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JTAS Contest 25, The Ultimate, Modern Luxury Liner

Since the scanning computer is down still, I will send you a written version of what my design looks like from the outside.

Sigh, modern tech is broken down more often than old fashion tech.

Dave
 
Wow. Do we have some fine designs...her ladyship the Duchess of Kaasu was so impressed she asked dad if she could build all of them. All he could utter was "no..." and I'm to tell all that he's resting comfortably and should be back to his regular schedule in a day or so.

Since Anna could not determine which was the best fit for the Grand Traveller, she asked that we continue with our plans to take a public poll.
I should have them ready and posted evening.

Savage
 
Contest 25 Entries
We have 5 design. Vote by sending me a message!
We also have 2 info only designs one has been
posted. I'll get the other posted... I used yahoo groups deckplans files for pictures...


________________________________________________________________________

Entry 1

Luxury Ship Gallia Design by Table Enterprises


The Luxury Ship Gallia is 10,000 ton, highly luxurious and spacious ship designed with the extreme importance pampering every wish of the prestigious passengers who travel aboard.

From the moment you step aboard the Gallia’s dedicated luxury shuttle will be living in the live of comfort. Each seat aboard the shuttle is equipped with a Vid-TV, I-Net including all possible interface plugs and personal environmental controls for your individual comfort. No jousting elbows with your neighbors and plenty of room to walk around to stretch your legs. The shuttle also includes 2 entertainment suites for your business group or private party. No more waiting until you reach the main ship for your enjoyment to begin.

As board the Gallia, the officers of the ship will greet you along with your steward assigned to your cabin. There are plenty of bellhops waiting to carry your luggage to your room. All rooms are designed for comfort and easy access to all entertainment facilities.

Prices per room per week start as low as 60,000 Cr for High Passage per Trip
Other prices:
Royal Court Rooms 80,000 Cr per Trip (includes 1 ton storage)
Prince/Princes Rooms 100,000 Cr per Trip (includes 2 tons storage)
King/Queen Rooms 150,000 Cr per Trip (includes 5 tons storage)

Note: a Trip consists of either 1 Jump and local travel (Total time of 2 weeks) or 3 weeks non Jump time (usually private bookings).

Each room is out fitted with the finest luxuries that one can imagine and our Royal Court; Prince/Princess & King/Queen rooms have their own Jacuzzi/step-down bath. No more cramped, waterless showers on this trip. Each wall of your rooms can be programmed with over 1,000 different views, colors and concepts. Your room is only limited by your dreams. Each room also has 1 attached servants quarters.

Activities during your trip include a minimum of 1 live concert, 1 Theatrical play, 1 Vid-Movie (large screen), 1 Ballroom dinner and dance & 1 comedian/standup per trip. Please check our entertainment schedule before booking to see what performances are when. Private bookings/arrangement can be made, please contact us for more information.

Also available for your pleasure is our large and spacious park in the middle of our Shopping Mall (with 15 different shops). We also have spacious restaurant and lounge serving only the finest foods and drinks. Our Ballroom can handle 270 dinning guest for any banquet and is rated for 500 individuals for dances.

For our quest safety we have installed the finest security systems and have certified guards for that extra human touch. Our sickbay and doctors are of the highest quality and we carry only the latest and freshest medicine for any possible ailment that could arise. The Hull is rated to level 4 and includes a defense system just incase the ship can not out run trouble. For your additional safety and comfort, incase the worse happens we have custom made Lifeboats with a total ratting of 120% possible ship occupancy. No cramping or crowding about these lifeboats.

Don’t like the long waits for refueling and the other messing necessaries for ship travel. Not a problem on the Gallia. Our 2-hull system is designed to allow complete freedom and unblocked view of any solar system or planet. The primary luxury hull is a completely contained, certified system ship capable of 3G maneuvers and a 3 Rating drive (agility). With 4 separate power plants and plenty of storage the Gallia Luxury ship can manage a 6 week trip before re-supply (actual time is 8 weeks, 6 weeks is part of the safety factor).
Our second hull is a sleek design to complement the Luxury hull. With it own maneuver, jump and fuel storage the Gallia can travel up to 3 parsecs (Jump 3). Included in the secondary hull is fuel refining plants, a workshop, sickbay, additional storage and Cutter. This allows for extend stays beyond 6 weeks if needed.

