Citizens of the Imperium

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-   -   [SBRD] OOC Discussion: Chapter 01 (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=30671)

SpaceBadger July 24th, 2013 01:53 PM

[SBRD] OOC Discussion: Chapter 01
 
This is just a place-holder until we actually begin playing the game.

Until then, discussion of characters, the ship, and the campaign setting should go in the [SBRD] Reavers' Deep - campaign setting discussion thread, or in comments to individual blog entries.

Character sheets, limited to what you want the other PCs to know about your character, should be posted to the [SBRD] Reavers' Deep - Characters thread. A complete character sheet w full bio (or as much as you have) should be sent to the GM by email or PM.

DaveChase July 28th, 2013 02:01 PM

Ok, lets assume that some of us have already been on the ship for a while (a Jump or more of time), how did we get there?

My suggestion is that the ship's captain (player) kind of layout a mini prelude to the game start (working with the GM of course).

He skipped and got a ship and some crew out of the bargain, but how many of that former crew stayed?

When he got to his first planet (or the first civilized planet that he stopped at), what did he do then?

How did he advertise the need for new crew (like me a Doctor)?

Nothing extensive or highly detailed needed, just a backstory to show/explain how we all get where we are when the actual story starts. Doing this will make it easier for us to jump right into the game play.

And do not forgot our pay/salaries. As a Doctor (medic 4) I think my character would expect either a bit more pay per month than the 2KCr or some extra perks for hiring on.

SpaceBadger July 28th, 2013 02:54 PM

Hi, Dave. Some of this is addressed in the Setting Discussion and Characters threads. If you read Sabredog's character bio on Hampton Rhodes, it details the changing-of-hands of the ship, and change of name from Close Call to Fortunate Son. ATPollard's bio of Max Black also adds a little color as to the sloppiness and lack of maintenance of the ship prior to the change-of-hands. Further details await me getting some setting stuff done to determine what world this happened on, and where the course would take them from there. Hard to specify those things without more background of the worlds in the area.

I suggested in the Character thread (probably most recent post there at the moment) that players should decide at what point they joined the crew, before or after the change, or still waiting to join up along the way in Reavers' Deep.

I plan to begin the game in media res, with the ship about to come out of jump at its first destination over the sector border in Reavers' Deep; that seemed appropriate, considering the name and focus of the campaign. Those characters already aboard will be aboard; those not yet aboard (if any) will be waiting somewhere for the ship to arrive.

For your character, I think it more likely that Doc Freeman would be one of those hired after the change-over, as a ship's surgeon would be a more valuable addition to the crew in a frontier area than in a slightly more civilized area such as they are leaving. For Doc's naval career, I expect that he served in the Navy of the fairly large Imperial Remnant state centered on the Daibei sector capital. The capital still has a Naval Academy, which probably still calls itself the Imperial Naval Academy, although there is no more real Imperium at this point.

As the doctor, do you have any specific medical gear that your PC would have among his personal possessions, or items that you want to suggest for the ship's med-bay?

I am working on the maps and trying to identify key worlds so that I can give y'all more of a background to work with. Just have not been doing well past few days, so limited to what I can work on sitting in bed w my laptop. I really need to get out to the table where I can spread some things out to flesh out the maps better.

Sabredog is working on the ship. Last night he emailed me finished stats that will work nicely. Next is a deckplan and keyed descriptions of compartments, but he has some RL stuff to take care of before he gets to that.

As for salary structure, I haven't seen any discussion of that so far. Unless anyone wants to be responsible for the Accountants in Space role, I'd suggest something like the arrangements specified for the March Harrier in the Traveller Adventure, or maybe even not so complicated as that, since there is no subsidy to pay off. Just have a "ship fund" where revenue goes and expense are paid from, set a salary for everyone on the crew, and award some bonus money to the crew whenever there is a "Big Score".

