Brandon wrote: > I think the volume for crew/passengers will largely be > affected by how long they have to remain on the ship going > from point A to point B -- that is, trip duration. A 12 > hour trip requires a lot less comfort space than a 12 day > trip or a 12 week trip.
The Vehicles rules have a break point at 24 hours. I agree on the difference between 12 hours and 288 hours, but does the difference between 12 days and 84 days really matter that much? You can spend 12 hours in a seat, with short trips to the toilet. For 12 days, people want a bathroom, a bed, a bit of personal space. How much more do you need for 84 days? Johannes replied to me: > If the GM wants to regulary play with some set of stressfull > situations, ideally he should anounce it at character creation > time and suggest ads and disads to influence how stressfull > they are to a pc. That should come after the GM has decided > how much of a problem thoose situations are in general in the > gameworld. Yes, player characters always draw more than their fair share of trouble. One thing I've been thinking about is 'emergency interstellar capability'. From 3E TL11, it isn't terribly expensive to add hyperdrive to insystem craft. They already have the power and avionics, all you need is the hyperdrive itself. Consider the Dropship from last month. It doesn't have long-occupancy maintenance access space or quarters, but it has a galley, a toilet, and two automeds which might be used as bunks. What that means requires some creative rules interpretation. It could be that after 24 hours, you make the first roll to check for HT loss. That probably won't kill the Dropship. Call it 48 hours and about 1.5 parsec one-way-range? The alternative interpretation would be that after 24 hours, it has to make nine rolls for 37 man-hours of skipped maintenance, at -4 for the second roll, -8 for the third, and so on. That makes it almost certain that things go wrong after 24 hours. Compare the Scout Singleship from 2012. It has just a bunk and a crew seat, but it has long-occupancy access space, a workshop for maintenance and even a cyberswarm to do the routine work. And finally look at the Deep Space Transport, also from 2012. It has proper cabins and maintenance facilities. Is the Scout Singleship a reasonable design for weeks and months? > Yes commanders, who are not crowdstressed themselfs likely > help, even if they are not there. But it is hard to play > whith NPC commanders, who are constantly available. I don't plan to. I was just thinking if the dirtside experts make it impossible to generalize the Apollo precedent. > You can start the adventure with "After spending weeks on > your in flight hobbies, you come to a new planet to explore" > or with "Finally after weeks on the toes of the other crew > you get to a new planet". Even if the pcs don't go for the > tone you set, it can drive the behaviour of some redshirts. Redshirts are another thing. I prefer to have an all-PC crew, to make it clear that there is no 'GM spokesperson' or 'mole' to mess with the group dynamics. Have you seen the Andromeda series? At first the giant ship was empty except for the few main characters, later on they got redshirts walking around but for practical purposes the main characters still did everything. Star Trek had a larger cast with many recurring extras, so you got the feeling that the redshirts actually do something for mission success. From time to time an extra would even be promoted to main cast, like O'Brien. Dropship Mk.V v1.0 (TL12) Copyright 2014 by Onno Meyer The Mark V transports a squad of battlesuit troops and light vehicles from a starship in the outer system down to the surface of a planet. In less hostile environments, she serves as a fast shuttle. The Dropship has four powerful sublight thrusters. She can reach 10 G in space and Mach 13 in a standard atmosphere. A force screen generator provides protection and stealth at high speed. The cockpit has two crew seats for the pilot and copilot. A small cabin contains two jump seats, two automeds, a galley, and a toilet. The cargo bay is designed for 68 cubic meters and 16 tons, typically 16 battlesuits or 12 suits and one grav sled. It takes 635 minutes to recharge the power cell for one hyperspace entry, and 20 seconds to recharge one pulse of the main x-ray laser. Subassemblies: Body +6. Powertrain: Four 500,000-lb. super reactionless thrusters; 500-ton hyperdrive; four 400,000-lb. contragrav generators; 150,000-kW fusion reactor; 216,000,000-kWs rechargeable power cell. Occ: 2 RCS, 2 folding CS. Armor F RL B T U Body: 4/750* 4/750* 4/750* 4/750* 4/750* * Plus DR 2,250 force screen. Weaponry 36-MJ X-Ray Laser [Bod:F] (240 shots) +2. 