Primary Hull

Spherical in shape the primary hull has very few obtrusions or openings. The most obvious from a distance are the Skydome and the engines. The Skydome has a hard retractable cover that protects the park and mall under it. This cover slides down away from the Skydome and along the sides of the ship. Watching the opening of the Skydome cover is a kin-to peeling an orange except the peels does not fold away from the opening.
The engines are fairly unobtrusive being mounted in a ring form and flush to the hull. Looking straight down the aft (engines) of the hull the target rings of a bulls eye come to mind. In the center of the engines is the coupling port. This port is large enough to accept a Cutter ship in emergency and has an airlock in the center. Normally this port is only used when the secondary (jump) hull is attached. Between the center coupling port and the engine’s ring is a series of small hard points.
These hard points allow the special contention equipment from the secondary hull to firmly attach to the Primary hull.

Secondary hull

A long wedge shaped ship of proximately 2000-ton displacement surrounded by 6 500 ton (proximate) displacement capsules. Each capsule holds 500 tons of fuel used mainly for Jumps. The wedge shape part of the hull contains the rest of the fuel and other functions of the ship. The placement of the fuel capsules accomplishes to purposes: 1 it give form to function and makes the Luxury Ship Gallia more visually attractive, 2 with the majority of fuel placed to the outside of the core functions of the secondary hull are more survivable incase of attack or other occurrences of possible damage.
The nose of the secondary hull is made to match the coupling port on the primary hull. It contains an airlock and most of the cargo space of the secondary hull. This allows personal and supplies to be easily transferred between hulls during Jump.

When the Luxury Ship Gallia is complete (both hulls mated), it is a sight to see. Looking like a cross between large merchant ship and a small battleship the Luxury Ship Gallia displays both a strength and elegance that is rarely found in any standard off the line spaceship. Even when separated the Primary hull appears more as a fine luxury station than space worthy ship and the secondary hull has the appearance of a sleek fighting frigate. Elegance and strength that shows the empire that you travel in safety and luxury at the same time.

To plan your next trip in the complete life of luxury contact our travel agent.

Luxury (hull) ship stats (using CT Book 5 and 2)
TL 15
Manuver 3 Agility 3
Hull 5,000 Configure 5

Tons Description MCR Cost
0 Hull 385
400 Main Drive 200
160 Power Plant (4 separate Plants Mall/Garden, Ship x2 480
320 Fuel and Ballroom/Galley+Guest Quarters)
100 Bridge 25
5 Computer Type 5 EP 3 60
250 Armor Level 4 175
50 Cargo
50 Water storage and pumps for baths and fountain 10
20 Extra space used in designing hallways, entry way/boarding 2
and Park/Ballroom areas
Functional areas
34 Sickbay (3 stateroom size + 4 low berths + 2 emergency Berths 5
+ 2 tons storage)
- 4 staterooms for Medical (1 Doctor, 6 Medics)
80 Crew Quarters (20 staterooms) Singles 1 Capt, 1 1st officer, 10
1 Marine off, 1 Engr officer
Double occ (1 Nav & Com, 6 Eng, 10 Marines, 4 Pilots
10 Store keepers
468 18 Launches/Life boats Conversion (26 Couches, 15 MCr ea) 270
52 1 Royal Pinnacle (lifeboat conversion, 5 staterooms) 25
124 1 Royal Shuttle (Ferry conversion, 2 Staterooms, 3 ton cargo 37
60 Luxury couches at 1 ton ea)
65 1 Cutter with Cargo Module 30
- Bays cost 1.5
10 10 units of fire control, 10 Double turrets with 2 Sandcasters ea 16
20 5 staterooms for gunners (located separately from crew quarters 2.5

Passenger Quarters
40 1 King and 1 Queen room Only difference is décor 17
(4 staterooms size +1 servant quarters) 4xLuxury
10 5 tons storage ea
160 5 Prince and 5 Princess rooms Only difference is décor 50
(3 staterooms size + 1 servant quarters) 3x luxury
20 2 tons storage ea
600 50 Royal Court Rooms 2x Luxury 125
(2 Staterooms size + 1 servant quarters)
50 1 ton storage ea
800 100 High Passage rooms 100
State room size + 1 servant quarters
Steward for Passengers
68 30 Stewards 8.5
1 Steward for each King and Queen Separate room
1 Steward for Prince and 1 for Princess rooms (1:5 ratio) Single Room
10 Stewards for Royal rooms (1:5 ratio) Double occ
16 Stewards for High Passage (1:6) ratio Double occ
Entertainment section
30 Galley +10ton Pantry 2.5
12 Cook Staterooms (6 cooks) 1.5
200 Ballroom (Banquet area and special equipment) 5
32 Stage (6tons) + 6 Staterooms + 2 tons storage 5
500 Garden/Park (Park includes large fountain, see above) 50
80 Garden/park support equipment 10
20 Sky Dome (outside covers that open for view in system 10
100 Shopping Mall (equals 20 staterooms + 20 tons storage) 10
20 5 State rooms for Gardeners (4) & Cleaners (6) 2.5
24 6 Staterooms for Waiters/Bell-Hops (10) & 2 Quartermasters 3
16 Lounge/bar 2