TL;DR Summary: Some of what you are asking for is in the bio stories of Hampton Rhodes and Max Black. More details on the journey from the "change-of-ownership" location to the Deep will need to await me getting maps for those subsectors done with some identification of which worlds are still starfaring and which are not. I'm working on it! :)


Edit: Once I get the mapping and decisions about what starfaring states exist, then I would like to work w Sabredog on making a more detailed story as to getting the new transponder, hiring more crew, path of travel to the Deep, etc. I think that will satisfy more of your questions about "how did we get here". Unfortunately, the bottleneck is me getting those maps and setting details completed - or at least complete enough to work with. :(

DaveChase July 28th, 2013 03:50 PM

Yes, I am aware that some of what I mentioned is in the character section.

What I was asking for was a separate, prelude that goes over what and where we are before you start the game.

Like how many days/weeks/months ago was the skip?
How long have each of us (PC) been on the ship?
Since we did not just appear out of thin air, we need to know some background interaction that took place between our characters since the time we joined and the day that you start the game.

I got some equipment in mind, but haven't gotten it to you yet.

Basic cloths, some surgery cloths, 4 X cost medical/surgery kit (personal owned), lots of medical ebooks, ipad of sorts, for the basics.

SpaceBadger July 28th, 2013 04:58 PM

Quote:

Originally Posted by DaveChase (Post 446777)
Yes, I am aware that some of what I mentioned is in the character section.

Good. Some do not seem to be reading all of the threads, so I wanted to remind you of that, just in case.

Quote:

Originally Posted by DaveChase (Post 446777)
What I was asking for was a separate, prelude that goes over what and where we are before you start the game.

Like how many days/weeks/months ago was the skip?
How long have each of us (PC) been on the ship?
Since we did not just appear out of thin air, we need to know some background interaction that took place between our characters since the time we joined and the day that you start the game.

As I explained in some detail in the preceding post above, those details will have to wait until I get a bit more done on backdating the setting and figuring out what was where and when, during the Long Night.

Fritz_Brown August 2nd, 2013 01:54 AM

Dave, with all those rapid-fire questions, I heard your post in Inigo's voice. ;)

SpaceBadger August 9th, 2013 11:07 PM

OK, the Game has begun!

Fritz_Brown August 10th, 2013 01:09 AM

What time of day is it (planetside) when the Fortunate Son makes its first ident to local traffic and gets put on the board?

What is the "spacer precinct" like here?

EDIT: What is the information grid like here?

SpaceBadger August 10th, 2013 01:35 AM

Quote:

Originally Posted by Fritz_Brown (Post 448197)
What time of day is it (planetside) when the Fortunate Son makes its first ident to local traffic and gets put on the board?

Dunno, they haven't made contact yet.

Quote:

Originally Posted by Fritz_Brown (Post 448197)
What is the "spacer precinct" like here?

If you mean something like a startown, not much of one. More around the seaport actually than the starport, although they are adjacent. Not enough interstellar activity the past few centuries, although that has been picking up in the last 100 years or so with increased colonization out in the Deep. (Devonia itself was colonized a little over 1000 years ago, during the RoM.)

Quote:

Originally Posted by Fritz_Brown (Post 448197)
EDIT: What is the information grid like here?

TL 8, so pretty good in the metro area, probably even satellites for GPS and comms. No highport; the old one was destroyed by Reavers and there isn't enough traffic to justify putting up a new one.

Fritz_Brown August 10th, 2013 01:44 AM

OK, that's fine. She's dealt with sailors before. ;)

As to the grid: wireless data nets, and wireless communications? Does it extend into the harbor/off the coast a bit?

(Your call on GPS - if Reavers destroyed the highport, they might go with land-based radio locators, instead of satellites.)

SpaceBadger August 10th, 2013 02:03 AM

Quote:

Originally Posted by Fritz_Brown (Post 448204)
OK, that's fine. She's dealt with sailors before. ;)

As to the grid: wireless data nets, and wireless communications? Does it extend into the harbor/off the coast a bit?

(Your call on GPS - if Reavers destroyed the highport, they might go with land-based radio locators, instead of satellites.)

I think they'd put satellites back up, and there is enough ship traffic to justify it. So yeah, they have sats for comm and GPS.

Also I think TL 8 should have wireless, at least in the metro area and harbor. Might have to buy a satellite hookup to get wireless very far out at sea.

