bozzutoman
SOC-12
I'm devising a research station hidden within an enormous asteroid (~150 million dT), which will serve as the focus for a massive multi-part adventure. (inspired by JG's Dra'k'ne Station, but human-built.)
The design goal is make it almost entirely self-sustainable, having all the facilities necessary to sustain a fairly sizable community... with only a minimal need for externally acquired resources.
I've assembled a list of all the major items I thought necessary, but would appreciate suggestions for anything obvious that I may've overlooked.
EXTERNAL (all camouflaged): sensor & communication arrays, airlocks, hanger-bay doors, defense screen nodes, pop-up weapon bay-turrets, maneuvering and orientation thrusters.
COMMAND & CONTROL: bridge (workstations), offices (admin/beauracracy offices, briefing and conference rooms, breakrooms, cubefarms)
SHIP SYSTEMS: Computer (ship functions, intranets, library), intercoms
SECURITY: brig, substations, armory, CCTV
LANDING BAYS (secured, general): reception, cargo handling bays (load-lifters, vaccsuits, large airlocks), winches, cranes, refueling lines, workpods
TECHNICAL: workshops (weapons/defenses, electronic, machinery, droids, ship repair)
RESEARCH LABS: biochem, anti-matter, matter-transmition, psionic
EMERGENCY: medical stations, ELBs, Infirmary (admitting, examination, isolation, OR, recovery, morgue)
QUARTERS (Station Crew, Techs, Security, Med, Sci, Vendors, Civies, Dignitaries, Flight, AgroTechs, Clerks): bedroom, common, kitchenette, fresher, laundry/wardrobe.
COMMON FACILITES: freshers, elevators, rapid-tube rail system, janitorial stations
DINING: galley/diner/cafeteria,
RECREATION (Promenade): auditorium, theater, fitness center, spa, barber/salon, lounge/casino/nightclub, Shops (luxury goods, hobbies, knick-knacks), The Park (gardens, solarium, menagerie)
ENVIRONMENT: life support (air pumps, temp reg), Sewage treatment, water storage and reclamation
AGRICULTURE: livestock pens, hydroponics farms, fish tanks, algae tanks, processing factories
STORAGE: Raw metals, seeds, dry food, mining equipment, chemicals, electronics, replacement parts, spaceship components, drive and powerplant components, compressed gasses, fuel tanks, specialized cargo holds
ENGINEERING: power plant, maneuver drive, auxiliary power, gravatics
The design goal is make it almost entirely self-sustainable, having all the facilities necessary to sustain a fairly sizable community... with only a minimal need for externally acquired resources.
I've assembled a list of all the major items I thought necessary, but would appreciate suggestions for anything obvious that I may've overlooked.
EXTERNAL (all camouflaged): sensor & communication arrays, airlocks, hanger-bay doors, defense screen nodes, pop-up weapon bay-turrets, maneuvering and orientation thrusters.
COMMAND & CONTROL: bridge (workstations), offices (admin/beauracracy offices, briefing and conference rooms, breakrooms, cubefarms)
SHIP SYSTEMS: Computer (ship functions, intranets, library), intercoms
SECURITY: brig, substations, armory, CCTV
LANDING BAYS (secured, general): reception, cargo handling bays (load-lifters, vaccsuits, large airlocks), winches, cranes, refueling lines, workpods
TECHNICAL: workshops (weapons/defenses, electronic, machinery, droids, ship repair)
RESEARCH LABS: biochem, anti-matter, matter-transmition, psionic
EMERGENCY: medical stations, ELBs, Infirmary (admitting, examination, isolation, OR, recovery, morgue)
QUARTERS (Station Crew, Techs, Security, Med, Sci, Vendors, Civies, Dignitaries, Flight, AgroTechs, Clerks): bedroom, common, kitchenette, fresher, laundry/wardrobe.
COMMON FACILITES: freshers, elevators, rapid-tube rail system, janitorial stations
DINING: galley/diner/cafeteria,
RECREATION (Promenade): auditorium, theater, fitness center, spa, barber/salon, lounge/casino/nightclub, Shops (luxury goods, hobbies, knick-knacks), The Park (gardens, solarium, menagerie)
ENVIRONMENT: life support (air pumps, temp reg), Sewage treatment, water storage and reclamation
AGRICULTURE: livestock pens, hydroponics farms, fish tanks, algae tanks, processing factories
STORAGE: Raw metals, seeds, dry food, mining equipment, chemicals, electronics, replacement parts, spaceship components, drive and powerplant components, compressed gasses, fuel tanks, specialized cargo holds
ENGINEERING: power plant, maneuver drive, auxiliary power, gravatics
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