Secondary (hull) ship
Maneuver 2/4 Agility 1/2 Jump 3/6 (10,000 ton/5,000 ton ratings)
Hull 5,000 designed to move Luxury hull above for total weight of 10,000 tons
TL 15

Tons Description MCR Cost
0 Hull 5,000 Configure 1 600
400 Jump Drive 1600
550 Maneuver Drive 38.5
105 Power plant 315
3205 Fuel
200 Bridge (for 10,000 configuration, ties into luxury bridge for jump) 50
7 Computer Type 6 EP 5 80
100 Cargo

40 10 Staterooms 1 Pilot single 5
Double (Nav & Com, 12 Engr, Medic & Steward, 2 Gunners)
50 Workshop 5
2 Fire control with 2 Triple Turrets each w/3 Sandcasters 2
60 Fuel Purification units .6
100 Connection Equipment (Table enterprises design) 10
16 Sick bay (4tons) & Galley (4tons) & Lounge (8tons) 1.5
65 Cutter with Open Module and Collapsible fuel bladder 31.5
100 Armor Rating 1


Entry 2

"Golden Seasons" Class Mega Liner.
This design is a mixed muddle of systems. Jump is per CT, Drives and
Power simplified because other than allowing for size of the ship they
Do not matter in adventures.

The Golden Seasons class of High Liners are 120,000 dton un-streamlined ships with Jump 3 capability. As part of safety design, ship carries Fuel for a second, Jump 1.
The unique design straddles the line between a dispersed structure and a non-streamlined cylinder. Seen on scan or visual before or right after a jump, the ship appears as a cylinder 300 meters long, and 84 meters in diameter.
During periods of in-system running, several of the modules fold out or expand to give additional space for activities like free fall sports, planetary viewing promenade and an expanded ballroom. Refueling operations also have folding gantry's to allow more interface for craft. Profile in-system is irregular cylinder with extensions out to 200 Meters from centerline.

The economics of the class are fuzzy; they have been developed with multiple subsidies, infusions of resources from several sub-sectors of nobility and sponsorship of more than one mega corporation. The ability to carry and deliver small to medium sized crafts and ships also contributes to revenue on top of cargos, passengers and high passage conferences.
Note
that the design, with fairly large passenger capacity, large space dock capacity and the "other module" makes this a ship that could be converted in war time to an effective troop transport. It would not keep up or have weapon systems to be effective in Space Navy action but has features specified by Sector and Imperial strategic reviews for the troop transport role.

Part of the dispersed and modular design is multiple pressure hulls with security locks between these hulls. The engineering systems are divided into four hulls, (Jump, Power/M drive, Main Avionics and Bridge and the Fuel/Fuel processing) with a separate hull for engineering crew quarters

Jump 3 requires 4%, 5,000 dtons
And 40 % Jump "Fuel", 50,000 dtons , includes limited fuel processing.
Engineering section 15,000 dtons which includes triple power plants and 1.5 G M drives as rated for loaded and fueled capacity.
Bridge, Computers and Avionics 2,000 dtons (includes 50 Single staterooms for command and communications crew. 10 station bridge is manned with 6 people on a 4 shift per day work schedule ) All communications and detection systems are system scale. All ships communications go through this section. Ship has very good planetary scale sensors but generally doesn't crew those stations or maintain software. ("this is a liner, not the pig dog scout service") Bridge crew includes a 4 person team of security specialists but the command of security is located in the high passage module.

Ships Crew Module. 3,000 dtons (includes machine shop, brig, sickbay, gym, company services shops (barber, dentist, pharmacy, entertainment, …) 250 staterooms, maintenance small craft bay of 200 dtons) Working bridge and engineering crews are almost totally isolated from passenger and cargo modules and have self contained power and utility systems. Long term crew (around 400) each get ½ dton of cargo space in addition to the larger than average stowage in staterooms (3.5 cubic meters) There is a cooperative trade club in the crew which tends to do fairly well at speculative and small parcel trade.
Note that company policy is such that crew quarters are high law level with all projectile, fire/plasma and pole arms prohibited. Small knives but not daggers are allowed. Crew, as bunked in the crew module includes a 4-person security detail.