Here is probably a good place for me to paste in some stuff I just wrote in an email to you, but might be of general interest to other players, too:

************************************************** *

Subsector chart w UWPs is on my list for tomorrow, or Sunday at the latest. You can actually have a look at system locations on Travellermap, as I haven't moved anything around, but the Pop-Govt-Law-Tech parts of the UWPs will be all wrong. More world descriptions to follow soon in the "Library Data" wiki for our campaign.

Sources of weapons will depend on what TL you are looking for. I'll be doing a subsector map and UWPs for Zhemi subsector (next one to trailing in Daibei) so that y'all can duck back and forth on runs as you like. Eventually I want to have all of the Deep and Daibei both accessible as Library Data; it is backdating the UWPs that takes time.

Air Cushion Vehicles, yeah, definitely available by TL 8, although Devonia probably has to import them as the Pop is too low for much industry. And if they are importing ACVs, might as well buy gravs - except the ACVs would have the advantage that they could at least be maintained w local parts instead of having to import all that as well, as they would for gravs. So, they have ACVs, and they have some gravs, but both are imported and therefore expensive.

Hmm, metro area of 1.5 million, TL 8, but no real industry on planet. If the city was well planned they'd have public transport like trolleys or light rail. Individual transport might be a mix of bicycles, horses, and various imports such as cars, trucks, ACVs, and gravs. Out on the water, locally built boats plus imported ACVs.

SpaceBadger August 10th, 2013 03:51 AM

I have a couple more notes to add on the Ship, some items of equipment and whatnot. I think I will just keep the same filename so the same link will work, and just let the new PDF overwrite the old one.

I'll put up a note here in OOC whenever I change something on it, so you can take a look if interested, or DL a new copy if you prefer to keep it current on your own machine rather than just read it online (don't worry, I am that exact kind of paranoid myself).

SpaceBadger August 10th, 2013 07:45 PM

Anybody planning to respond to Captain's call for volunteers to go out in vaccsuit and clean the scoop filters?

All crew now have at least Vaccsuit-0 if you didn't already have it from your career, but if all you have is skill-0, this would be a good one to work on improving at least to skill-1, to improve your PC's survival chances in EVA situations.

I don't recall the exact rules for improving skills in CT, but this would definitely be a good one, bc I expect that dying out in space from a mishap is a lonely way to go.


EDIT: Do any of you have your own custom vaccsuits, or all using ship's issue?

EDIT 2: I still haven't written my vaccsuit stuff into the equipment page, but TLs are all lower than CT books say. If you had the cash for a tailored vaccsuit (the kind you can wear as your daily uniform), reduce required TL to 11. For skinsuits (worn under regular clothes for emergencies or short trips outside, but not really good work suits), reduce TL to 8.



*

sabredog August 10th, 2013 08:06 PM

BTW: what does the ship have for cash right now? I couldn't find it in the ship papers.

SpaceBadger August 10th, 2013 08:09 PM

Quote:

Originally Posted by sabredog (Post 448308)
BTW: what does the ship have for cash right now? I couldn't find it in the ship papers.

Ummm... I'll try to have that for you tonight, for planning purposes, but definitely before you get close enough to the mainworld to be calling people and making deals.

I'll also be figuring what cargo you have on board, although I would welcome suggestions on that.

sabredog August 10th, 2013 08:17 PM

As far as speculative cargoes go I would imagine those high society oligarchs might like some high tech luxury goods we could bring in that their subjects wouldn't be able to afford?

I like the idea of bringing in some grav parts and equipment, too.

Fritz_Brown August 10th, 2013 11:58 PM

Yes, on both skinsuit and personal vacc suit.

SpaceBadger August 11th, 2013 12:39 AM

As scruffy free traders, I doubt that y'all wear ship uniforms, but what about a work-vest or jacket for dirtside wear, with either a logo or the name of the ship embroidered? If you figure that you have been too rushed since the change of ship's name, it is still something to think about if y'all want.