2.88-MJ X-Ray Laser [Bod:R] (562 shots) +2. 2.88-MJ X-Ray Laser [Bod:L] (562 shots) +2. 2.88-MJ X-Ray Laser [Bod:B] (562 shots) +2. Two 3,600-lb. Weapon Bays. Equipment: Body: Full stabilization for 36-MJ X-Ray Laser; full stabilization and cyberslave mounts for 2.88-MJ X-Ray Lasers; two long-range radios; four long-range neutrino communicators; two extreme-range gravity ripple communicators with scramblers; 900-mile AESA; two 900-lightsecond FTL radars; two 900-mile PESAs; 900-mile multiscanner; 225-lightsecond FTL scan detector; 225-lightsecond FTL emergence detector; two x200 astronomical LLTVs; two sets of precision navigation instruments; two IFF; two inertial navigation systems; two terrain-following radars; two HUDWACs with pupil scanners; deceptive jammer, rating 12; two C8 hardened, neural-net microframes; two terminals; two neural induction fields; full fire suppression system; two automeds; three forcelocks; space dock (for 1,200 cf of subcraft); FSR 30 heavy duty, stealth force screen generator (DR 2,250); small galley; cramped toilet; two 20-man full life systems; grav unit; four gravity webs; grav compensator. External: Basic emission cloaking; basic stealth; radiation shielding; thermal superconductor armor. Statistics Size: 60'x24'x12' Payload: 20 tons Lwt.: 100 tons Volume: 10,000 cf Maint.: 37 man-hours Price: $59,337,470 HT: 12. HPs: 18,000 Body. aSpeed: 10,000 aAccel: 200 aDecel: 14 aMR: 3.5 aSR: 6 sAccel: 10 G sMR: 10 FTL Speed: 1 parsec per day Design Notes Body is 10,000 cf, with underbelly skids, excellent streamlining, and total compartmentalization. Structure is extra-heavy, advanced. Armor is advanced laminate. Sealed. Computerized controls with duplicate maneuver controls. 35.5074 cf of empty space. Empty weight is 160,000 lbs. Weapon Weight Volume Cost Power WPS VPS CPS TL 36-MJ X-Ray Laser 2,000 40 $150,000 768,000 - - - 12 2.88-MJ X-Ray Laser 100 2 $20,000 153,600 - - - 12 Weapon Ammo Malf. Type Damage SS Acc 1/2D Max RoF 36-MJ X-Ray Laser - v(c) imp. 6d*25(2) 25 27 68,000 204,000 8* 2.88-kJ X-Ray Laser - v(c) imp. 6d*7(2) 20 21 4,800 14,400 20* The vehicle uses the design rules from Vehicles [second edition, third printing, July 2010 errata], VXi, and VXii (including the armor volume rule) with the text format from Vehicles Lite. Scout Singleship Mk.V v1.0 (TL12) Copyright 2012 by Onno Meyer The Singleship is an interstellar exploration craft for one scout. Her pilot will get all the rewards -- and face all the risks -- that wait on an unexplored planet. The Mk.V has an arrowhead shape. Two engine compartments each hold one of the sublight thrusters, plus the AM reactor on the port side and life support, the hyperdrive, and the grav systems on starboard. The cabin is divided into the cargo area in the rear, a spartan living area, and the cockpit with a bubble canopy. The nose section contains avionics and an x-ray laser. Most scouts will carry a grav bike and a pressure tent for dirtside surveys, but some rely on a handful of probe robots instead. It takes 65 minutes to recharge the power cell for a hyperspace entry, and 2.8 seconds to recharge one laser shot. Subassemblies: Body +5. Powertrain: Two 30,000-lb. super reactionless thrusters; 30-ton hyperdrive; two 40,000-lb. contragrav generators; 8,000-kW antimatter reactor; 13,500,000-kWs rechargeable power cell. Occ: 1 bridge RCS, 1 bunk. Cargo: 190 cf. Armor F RL B T U Body: 4/120 4/120 4/120 4/120 4/120 Weaponry 2.88-MJ X-Ray Laser [Bod:F] (351 shots) +2. Equipment: Body: Full stabilization and cyberslave mount for 2.88-MJ X-Ray Laser; two long-range radios; long-range laser communicator; long-range neutrino communicator; extreme-range gravity ripple communicator; two 