Passengers, Cargo and Space Dockage are divided into 5 Hull Modules, each
7000 dtons. The two passenger modules (and ships crew module) are environmentally self sufficient with there own secondary power plants, internal life support systems and utilities. Note that all long-range communications, and ship provided computing services are supposed to be processed through the bridge over fiber optic, security isolated lines.

Cargo Module 7,000 dtons, this includes 1000 dtons of temperature controlled tanks, 4000 dtons of atmospheric and temperature controlled space and 2000 dtons of open to space bulk or containerized cargo space.
This is mostly commercial cargo, passengers personal items are stowed in the High Passage module.

High Passage 7,000 dtons. More description below

Middle and Low Passage 7,000 dtons. More description below.

Space Dock 1 7,000 dtons. This is for paying riders, yachts, research ships, safari ships and personal craft of high passengers. Often Slots are also used for 300 to 600 dton-subsidized liners, certain regions work for a spine and branches operation where the Golden Seasons run a J3 path, and secondary liners deliver passengers to locations several jumps off the primary line. Note that with J3 + 1, the Golden Seasons are not restricted to the J1 Mains. . This module also has three large extended docking tubes for connection to high ports and other space stations, one designed for cargo and one for passenger entry. Two small slots (rated up to 100 dton) are used by passenger/personal cargos 50 dton modular cutters.

Space Dock 2 7000 dtons. This is for ships craft and auxiliary ships.
Associated with dock 2 are four extending docking tubes for in-system connection to other ships and an exterior docking clamp to carry up to A 2000 dton ship. Typical load out of the 3500 dtons of ships include 10 x 50 dton Modular cutters (with modules) 5 x 100 dton fuel capacity craft, several courier jump capable ships and two 500 dton secondary freight liner ships. There are also smaller gigs, lifeboats and landing craft. With 7000 dtons of commercial cargo capacity, and another couple thousand dtons possible, the class also works as a lighter's on board system.

Part of the economics of the ship operation is delivery of craft and small ships along the route. Two docking stations, with capacity up to 600 dtons are reserved for such uses, but on certain legs, almost half of capacity will be in deliveries. (there is potential for an adventure scenario around stealing a brand new ship_

Other Module 7000 dtons. Forward most modules contain several systems for defense and survivability of the ship. Weapon systems are shrouded and it is unclear if populated. (Space and power is available for 10, 100 dton weapon bays, and independent power systems use 1000 dtons of the space) Two additional 100 dton bays contain planetary range monitoring, spacecraft flight management and tracking systems. The "Other module" also has 250 staterooms, backup bridge and secondary all ship security monitoring center. There is also another 1000 dtons of cargo space, which is engineered as 3 spaces associated with 3 of the weapon bays… convertible to magazine space if a projectile system was installed in the weapon bays. Rumor has it, that the other module is generally mothballed, paid for by subsidies; no crew or systems are installed.
The Middle and Low Passage Module, 7000 Dtons includes 4 levels each with 240 staterooms (4000 dtons total) , Each stateroom is nominally rated for two passengers but can handle a baby or child as well as 2 adults. Each deck level allocates 3 staterooms for stewards, one single and two doubles. This staffing level precludes maid service and personal calls.
One level also allocates housing for dining area cooks and cleaning staff, 10 double occupancy staterooms. Facilities include a theater (50 dtons); a Sickbay with space for 10 patients (50 dtons) this also has a pharmacy, two arcade/common areas (100 dtons) and three dining areas (300 dtons) There is an exercise room with locker space, 100 dtons and in-system an expanding zero G room. (Closed during jump) (400 more) There is a small "services for hire" area with 10 x 10 dton shops; generally this supports a gift shop, barber/hair dresser, sandwich/snack shop and liquor/recreational drug shop
Food Cargo, Utilities and extended life support take up 500 dtons more.
As mentioned above this includes a power plant for local needs.
The Low Berth area, below the passengers with a security lock between decks has 500, long duration 1 dton single person low berths, a prep and recovery room with 20 revival stations (100 dtons.) There is also about 250 dtons of animal/alien specialized low berth equipment with two separate prep/recovery areas, one for animals and one for sapient. (50 dtons)
This level also has a large three-chamber airlock for loading and unloading mobile low berth units. The two inner lock chambers can be used as cargo space for mobile units.

The High passage module, 7000 dtons,
Designed with both upper class transportation for families with servants, and as first class business and ambassadorial transit, there are two decks each with 100 configurable suites. Each configurable suite uses 10 dtons and can be structured as 2, 3 or 4 rooms, (2000 dtons for 200 suites)
Suites can be combined for larger parties as well. (Typical life support need is about 750 passengers and 250 staff, but systems are in place for multi jump ship operations with up to 5000 folks)
A third deck, with 250 regular staterooms (total 1000 dtons) includes 125 Regular staterooms for customers, 25 single staterooms for senior ships staff and 100 double occupancy staterooms for other staff.