SpaceBadger August 11th, 2013 12:44 AM

I am finding basic CT cargo/trade rules a bit primitive, however I have no desire to dig deeply into the calculations of GT: Far Trader.

Other trade rules that I own but have not delved into are LBB7: Merchant Prince, and the MegaTraveller Ref's Manual. I also have MT Hard Times, which might have some appropriate info on trading as Hard Times is not a whole lot different from The Long Night (just more war-torn).

Any recommendations before I dig more into these to decide what to use?

samuelvss August 11th, 2013 12:53 AM

Henry does not own a vacc suit, and has one of the ship's crew suits that he has fitted to him, and marked "L.P. HENRY" on in tape in about 5 places.

He is looking to get his own suit when he can once again afford it.

atpollard August 11th, 2013 01:25 AM

Quote:

Originally Posted by SpaceBadger (Post 448305)
Anybody planning to respond to Captain's call for volunteers to go out in vaccsuit and clean the scoop filters?

All crew now have at least Vaccsuit-0 if you didn't already have it from your career, but if all you have is skill-0, this would be a good one to work on improving at least to skill-1, to improve your PC's survival chances in EVA situations.

I don't recall the exact rules for improving skills in CT, but this would definitely be a good one, bc I expect that dying out in space from a mishap is a lonely way to go.


EDIT: Do any of you have your own custom vaccsuits, or all using ship's issue?

EDIT 2: I still haven't written my vaccsuit stuff into the equipment page, but TLs are all lower than CT books say. If you had the cash for a tailored vaccsuit (the kind you can wear as your daily uniform), reduce required TL to 11. For skinsuits (worn under regular clothes for emergencies or short trips outside, but not really good work suits), reduce TL to 8.

*

Max would probably own a hard vacc suit, like one might use to make repairs outside a hull under hazardous conditions ... closer to a civilian battle dress without any weapon/combat capabilities but with connections for powering tools and handheld scanners instead.

atpollard August 11th, 2013 01:28 AM

On an unrelated note, do you have a design list for the ship with all of the components and prices ... I had an idea for the 'maintenance' and wanted to start with your official list before creating one from scratch.

SpaceBadger August 11th, 2013 01:41 AM

Quote:

Originally Posted by atpollard (Post 448351)
On an unrelated note, do you have a design list for the ship with all of the components and prices ... I had an idea for the 'maintenance' and wanted to start with your official list before creating one from scratch.

I don't have that - Sabredog did all the design work. His notes to me did not include any prices.

SpaceBadger August 11th, 2013 01:52 AM

Also, what is ship policy on crew weapons?

We have safe for passenger weapons to be stored, and we have some various lockers mostly w ship-defense weapons for easy grabbing when needed.

What about Gayne's gauss sniper rifle, or Henry's laser carbine, or anyone else's personal pistols, etc? Central locker, or lock them up in individual stateroom when not in use? Anyone packing heat during ordinary shipboard duties? What is the policy on that?

*************

Completely different subject, minor matter but I could see it coming up in play at some point - crew stateroom assignment.

Speak first for the stateroom you want - 12 through 19 are available now that Med Bay is moved to 20 in passenger section - also state whether you mind having a roommate or not - someone will have to as we don't have enough rooms otherwise.

OK, here are the NPCs:
Bruno and Benjamin will bunk together in 12 (assume portside turret is Benjamin's combat station).
Janna will bunk alone in 16, but wouldn't mind sharing w Donoma if hired.

Since Psgr staterooms aren't usually full, someone could use one of those when available, reverting back to doubling up in a regular crew room if we get a full load of passengers.

On your mark, get set, claim your stateroom!

SpaceBadger August 11th, 2013 01:58 AM

Quote:

Originally Posted by atpollard (Post 448350)
Max would probably own a hard vacc suit, like one might use to make repairs outside a hull under hazardous conditions ... closer to a civilian battle dress without any weapon/combat capabilities but with connections for powering tools and handheld scanners instead.

He can have that if you want, but more common practice is to wear extra radiation/debris protective coverall over regular vaccsuit if needed - I think we specified those in the drive room equipment lockers.