100-mile AESAs; two 100-lightsecond FTL radars; two 100-mile PESAs; 100-mile multiscanner; 10-lightsecond FTL scan detector; 10-lightsecond FTL emergence detector; x200 astronomical LLTV; low-resolution planetary survey array; precision navigation instruments; IFF; two inertial navigation systems; two terrain-following radars; advanced radar/laser detector; three C7 hardened minicomputers; terminal; compact fire suppression system; cyberswarm hive (armored crawler, solar AA cell, repair swarm); engineering mini-workshop; forcelock; two 2-man total life systems; grav unit; grav compensator. External: Modest emission cloaking; modest stealth; radiation shielding. Statistics Size: 30'x15'x9' Payload: 2 tons Lwt.: 12 tons Volume: 1,200 cf Maint.: 6 man-hours Price: $1,499,295 HT: 10. HPs: 600 Body aSpeed: 1,675 aAccel: 50 aDecel: 16 aMR: 4 aSR: 4 sAccel: 2.5 G sMR: 2.5 FTL Speed: 0.5 parsec per day Design Notes Body is 1,200 cf, with underbelly skids, lifting body, and very good streamlining. Structure is light, standard. Armor is standard metal. Sealed. Computerized controls. 43.3 cf of empty space. Empty weight is 20,000 lbs. Weapon Weight Volume Cost Power WPS VPS CPS TL 2.88-MJ X-Ray Laser 100 2 $20,000 153,600 - - - 12 Weapon Ammo Malf. Type Damage SS Acc 1/2D Max RoF 2.88-kJ X-Ray Laser - v(c) imp. 6d*7(2) 20 21 4,800 14,400 20* The vehicle uses the design rules from Vehicles [second edition, third printing, December '09 errata], Robots, VXi and VXii (including the armor volume rule) with the text format from Vehicles Lite. Deep Space Transport Mk.V v1.0 (TL12) Copyright 2012 by Onno Meyer The Deep Space Transports are small interstellar craft, optimized for work in the outer system, the asteroid belts, or near the Trojan points of a gas giant. This Mark V was modified as a prospector and scavenger, equally at home among metal-rich asteroids or the remains of a space battle. The Transport consists of a central core and three cylindrical payload sections. The first section holds the bridge and double cabins for eight crew. Should one of the wrecks be less dead than anticipated, there is a sturdy cell. The second section contains an airlock, the cargo hold, and a large maintenance workshop. The third section mounts a tractor beam and a hangar for workpods and zero-G scooters. The conversion drive uses 24 lbs. of mass per hour, usually water. It takes 234 minutes to recharge the the power cell for a hyperspace entry. Subassemblies: Body +4, three Pods +5. Powertrain: 100,000-lb. partial conversion drive; 300-ton hyperdrive; 10,000-kW fusion reactor; 108,000,000-kWs rechargeable power cell. Fuel: 2,000 gallons water. Occ: 2 bridge RCS, 4 cabins. Cargo: 1,630 cf. Armor F RL B T U All: 4/80 4/80 4/80 4/80 4/80 Equipment: Body: Extreme-range gravity ripple communicator with scrambler; 3,000-mile radscanner; compact fire suppression system; grav unit. Pod 1: Extreme-range laser communicator with scrambler; two 300-mile AESAs; 300-lightsecond FTL radar; 300-mile PESA; x400 astronomical LLTV; 60-lightsecond FTL scan detector; 60-lightsecond FTL emergence detector; two sets of precision navigation instruments; two transponders; four inertial navigation systems; C8 hardened microframe; two terminals; brig (one cabin); 10-man total life system. Pod 2: Complete workshop; 2-man airlock with armored passage tube. Pod 3: ST 1,000 combination beam; space dock (for 1,440 cf of subcraft). External: Radiation shielding. Statistics Size: 40'x32'x32' Payload: 40 tons Lwt.: 100 tons Volume: 10,000 cf Maint.: 10 man-hours Price: $1,192,525 HT: 7. HPs: 1,800 Body, 1,125 each Pod sAccel: 0.5 G sMR: 0.5 Delta-V: 8,069 mps FTL Speed: 0.6 parsec/day Design Notes Cheaply made (to represent age). Body is 1,000 cf, Pods are 3,000 cf each. Body structure is heavy, cheap. Pod structure is light, cheap. Armor is cheap metal. Sealed. Fuel tank is self-sealing. Computerized controls. 121.5 cf of empty space in Pod 1. Empty weight is 120,000 lbs. The vehicle uses the design rules from Vehicles [second edition, third printing, July 2010 errata], VXi, and VXii (including the armor volume rule) with the text format from Vehicles Lite. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