Between the two space docks, and the passenger modules there are large (5 x 5 x 5) double chamber locks leading to a grand promenade with transparent side and ceiling (during safe periods of normal space operations, blanked when in J space, reflective if necessary)
The promenade contains a number of 10 dton spaces for shops and services, (400 dton total and runs up to the Ballroom, (500 dtons) and the 3 configurable conference areas 100 dtons each. Elevators, service spaces and behind the scenes space (maids, catering…) take up another 200 dtons. This includes a security office, a tiny 3-cell jail and sickbay.
The Ball room (and two of the conference areas) can be extended to double the volume in normal space, a typical trip uses the extended ball roomfor a departure dinner and dance party for all high section passengers during the drive to Jump safe distances.
There is 1000 dtons of cargo capacity, this includes, a 10 dton high security vault managed by the head purser, 40 dtons of wine, liquor stores, 50 dtons of regular security vaults managed by the commercial security office. Each of the 300 Passenger units are allocated 1 dton of cargo, this is structured as 3 x 2 x 2 m caged storage spaces (pressure and atmospheric controlled) Passenger space is frequently under utilized and pursers dept will use extra space for cargos or consumables.
Consumables storage (for passengers and "customer contact crews" is 500 dtons, with 100 dtons in frozen storage, 100 dtons in cooler/perishable storage and 100 in dry good/long term storage. The remaining 100 dtons is available for customized cargos, passengers purchased space.

Adventures:
For existing adventure parties, there are four main types of adventure setup. 1. The players might be paying or sponsored passengers (for either High or Middle rooms) 2. They might be new employees, a typical contract for engineering crew (isolated from passengers) is 2 years->30 jumps, stewards, cooks and the like are generally on a 1 year contract. 3.
Player Characters might be external operatives that have business or need to contact a passenger or crew person. 4. Players encounter a Golden Season ship after miss-jump or take over. Note the specified operations area includes Antares; the super nova scenario might apply.

Chase and Coronation (a type 3)
Player characters with access to a ship are hired to catch up to the Golden Season; "MidSpring" after a multi-system noble family is killed in a very suspicious accident. The only main line survivors, teenage twins left a month (2 or 3 jumps) ago, on the "MidSpring” and must be contacted, and state their claim with in 6 months of the death of parents.
Plot complications, players ship is only J2 and has to take a longer routing, quickly. They will need to refuel at a difficult world, do a wilderness refuel on a toxic atmosphere world and transit a system that supports near pirates. The long route will make up ground in a place where there is a sharp bend in the liners route.
Presuming they catch up, they have to negotiate the armed, and trigger-happy guard ships on high alert because the higher up (sub sector) Royalty is aboard.
Because of higher Nobility, it is decided to invest the twins shipboard in a large ceremony (coronation sort of) There are additional assassins on board but not with personal access to the targets. Security office, at request of twins will have player characters on board during the ceremony.

Successfully saving lives of twins will open the door to being hired for a return trip, by a different routing. Twins need to get back quickly to pickup control of government and the information of their survival is moving at courier speed, faster than players and patrons.
************************

Military transport: The sub sector Duchess has decided to both redeploys, and rewards her favorite regiment with a 3 Jump. The regiment consists of almost 500 troopers and many hard cases. They are mixing, mingling, brawling? With high passage regulars. This might be esp. juicy if players are part of security staff, a security staff that is more "keep the rich and powerful happy" and not much on face to face brawling.

******************************
The beep.
It is both customary and in ship/craft rider contracts that long-range communications are directed through the ships systems located in the bridge module. After refueling in a system with limited services and no stops, one of the outriders detects a very strong, homing signal being transmitted from one of the sealed ships in the passenger space dock.