Hard suits are usually the "mini-spacecraft" kind for long duration construction work in space, where the operator is actually sitting down for comfort and "arms" are waldoes rather than sleeves.

I can see the usefulness of what you suggest, but they aren't that common - probably old combat armor converted.

atpollard August 11th, 2013 02:15 AM

Quote:

Originally Posted by SpaceBadger (Post 448353)
Speak first for the stateroom you want - 12 through 19 are available now that Med Bay is moved to 20 in passenger section - also state whether you mind having a roommate or not - someone will have to as we don't have enough rooms otherwise.

Max would be happy to share #14 with Henry.
As two Engineers, we would be likely to sleep on different shifts anyway ... especially with the maintenance issues.
And room 14 has about the fastest access to engineering.

I thought about sharing a room with the other steward for the same different shift reasons, but her being female posed issues that I would rather not get into in a family friendly game. ;)

[EDIT: Of course I would be happy to yield room 14 to the captain or first officer if they want it, then just move Max to room 15 across the central corridor.]

atpollard August 11th, 2013 02:26 AM

I think the AI butlers are reversed.

Jarvis was the butler for the entire Avenger team and ran their secret headquarters (which sounds more like crew).

Alfred was the butler for Bruce Wayne who only occasionally assisted Batman (which sounds more like passengers).

Not that I care.
If you hadn't brought up AI duties on the IC thread, I would never have given this a moment's thought.

SpaceBadger August 11th, 2013 02:35 AM

Quote:

Originally Posted by atpollard (Post 448359)
I think the AI butlers are reversed.

Jarvis was the butler for the entire Avenger team and ran their secret headquarters (which sounds more like crew).

Alfred was the butler for Bruce Wayne who only occasionally assisted Batman (which sounds more like passengers).

Not that I care.
If you hadn't brought up AI duties on the IC thread, I would never have given this a moment's thought.

I am just going with the original suggestion by ChaosBennett (Comics-5 expert level), since no one made any other suggestions and some started using those names. I don't know why he suggested them in that order.

sabredog August 11th, 2013 03:34 AM

Quote:

Originally Posted by SpaceBadger (Post 448352)
I don't have that - Sabredog did all the design work. His notes to me did not include any prices.

Hokay - the total cost of the ship, including the launch, weapons, and turrets is (new) 251.25MCr. If the ref considers it a standard design then he can reduce the price accordingly, likewise for age of the vessel.

The components are all the standard LBB2 parts and the prices are in the book for those. The medbay is problematic since I don't know what the going rate is for one of those in this TU.

sabredog August 11th, 2013 03:41 AM

Quote:

Originally Posted by SpaceBadger (Post 448353)
Also, what is ship policy on crew weapons?

We have safe for passenger weapons to be stored, and we have some various lockers mostly w ship-defense weapons for easy grabbing when needed.

What about Gayne's gauss sniper rifle, or Henry's laser carbine, or anyone else's personal pistols, etc? Central locker, or lock them up in individual stateroom when not in use? Anyone packing heat during ordinary shipboard duties? What is the policy on that?

I think while on the ship we should carry a weapon during routine operations - especially since it might unduly alarm the passengers. However, if no passengers are on board, and/or we are heading into harm's way and know it then if it makes you feel better I suppose you can carry a sidearm, but try not to carry around passengers. You never know if one of them gets twitchy around guns and we don't need to make it easier for someone to try something stupid.

We have plenty of weapons stashed around the ship, and its not a big ship so you wouldn't have to run far to retrieve your favorite gun if a fight starts, so we don't really need to be carrying the things while working the ship.


Quote:

Originally Posted by SpaceBadger (Post 448353)
*************

Completely different subject, minor matter but I could see it coming up in play at some point - crew stateroom assignment.

Speak first for the stateroom you want - 12 through 19 are available now that Med Bay is moved to 20 in passenger section - also state whether you mind having a roommate or not - someone will have to as we don't have enough rooms otherwise.

OK, here are the NPCs:
Bruno and Benjamin will bunk together in 12 (assume portside turret is Benjamin's combat station).
Janna will bunk alone in 16, but wouldn't mind sharing w Donoma if hired.

