be multi-level, with floors within the modules that weren't pressure sealed. There could also be accessible but unpressurised regions within the hull - maintenance access etc.

My drafting skills aren't up to the job so I didn't take it much further than that. With copious free time ...

One of the underappreciated ship design aspects I think are the concepts of bulkheads, another is escape hatches everywhere- no airlock, just explosive bolts for blowing through the hull and getting out or getting in. This is just as important on the ground as in space.

ESPECIALLY if your AI mission computer goes rogue.


https://www.youtube.com/watch?v=gpwvJzcfL1w
 
One of my 'peeves' is concerning airlocks as something past the 'standard' 1.5M iris or manual hatch.

An airlock can vary in size to accommodate it's use or purpose, not likely to squeeze an air/raft through such a tight aperture rather a 3Mx3M 'lift-gate' arrangement to properly service an EVA compartment.

Also a ship should have a 'standard' docking port for hard-dock connections to other vessels or when making use of an orbital facility. Such would be able to accept a boarding 'tube' and allow for connections of external power, life-support and data networks.
 
I believe that airlocks are one of design features that you can adjust to fit in with your take on that form of access, whether in size, placement or portal type.
 
One of the underappreciated ship design aspects I think are the concepts of bulkheads

my deckplans are full of them - usually. frequently they are difficult to implement because of component fitting issues.

another is escape hatches everywhere- no airlock, just explosive bolts for blowing through the hull and getting out or getting in

"e" marks the spot for emergency access panels on my boats, though I envision them simply as bolted-on.
 
Excellent response and feedback from everyone, thank you again. I've been giving it some thought how to depict ramps, staircases and other unpressurized divisions within a module. I'm only using Photoshop at the moment, but eventually will find my Illustrator CD. I really appreciate the detailed advice, thank you.
 
I've never understood the 'absence' of 'blast-doors' in bulkheads as depicted by most deckplans, simple logic would suggest such would be a feature alone just for damage control purposes.

Mind I understand that an iris or manual hatch are reasonably reliable for general purposes but locking-down a situation, whether a boarding or a disaster, requires more something a bit more formidable.
 
I've never understood the 'absence' of 'blast-doors' in bulkheads as depicted by most deckplans, simple logic would suggest such would be a feature alone just for damage control purposes.

Mind I understand that an iris or manual hatch are reasonably reliable for general purposes but locking-down a situation, whether a boarding or a disaster, requires more something a bit more formidable.

I've always seen dedicated reinforced blast doors as something usually fitted on warships. or othr combat likely vessels...An internal hatch is enough to contain normal pressures...however massive depressurization by force is something a warship would be considering....closely
 
I've always seen dedicated reinforced blast doors as something usually fitted on warships. or othr combat likely vessels...An internal hatch is enough to contain normal pressures...however massive depressurization by force is something a warship would be considering....closely

I always assumed that proper bulkheads are really only necessary between the "Engineering Section" and the "Main Section" of the average starship.

The earliest editions of CT B2 made quite a big deal about how starships have a very clear distinction between where the drives are and where everything else is inside the hull. Official deckplans coming up through the years and Trav versions tend to preserve this notion, even if it is not explicitly mentioned.
 
I always assumed that proper bulkheads are really only necessary between the "Engineering Section" and the "Main Section" of the average starship. .....

In civilian ships that should be the rule rather than the exception, and agreed that naval vessels would be more 'compartmentalized' than such in commercial service.

I would tend though to support the placement of blast-doors at bulkheads separating different compartments-section for no reason other than as a safety feature.
 
I always assumed that proper bulkheads are really only necessary between the "Engineering Section" and the "Main Section" of the average starship.

The earliest editions of CT B2 made quite a big deal about how starships have a very clear distinction between where the drives are and where everything else is inside the hull. Official deckplans coming up through the years and Trav versions tend to preserve this notion, even if it is not explicitly mentioned.

well engineering spaces are potentially lethal, feuel, gas leaks radiaton , and other noxious chemicals need to be seperated from living space and cargo. That means a nice solid hatch that a good bit stronger thn the typical internal hatch.

not only do they protect from hazardous chemicals, and suffocating gasses, they also help to control the spread of an internal fire. Any time you are dealing with high voltage, and such things and transformers, capacitors, and coils, you have a massive danger of overheating..(sometimes spectacularly abrupt overheating)... and fire. fire on a boat is bad, fire on a starship a bilion miles from help..well that what they call a nightmare.
 
Unlike most earthbound fires, the spaceship captains can order the air to be evacuated from the effected sections, if not in an emergency to be opened directly to vacuum, or the usual practice of removing the air just before entering combat.

Explosions and radiation would seem to be the predominant threat against a prepared crew.
 
Note that, in AHL, Iris valves are easier to open with force (2/5 that of a hatch or bulkhead), but once started, the only way is to blow them completely, as you've bent and/or welded the petals...

CT tells you to shoot the bulkhead out around them, instead.

And a manual hatch is identical to a bulkhead, toughness-wise, in AHL, CT Sup 7, and Snapshot.
 
Unlike most earthbound fires, the spaceship captains can order the air to be evacuated from the effected sections, if not in an emergency to be opened directly to vacuum, or the usual practice of removing the air just before entering combat.

Explosions and radiation would seem to be the predominant threat against a prepared crew.

the problem with venting is having crew in Vacc-suits when the fire starts. If it takes say as little as five minutes to get a suit on, sealed , and activated they may be working in a toxic soup of combustion by products, and near combustion temperatures.

even with a soft suit, or emergency suit the time to unpack the suit, get into it, and get your mask on is not exactly a speedy process. fire retardant undergarments, and face masks will protect the crewmen for a few minutes but in blinding smoke, intense heat, and a very high level of stress even trained crews have a hell of a time getting into protective gear.

if crew are injured they would have to be helped into rescue balls, or some other form of shelter from vacuum. this mean you have a lot of time for fire to spread.and with a high intensity fire a minute is a very long time to wait.

once the fire is out, you have to wait for exposed surfaces to cool, and the source of initial ignition to cool down to point where it wont rekindle the second fresh o2 is introduced.


Ignition points could also be hidden, a fire could travel along utility safts, wiring conduits, and behind wall panels for quite some time before the crew even knew their was a fire. without a very well designed detection system the first sign of a fire could be a wall of flames and smoke suddenly erupting from a panel opened by a crewman t check and see what is causing a fault larm int h wiring or piping systems in a service crawlway.

"Hey where ya going Harry?"

"The number three buss is acting up again, I need to go fix it...give me hand with this Ha..whoooossssshhhhh Whompfffffffff..........aiiiieeeee aieeee urrrrrrrrkkkkk!!!!"
 
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