***********************
The long rider: Players are sent to debrief an ex military specialist who has a super version of the Travellers Aid, "It" gets enough credits to live aboard, traveling indefinitely. Of course the target being a psi, illegally armed, having a space suit and really not wanting to be debriefed would not stop player characters.
A good ending for this, is to have players fail!!, After wild chases, mass confusion, believing the target has died or left the ship, just as they pull away from the ship in a scheduled lighter, they see the target again, watching.
***********************
Vault and all.: Play is to blast out the smallish high security vault, evade all security including outrider ships and escape.
**************************
Stow away in the "Other" zone": Player characters are hired for one jump, to track down what appears to be a murderous stow away in the "Other" module. On board, they will find several suspicious cargos concealed in the very trashed out cargo bay, and several beings and critters doing the long haul stowaway trick. This includes a 200 kg camouflaged pouncer on the habitation deck, it nests in the air ducts, and has a brood of 6 x 10kg ravenous kits about to go out hunting. Even though bays are not populated, they are a complex web of pre installed power lines, plastic work barriers and lighter control wiring.
**********************


Entry 3
100,000-ton luxury liner-class, crystal palace (TL12)

Side View: http://games.groups.yahoo.com/group/deckplans/files/JTAS%20Contest%20Designs/
Crew: 750 Total. 30 Command and Control, 60 Jump Drive, 18 Maneuver Drive, 10 Medical, 12 Turret Gunners, 246 Flight Crew, 374 Additional.
Hull: 100,000-ton VGSL, Medium Frame, Standard Materials, Bonded Superdense (Expensive) Armored Hull (DR 200), Total Compartmentalization.
Control Areas: 3 Command Bridge(Complexity 10).
Communicator Range (mi) Radio Maser Laser Meson
Command Bridge 50,000,000 0 100,000,000 200,000
Sensors Range/Rating (mi) PESA AESA Radscanner
Command Bridge 100,000/41 200,000/43 30,000/38
Engineering: 3 Engineering, 4002 Jump Drive, 2001 Aux jump drive, 1879 Maneuver Drive(1.20 / 2.72 Gs, 187,900 stons thrust), 30000 Cryonic Internal Tank(Fire 0, Loaded with 30,000 stons), 186 Utility, 770.5 Man-Hours/day Maintenance.
Accommodations: 50 10 quintiple sized royal suites, 100 100 double sized high passage suites, 2000 Luxury Staterooms-standard, 750 Crew quarters, 10 Sickbay(30 Patients), 1000 Low Berth(4,000 Cryoberths).
Misc: 5 1000sf swimming pool with containment(1,000 sq.ft. swimming pool in a containment module), 1000 Entertainment facilities(Sports, theaters, etc. each 10 dton module accomodates 50 people).
Armaments: 12 Turret Batteries of 1 each (DR100, Sand Caster [200]).
Weapon Name Qty Type Acc SS Dmg RoF 1/2 Rng Max
Sand Caster [200] 12 (+0)
Stores: 4272 Spacedock 2136dtons(2,136 dtons for small craft available), 50 refueler(50-ton Radirii Fuel Skimmer), 50 refueler(50-ton Radirii Fuel Skimmer), 50 refueler(50-ton Radirii Fuel Skimmer), 50 refueler(50-ton Radirii Fuel Skimmer), 50 refueler(50-ton Radirii Fuel Skimmer), 50 refueler(50-ton Radirii Fuel Skimmer), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 3 lifeboat bay(100-ton Shuttle, 100-ton Shuttle, 100-ton Shuttle), 11500 Hold.
Statistics: EMass 69,015.7 stons, LMass 156,515.7 stons, Cost MCr25,768.21, HP 1,215,000, Size Mod 14, HT 12, CP 5,933.
Performance: Jump-3, Acc 1.20 / 2.72 Gs, Airspeed 4,172 mph, Skimming Airspeed 11,798 mph, Aerostatic Lift 187,900 stons.
Sample Times (Earth Std, Full Load): Orbit 0.19 Hrs, Escape Velocity 0.27 Hrs, 100D 5.83 Hrs, Earth-Mars 100.06 Hrs.
Options
Turrets add to Jump Tonnage for Jump Drive/Fuel calculations
Printed 5/31/04 2:11:49 PM
Copyright © 2000 by


Entry 4

Grand Princess, Grand Traveller-Class 100,000-ton Liner (TL12)
JTAS contest 25 entry, copyright 2004 by the writer

This design proposal combines luxury and speed (which can be
considered the ultimate luxury for busy megacorp executives or
nobles).
To make the week-long jump a pleasant experience, the liner
will have a very large park deck, more than a dozen different
restaurants, bars and casinos, a theater for holographic and
life performances and exercise facilities.
Most staterooms and suites are high passage, but there are a
few slightly more affordable staterooms for staff and business
travelers. At this stage, the plans include one Imperial Suite
(with 16 merged luxury staterooms, 2 offices, a gym and a pool)
and seven Archducal Suites (with 8 merged luxury staterooms, an
office and a gymnasium). In the middle price segment, there are
40 large suites (with 4 merged luxury staterooms) and 208 small
suites (with 2 merged luxury staterooms). At the lower end of
the scale are 288 single and 144 double luxury staterooms and
190 double economy staterooms. At full capacity, the ship would
carry 1,468 passengers, but it is expected that several hundred
of these will actually be personal servants of other passengers.
The liner will have 480 technical crew and some 1,000 service
crew. They share 40 single and 720 double staterooms, separated
from the passenger accommodations.
The Grand Traveller carries six Valet-class VIP shuttles and
two Retainer-class fuel skimmers. Both were included to provide
independence from local highport facilities - few ports in the
Imperium can quickly provide 60,000 tons of hydrogen. A second
hangar was included to ferry low-jump yachts of the passengers.