Since Psgr staterooms aren't usually full, someone could use one of those when available, reverting back to doubling up in a regular crew room if we get a full load of passengers.

On your mark, get set, claim your stateroom!

Hampton has #19

sabredog August 11th, 2013 03:48 AM

Oh hey, this seems as good a juncture as any to admit this, but after looking over the costs and mass of the ship components on the worksheet I have I just realized that I drew the plans using the wrong values for the drives.

Instead of the volume I used the cost values for computing squares. Accordingly, the engineering spaces on the deckplans are larger than they should be. It wouldn't have changed the overall shape of the ship much, other than perhaps narrowing the Quarters Deck in the stern, since the cargo deck shape was really the core of the design.

Sorry about that - my only defense is that I was heavily medicated with painkillers and muscle relaxants for those couple of days when I drew the plans up, but it's still sloppy of me.

sabredog August 11th, 2013 03:59 AM

Here is the price breakdown on the ship parts from LBB2:

Component price (in MCr.)

500 tons (w/ streamlining) 50
Bridge 2
Computer Model 4 30

Jump Drive F 60
Maneuver Drive H 32
Power Plant H 64

Drop Tanks prices are up to the referee.

Staterooms (14) 7
Low Berths (10) .5

Triple Turrets (x3) 3
4 Beam Lasers 4
Sandcasters (x2) .5
Missile Rack .75

Launch 14

SpaceBadger August 11th, 2013 04:54 AM

Quote:

Originally Posted by sabredog (Post 448368)
I think while on the ship we should NOT carry a weapon during routine operations - especially since it might unduly alarm the passengers. However, if no passengers are on board, and/or we are heading into harm's way and know it then if it makes you feel better I suppose you can carry a sidearm, but try not to carry around passengers. You never know if one of them gets twitchy around guns and we don't need to make it easier for someone to try something stupid.

We have plenty of weapons stashed around the ship, and its not a big ship so you wouldn't have to run far to retrieve your favorite gun if a fight starts, so we don't really need to be carrying the things while working the ship.

Was that what you intended to say? (Added the NOT since that seemed more in line w the rest of your comments.)

SpaceBadger August 11th, 2013 04:57 AM

Quote:

Originally Posted by sabredog (Post 448369)
Oh hey, this seems as good a juncture as any to admit this, but after looking over the costs and mass of the ship components on the worksheet I have I just realized that I drew the plans using the wrong values for the drives.

Instead of the volume I used the cost values for computing squares. Accordingly, the engineering spaces on the deckplans are larger than they should be. It wouldn't have changed the overall shape of the ship much, other than perhaps narrowing the Quarters Deck in the stern, since the cargo deck shape was really the core of the design.

Sorry about that - my only defense is that I was heavily medicated with painkillers and muscle relaxants for those couple of days when I drew the plans up, but it's still sloppy of me.

No sweat, amigo! The whole design looks great! :D

sabredog August 11th, 2013 05:14 AM

Quote:

Originally Posted by SpaceBadger (Post 448375)
Was that what you intended to say? (Added the NOT since that seemed more in line w the rest of your comments.)

Yeah....I'm typing so much this week I'm losing track of what's coming out onto the "paper" I think. I'll be glad when Friday comes and goes and finals week will be over. 30 days of no classwork, yay.

Fritz_Brown August 11th, 2013 08:22 AM

I had a couple of questions on the ship design:
26 is labeled "stern cargo doors" - did you mean bow cargo doors? ("stern" is aft, "bow" is forward)
How do passengers get on the ship? Through crew quarters from the cargo deck? Through crew quarters from the launch? (Oh, I see - one of the pantries is an airlock....)
Did you use 1m or 1.5m squares?

I also volunteer my services for turning this into 3D model (though I don't have the skill to make it detailed or texture it). I can also turn the deckplan into a computerized format if you like.

Fritz_Brown August 11th, 2013 08:29 AM

Quote:

Originally Posted by SpaceBadger (Post 448356)
Jarvis replies, "I'm sorry, Doc, I can't do that."

