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The Fleet Ship designs, strategies, and tactics.

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Old October 9th, 2006, 05:19 PM
El Darbo El Darbo is offline
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Over the years, we've seen many versions of the good old Type-S deckplan, including a newer one from QLI. My question is:

What is your favorite deck plan, and why?

For myself, I must say that the newer Type-S exterior really appeals to me, as it is more aerodynamic and visually appealing (don't get me wrong, I do love the good old Wedgie), but the deckplan leaves me a bit cold, with the stairs and all, it strikes me as too big and cumbersome an interior for some reason. It doesn't make 'living' sense, much as many houses are laid out oddly.

I think I prefer the GURPS Nobles Type-S that has been converted into a noblewomans yatch, where she took over the top gallery as her personal quarters. It's just the kind of thing to rile up the other PCs (",, why dont I get a big bedroom...?")
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Old October 9th, 2006, 07:41 PM
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The original Type S deckplan is romantic.

For a small ship, it has alot of nooks and crannies. I know, I know, it doesn't quite fit inside it's tonnage or dimensions, but tis too nice a ship to quibble about that. In T20 terms, it more or less squares with it's dtonnage (with the upper gallery and rear 'recroom' being part of the cargo bay once it's gone detatched).

The newer deckplans look cramped and claustrophobic, but with easier access to engineering and payload.

IMTU the CT Type S is a crew favourite, despite its smelliness, hard to access gear, and dispersed cargo bay, while the newer, 'Gateway' design is preferred by the engineers and maintenance crews who overhaul and refit them.

The older was designed by a pilot and the latter by a mechanic.

btw, the CT one is called a Sulieman; does the newer one have a class name. Atm I call it 'Snowbird'.
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Old October 9th, 2006, 07:45 PM
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For me, it has always been the Serpent Class. I love the airframe design, and the dual deck is great.
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Old October 9th, 2006, 08:02 PM
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My attempt at designing and deck-planning a Type-S:

Ship: Scout-Courier
Class: Scout-Courier
Type: Explorer
Tech Level: 11
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">USP
S2-11222R1-030000-00001-0 MCr53.4 100 Tons
Bat Bear 1 1 Crew: 2
Bat 1 1 TL: 11</pre>[/QUOTE]Cargo: 17 Fuel: 22 EP: 2 Agility: 2
Craft: 1x 2T Martian Mechanics Pavonis Enclosed Air/Raft
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr0.5 Cost in Quantity: MCr42.8


Detailed Description
(High Guard Design)

HULL
100 tons standard, 1,400 cubic meters, Needle/Wedge Configuration

CREW
Scout (functions as Pilot/Engineer), Gunner

ENGINEERING
Jump-2, 2G Manuever, Power plant-2, 2 EP, Agility 2

AVIONICS
Bridge, Model/1bis Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Dual Mixed Turret with: 1 Missile Rack (Factor-1).

DEFENCES
1 Sandcaster in the Mixed Turret, organised into 1 Battery (Factor-3)

CRAFT
1x 2-ton Martian Mechanics Pavonis Enclosed Air/Raft (Cost of MCr0.27)

FUEL
22 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
4 Staterooms, 17 Tons Cargo

COST
MCr53.7 Singly (incl. Architects fees of MCr0.5), MCr42.5 in Quantity, plus MCr0.27 of Carried Craft

CONSTRUCTION TIME
38 Weeks Singly, 30 Weeks in Quantity


A1. Bridge.
A2. Avionics and Communications; a floor hatch leads to B10; a ceiling hatch leads to the dorsal turret.
A3. Upper Airlock.
---
B1. Fuel and Fuel Scoops.
B2.-B4. Landing Gear.
B5.-B8. Staterooms.
B9. Corridor.
B10. Crew Lounge; a ceiling hatch leads to A2.
B11. Ship's Locker.
B12. Life Support.
B13. Cargo Bay.
B14. Air/Raft Bay.
B15.-B16. Engineering Compartment.
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Old October 9th, 2006, 09:08 PM
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My take on deckplans for the standard Type-S Scout, based on Bryan Gibson's design.

Gateway to Adventure - Ships and Vehicles - "Ten Points for Style"

These plans were done in accordance with the Ship Design System developed for the new Traveller rules soon to be published by Avenger Enterprises.


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Old October 10th, 2006, 11:19 AM
El Darbo El Darbo is offline
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Ooo, when does that come out?

Have you ever noticed that most deckplans don't include a way for the crew to disembark when the ship (if it is capable) is grounded? I really like that it was thought about there in that linked DP.
I've always been a fan of having the state rooms for small designs symetrically distributed on either side of teh main corridor, if for nothing else than having the same number of windows on each side (I think that having a bunch of windows down one side would create a possible structural/defensive weakiness, but hten again I don't know much about those things...).
Will that design system take things like ramps into account? I figure that they'd be extendable, rather than full length upon retracting.
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Old October 10th, 2006, 11:34 AM
El Darbo El Darbo is offline
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Another interesting that I have noticed over the years playing are how different people 'see' the interiors of ships. Some see them as very dirty places with grime all over the walls, stains and marks and scratches and a 1940s tramp freighter feel to them, where as other people have their ships carpetted with nice appointments and acessories, kind of like working yatchs.
There is a pretty good section on interiors in the old MT Starship Operators Manual (one of the best supplements that has been published for Traveller IMHO).
Man, I sure would like to see that book updated and with new art, it'd be a best seller pretty quick!
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Old October 10th, 2006, 11:37 AM
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Quote:
Originally posted by El Darbo:
Ooo, when does that come out?
Don't take it as the official line, but I could say that the new Avenger ruleset is very likely to come out before Christmas.

Quote:
Originally posted by El Darbo:
Have you ever noticed that most deckplans don't include a way for the crew to diembark when the ship (if it is capable) is grounded?
My design, for the very least, allows both disembarkment when landed (using either the Cargo Bay or the Air/Raft Bay as an airlock) and docking with other space craft (using the main airlock near the bridge). I'd imagine that my design lands on relatively short retractible landing skids (which also include folding wheels for runway/road landing), and thus the lower deck is about 1m abouve the ground, allowing the outer Cargo Bay and Air/Raft Bay doors to open downward and serve as a loading ramp. I'd imagine that the upper airlock will have a rope-ladder stashed in it for disembarkment in the case that something (like deep mud) will block the lower bay doors.
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Old October 10th, 2006, 12:29 PM
Andrew Boulton Andrew Boulton is offline
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You can't beat the old Sulieman.
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Old October 10th, 2006, 01:08 PM
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I agree with Andrew - but I also liked that Type-S modified design in one of the supplements (a mining variant, was it?)
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