Subassemblies: USL Hull +14.
Powertrain: 8 Engineering, 7,000 Jump, 6,000 Maneuver.
Fuel: 54,000 Jump Fuel Tanks.
Occ: 1,080 luxury Staterooms, 950 Staterooms, 25 Low Berths.
Cargo: 1,000 dtons

Armor F RL B T U
Hull: 4/1,750 4/1,750 4/1,750 4/1,750 4/1,750

Equipment
Hull: 200 Utility; 3 hardened Command Bridges (two serve as
backups); Advanced Comms; Electronic Warfare; 8 Nuclear
Damper; 30 luxury Offices; 50 luxury Gymnasiums; 20 luxury
Bars; luxury Theater with Stage; 200 sf Swimming Pool with
water containment; 800 sf Swimming Pool with water
containment; two 5,000-dton vehicle bays (for Retainer-class
Fuel Skimmers); two 600-dton Spacedocks; 10 Complete
Workshops; 10 Sickbays; Park Module; 2 Armories; 8 Safes; 2
Brigs; 250 Escape Capsules.

Statistics
Size: 1200'x250'x200' Payload: 22,167 stons Lwt.: 200,656 stons
Volume: 100,000 dtons Maint.: 892 mh/day Price: MCr34,533

HT: 12. HPs: 1,215,000 [Hull]

sAccel: 3 Gs/3.4 Gs empty Jump: 6

Designer's Notes:
* The liner has a displacement of 100,000 dtons and 54,000 dtons
of fuel. Each skimmer has 3,000 dtons of fuel. Together, there
are 60,000 dtons of jump fuel for jump-6.
* The 100 Low Berth tubes are for medical use only (but see the
Retainers).
* The park is 500' by 200' by 50' (152 m by 61 m by 15 m).
* The main swimming pool is 40' by 20' (12 m by 6 m).
* The listed payload includes 2,498 persons, 5,000 stons of
cargo (mostly consumables), 15,894 stons of small craft and
three Lady of Shallot-class yachts in the second spacedock.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Polly 1 to 6, Valet-Class 100-ton VIP Shuttles (TL12)

Each Valet has 5 bridge crew and 10 to 20 cabin crew, drawn
from the liner's complement.

Subassemblies: VGSL Hull +8.
Powertrain: Engineering, 20 Maneuver.
Occ: 25 Luxury Passenger Couches. Cargo: 20 dtons

Armor F RL B T U
All: 4/200 4/200 4/200 4/200 4/200

Equipment
Hull: Utility; Basic Bridge; luxury Bar; Emergency Aid Station.

Statistics
Size: 120'x40'x20' Payload: 130 stons Lwt.: 292 stons
Volume: 100 dtons Maint.: 25 mh/day Price: MCr27.5

HT: 12. HPs: 15,000 [Hull]

sAccel: 6.8 Gs/12 Gs empty aSpeed: 3,875 mph

Designer's Notes:
* The bar will not be opened during takeoff/landing or docking, so the total number of passengers and crew is 305. For more important passengers, there will be more stewards and fewer guests.
* With six shuttles, it is possible to land all the passengers at a time.
* Maintenance must be provided by the engineering crew of the liner.
* In practice, the acceleration will be limited to the 6 G of the compensators.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Polly 7 and 8, Retainer-Class 5,000-ton Fuel Skimmers (TL12)

Each Retainer has five bridge crew. The fuel skimmer has total
compartmentalization and an extra-heavy frame.

Subassemblies: VGSL Hull +11.
Powertrain: 2 Engineering, 360 Maneuver.
Fuel: 3,000 Hydrogen Tank.
Occ: 500 Emergency Low Berths. Cargo: -

Armor F RL B T U
Hull: 4/200 4/200 4/200 4/200 4/200

Equipment
Hull: 10 Utility; 375 Fuel Processors; Basic Bridge; Escape
Capsule.