Given the player's name, you should go with the original "I'm sorry, Dave, I can't do that."

Please let me know if we turn any part of ship's operations over to AIs - 'cause I'll spend the rest of the trip in my vacc suit..........

BTW - if an entire post consists of "[OOC:]", then please post it over in the appropriate OOC thread. Otherwise it will get hard to follow the actual conversation/interaction. Just a piece of friendly advice to all.

Fritz_Brown August 11th, 2013 08:36 AM

Oh, and I think Badger is doing a bang-up job so far! Kudos to you!

(In what time zones do folks reside? That way I can judge when the best time to check the IC thread is. I'm US East Coast time zone (UTC+5 right now).)

DaveChase August 11th, 2013 11:21 AM

Doc wants either room 18 or 19

As for Doc using the wrong name of the AI, Hmm, he has been on the ship for what 2 weeks. ;)

Also, Doc is just waking up, being a doc with smelly liquids and trying to keep paying passengers happy. With the biometrics you mentioned, I figured it didn't matter which AI, I used to open the sick bay.

sabredog August 11th, 2013 12:45 PM

Quote:

Originally Posted by Fritz_Brown (Post 448387)
I had a couple of questions on the ship design:
26 is labeled "stern cargo doors" - did you mean bow cargo doors? ("stern" is aft, "bow" is forward)
How do passengers get on the ship? Through crew quarters from the cargo deck? Through crew quarters from the launch? (Oh, I see - one of the pantries is an airlock....)
Did you use 1m or 1.5m squares?

I also volunteer my services for turning this into 3D model (though I don't have the skill to make it detailed or texture it). I can also turn the deckplan into a computerized format if you like.

I see #29 labeled as stern cargo doors. #26 is labeled as the passenger lounge.


And the scale is 1.5m squares (2 squares to the ton).

sabredog August 11th, 2013 12:45 PM

Quote:

Originally Posted by DaveChase (Post 448400)
Doc wants either room 18 or 19

As for Doc using the wrong name of the AI, Hmm, he has been on the ship for what 2 weeks. ;)

Also, Doc is just waking up, being a doc with smelly liquids and trying to keep paying passengers happy. With the biometrics you mentioned, I figured it didn't matter which AI, I used to open the sick bay.



Doc has room 18...I'm in 19.

sabredog August 11th, 2013 01:14 PM

Quote:

Originally Posted by Fritz_Brown (Post 448387)
I also volunteer my services for turning this into 3D model (though I don't have the skill to make it detailed or texture it). I can also turn the deckplan into a computerized format if you like.

This was the sketch I used for the basic idea of the plans. The passenger lounge is now rounder, and the nose not quite so sharp, but you get the idea. The cargo deck especially isn't tall enough, and the bridge deck too high....well, it's not to scale anyway.

http://img.photobucket.com/albums/v3...pse67ede99.jpg

Fritz_Brown August 11th, 2013 01:51 PM

Quote:

Originally Posted by sabredog (Post 448402)
I see #29 labeled as stern cargo doors. #26 is labeled as the passenger lounge.

Ach! You are right! I was reading the legend upside down (gaa! my printer continues to print PDFs booklet style by flipping the wrong edge or something - the pages aren't in the right sequence, and half of them are upside down :mad: ).*

Quote:

Originally Posted by sabredog (Post 448404)
This was the sketch I used for the basic idea of the plans.

Very cool! Ummmm.... are those the fuel scoops on top? Behind the area that is described as the passenger entrance? :oo: I hope none of our pax are nervous nellies and freak at that! :rofl:

Are all the deck 3m in height? Including the cargo deck?

.
.
.
.
.
* Let me specify: one half the pages are upside down compared to the pages on the other side of each sheet of paper. This isn't an issue solved by simply turning half the sheets the other way. :p

SpaceBadger August 11th, 2013 02:52 PM

Quote:

Originally Posted by DaveChase (Post 448400)
As for Doc using the wrong name of the AI, Hmm, he has been on the ship for what 2 weeks. ;)

Also, Doc is just waking up, being a doc with smelly liquids and trying to keep paying passengers happy. With the biometrics you mentioned, I figured it didn't matter which AI, I used to open the sick bay.

