Hello everybody,

I have finished the last of the 100-ton freighters, and the comments
by David and Johannes got me thinking about bigger ships. 

Containers:
* Internal or external carry? If they are sealed against vacuum, an 
  external rack may be the easy way to carry them, and to get rapid
  turnaround times in port. (There are in-universe reasons why that
  might be less important, see below.)
* External carry could be hardpoints, external cradles, or tractor 
  beams. Hardpoints are 5% of the container mass, cradles are 10%, 
  tractors are 10% plus power plant. And if you divide the same 
  volume into multiple smaller hulls, the armor and structural 
  mass goes up, too. A container ship could pay a hefty mass 
  penalty, compared to a bulk transport. How bad is it? Only a 
  few designs will tell ...
* A few large containers would give a tug plus barge look-and-feel.
  As an extreme, the ship could haul a single container, larger 
  than itself. 
* At "low interstellar" TLs (TL10-12), external containers could 
  make surface landings impossible. On the other hand, it could
  be a good idea to separate surface-to-orbit and orbit-to-FTL
  craft, anyway. At 0.2 parsec per day, it could take months or
  years in hyperspace, and why haul big STL engines along for 
  that ride?
* By the way, such a time scale makes it pointless to save a few 
  hours in port. After months in hyperspace, the crew deserves 
  some shore leave, the ship might require maintenance, etc. And 
  for the GM, that gives plenty of adventure hooks.
* On the other hand, cargo in sealed containers with standard 
  shapes has advantages even if it is carried internally. Think
  cargo containers for aircraft vs. containers on (wet) ships.  

Crew Size:
* For game reasons, I prefer ships were the players are the 
  entire crew. The 3E rules as written give big and expensive 
  ships high maintenance requirements, but that could be 
  solved by a house rule, by simple-minded robots, by 
  microbot swarms, or at higher TLs by living metal. 
* A small crew in a large ship gives adventure hooks, too. The 
  Nostromo in Alien is one option, the Destiny of Stargate 
  Universe is another -- a big ship could have sections that 
  haven't been entered for decades, centuries, millenia. 

Family Ships:
* Johannes mentioned the idea of families on board, with plots
  based on the dynamics within the crew. Who needs an Alien if
  the Old Man is just as scary, and refuses to retire in peace?
* When we talk about families, does that mean a generation ship
  where people are born, raised, live and die? It doesn't have 
  to be a ship which spends centuries between ports, as in the 
  usual sublight generation ship meme. You could have a 
  situation where voyages take a year or two, and a 'triangle 
  trade' takes a decade. Would you leave your family at home 
  that long? Cf Cherryh's merchanters in the Alliance/Union
  universe.
* How large is the crew? If each ship is one closed society, you
  need a decent gene pool. If different ships meet and there is 
  an exogamy tradition, each individual crew can be smaller. 
* What is the minimum size to retain technology? Are the kids 
  taught by apprenticeship, or is there a college/university? 
  How many students, how many faculty?
* There could be family ships where young professionals are hired
  at a port and live on a ship until retirement. Children would 
  be born, and raised on the ship until they go to a boarding 
  school college in port. The ship might have a primary school 
  teacher or two, and crew take turns at teaching middle school 
  classes (the astrogator teaches maths, the engineer teaches 
  physics, the commo officer teaches languages, etc.).
* Is the ship trading to support the family, or does it carry 
  the family to allow trade? Cf the Stargate Atlantis episode
  Travelers. 

I think there are enough permutations to come up with a few 
interesting ships.

- The crew could be small and in hibernation during the 
  flight (Alien), large enough to raise kids, but still 
  integrated with the larger galactic society, or an 
  encosed, isolated society.
- A few big containers carried externally, many smaller 
  containers carried externally, smaller containers 
  carried internally, or breakbulk cargo internally.
- The ship could be easily capable of surface landings (TL13+) 
  or dependent on shuttles (TL11-).
- Armed or unarmed? If it is technically a sovereign nation,
  the ship has to take care of itself. By contrast, if the 
  ship is registered on a planet, the government could take 
  a dim view on civilian armed starships. 

Any suggestions?

Regards,
Onno

PS -- I presume you recognized the Light Transport Mk.III.
      Any predictions what I'll do for Mk.VI and Mk.V? :-)
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