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A question of style

All Art critics,
I have a new deck plan but a few questions.
* Should a deck plan have large machinery in the engineer spaces or is a note that this room is engineering good enough?
* How about the Low Berth room? a note or filed with symbols?
* Is a deck plan better with a numbered key or with labels?

I have been doing deck plans for 40 years and I must say I have for most of that time done plans with equipment other furnishings, but I am not sure.
 

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I also like the 50% transparency.
Another option is the same 50% transparency for things that can be moved (furniture) and no transparency for stuff that cannot be moved and is a fixture.

Regardless, I pretty much like all deck plans :)
 
This is a really nice plan. Lots of nice details, like the iris valve providing a little extra privacy to some of the rooms. And I really like the low berth models.
Personally, I like to see furniture on deck plans. I like the reminder that people work and live here.
But my players’ main concern is being able to put their miniatures on the map, and they don’t want to be ‘standing’ half on a sofa.
So, the transparency is a great solution.
 
I struggle with a lot of my spacecraft are vertical axis, and that a plan view might not work for ladders, and webbing in between sections; I think bunks, chairs, lockers, could be switched from walls to floors, esp easy enough light plastic stuff.
 
Yep, no deck plates in my setting. A tail sitter, if it lands at all with be vertically oriented, decks perpendicular to thrust. The question is one of drawing that.
 
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The CT missile supplement can run up quite a bit, kinetic damage if the whole missile hits plus outrageous damage for nukes.

Not familiar with the TNE version which I gather is very gearhead.
I hew to a more simpler setup, with as much plausibility as I can without becoming too complex, for combat, and ship building. Plus realizing that this is an RPG so one shotting a PC ship is an undesirable outcome.

CT's missile supplement is cool, noting that the standard missile is pretty expensive, esp when it can be shot down by point defense, or taken out en masse by EW. TNE's FF&S I am only vaguely familiar with, as I have only read it, and not used it. Both are good though.
 
Wow! What a great set of rules. I got a copy at DriveThru and I think I understand it well enough to use the ship combat movement in our next off world session.

Also, I am beginning to believe more and more that an experienced Sensors operator is the key to ship combat.
Thanks! An experienced sensors operator, usually crossed with a navigator, dual position, is a strong character; the crew working all together, can make a big difference.
 
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