Yeah, I know... Sorry, it was late and I couldn't resist the Hal impersonation. :)

EDIT: And you were right, it didn't matter which name Doc used, Alfred and Jarvis can hand off duties seamlessly. (Just Alfred won't talk with passengers, or accept orders from them.)

EDIT: Doc has been on the ship about four months now, and travelled 13 parsecs aboard.


*

SpaceBadger August 11th, 2013 03:00 PM

Here is the crew stateroom list as I have it so far:

12 - Bruno and Benjamin
13 - unclaimed
14 - Max (and Henry if Sam agrees)
15 - unclaimed
16 - Janna
17 - unclaimed
18 - Doc
19 - Hampton

SpaceBadger August 11th, 2013 03:23 PM

Quote:

Originally Posted by sabredog (Post 448404)
This was the sketch I used for the basic idea of the plans. The passenger lounge is now rounder, and the nose not quite so sharp, but you get the idea. The cargo deck especially isn't tall enough, and the bridge deck too high....well, it's not to scale anyway.

http://img.photobucket.com/albums/v3...pse67ede99.jpg

Cool! :D Thanks for posting that, Sabredog!

One question as GM wanting to know as much as possible about the major location of our game: It looks like there is a partial deck (full of fuel?)underlying the cargo deck? (I didn't count squares on fuel.) Or is that just the shape of the streamlining? Or both - streamline space used as fuel tankage?

SpaceBadger August 11th, 2013 03:27 PM

Quote:

Originally Posted by Fritz_Brown (Post 448411)
Very cool! Ummmm.... are those the fuel scoops on top? Behind the area that is described as the passenger entrance? :oo: I hope none of our pax are nervous nellies and freak at that! :rofl:

If pax are out on the exterior of the ship during a scooping run, they ought to be freaking out! :eek:

The rest of the time, I assume the scoops close up (they look kind of louvred, like some air vents, in most illustrations) for better streamlining.

DaveChase August 11th, 2013 04:04 PM

Quote:

Originally Posted by SpaceBadger (Post 448415)
Yeah, I know... Sorry, it was late and I couldn't resist the Hal impersonation. :)

EDIT: And you were right, it didn't matter which name Doc used, Alfred and Jarvis can hand off duties seamlessly. (Just Alfred won't talk with passengers, or accept orders from them.)

EDIT: Doc has been on the ship about four months now, and travelled 13 parsecs aboard.


*

4 Months :shock:

Then we definitely need a bit more backstory into this game.

Does Saberdog even know what Doc brought with him when he hired on?

SpaceBadger August 11th, 2013 04:15 PM

Quote:

Originally Posted by DaveChase (Post 448422)
4 Months :shock:

Then we definitely need a bit more backstory into this game.

I posted that list of potential homeworlds in the blog, along with a few notes about the pre-game journey of the ship and asking at what point each character had joined up. You told me that Doc joined on Egarnigun (Daibei 1223), which according to the posted schedule was back in April, four months before jump exit into Devonia system.

I didn't figure on playing out extensive backstory beyond that; we just start the game with almost everybody already on the crew, jumping into the Deep.

You are welcome to play out more of Doc's backstory in that OOC thread that you made, assuming Sabredog is also game to play along.

I gave your OOC backstory thread a bump, with a reminder of when and where it was starting.

Quote:

Originally Posted by DaveChase (Post 448422)
Does Saberdog even know what Doc brought with him when he hired on?

I dunno, have you told him? We just worked out details by email yesterday, didn't we?

Of course, his character Hampton Rhodes would know, unless for some reason Doc kept any of his gear concealed - hard to conceal the Lab and Shelter, can't really think why you would.

Fritz_Brown August 11th, 2013 09:38 PM

Just put your character name here, please?
 
OK, I'm going to make a request: Can everyone please put your character's name in the title of your post (yes, it means no "Quick Replies") in the IC thread? I am horrible with names and will have to jump back and forth just to know who's talking.


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