Statistics
Size: 300'x150'x100' Payload: 3,001 stons Lwt.: 7,461 stons
Volume: 5,000 dtons Maint.: 168 mh/day Price: MCr1,223

HT: 12. HPs: 660,000 [Hull]

sAccel: 4.8 Gs/8 Gs empty aSpeed: 4,955 mph

Designer's Notes:
* In a secondary role, the Retainers act as lifeboats.
* Maintenance must be provided by the engineering crew of the liner.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Adventure Seeds:

SALES JOB
Before the Imperial Suite can be advertised as such, a member
of the Imperial family should have lived in it. It is up to the
PCs to make that happen. They have up to MCr5 in cash and MCr10
in tickets to work with. They can bribe a Prince, or invite the
Grand Princess to open a scientific conference, or whatever.

WITH FRIENDS LIKE THESE ...
You are supposed to make some friends during jump. But all of
them appear to be interested in just one PC, or two if they are
sharing a room. The new friends are all intelligent, charming,
attractive and determined to spend a lot of time alone in the
bathroom.
Next door, a countess is involved in some back-channel talks.
Will the PCs realize what is going on, or will they become the
scapegoats if and when the wiretaps are found?

________________________________________________________________________


Entry 5

Imperial News Service In Depth Essay 0120 - The Grand Traveller

INSIDE the Grand Traveller - A voyage aboard the new luxury cruise ship of Corridor

Greetings fellow Travellers! I’m reporting today from Kaasu in Corridor aboard a brand new Snapii boat, but that's not the subject of this report. I'm here covering the maiden voyage of the flagship of a new class of luxury cruise starships. The Grand Traveller was just christened and slipped from her forms and in a few hours I'll be aboard her with over a hundred of Corridor sector's elite and famous. The ship is amazing and the parade of small craft and yachts led by the Duchess' own is astonishing. Even more so when you consider some of these craft, including this boat, will be making the jump with the Grand Traveller as one of the many services featured. I'm still trying to pick out the secret escorts but they so perfectly match their civilian counterparts its impossible. Trust me, I've seen the schematics for them, and anyone who attempts star piracy against a GT should have their head examined, if it can be recovered from the wreckage of their corsair. For those of you who haven't been following the news this journey started a little over two years ago with a request by the Kaasu Intergalactic Star Shipyards.

The call went out at that time for design proposals to celebrate the approaching Silver Jubilee of the appointment of Lady Anna Vokova Kaasu-Rehman as Duchess of Kaasu. The goal was to create a new luxury starship class that could serve as part of an eventual Domain spanning fleet to not only encourage more travel but also serve as an envoy for the Imperium and the Duchess as its representative in Corridor. As such the design was to incorporate a new level of service and safety. The winning architect would not only become famous and wealthy but the design would provide a much needed civilian diversity to the shipyards of Corridor, long famous for their military specialties.

But that as they say was then. Today we see the result of that call and the hard work of the builders to prepare this ship for her premiere on the date of the 25th anniversary of the appointment of the Duchess. Parts of it were built throughout Corridor and shipped to Kaasu for the final assembly around the jump core and the final hull plating. This method and the ship's modular design saved considerable time, and once production is fully engaged will result in a rate of one GT class ship completed every 2 years per slip. To better acquaint the public with this new ship I will be giving you an inside look courtesy of the Duchess, the Captain, and the architect. Mention should also be made, and my thanks extended to, my patron for this trip, Count Mclean. It is by his generous employment that I will experience this trip to the fullest through ferrying his new Snapii boat aboard the Grand Traveller. Normally the purchase and transport of this fine Kaasuian boat to its new home in Drayne would involve four separate trips aboard a Subsidized Merchant at an expense of more than Cr150,000 and two months or more for the trips. Aboard the Grand Traveller the cost will be less than a third that and that includes the basic high passage ticket. However, to better sample the full experience for my readers, I have put my pay for the delivery towards upgrading the basic high passage ticket to the full grand passage ticket.

Let's begin the tour with an overview of the ship's exterior as it makes its way to the jump point. To some she may be less than beautiful on the surface but this is a design whose beauty is within. She is a conglomerate of modular compartments arranged into the shape of a capital letter "A" with the thrusters and engineering located in the base of the upper triangle which houses most of the ships operations. The two legs form the passenger quarters with every stateroom afforded an exterior view to the side and forward, while on the inside of each leg are 10 heavy modular containers for cargo and small craft. In addition to the Kobiir (COO-beer) class shuttle to transfer those modular containers up to three Lady class ships may be carried in the forward triangle's internal hangers. This includes room for the Duchess' own Lady Marial, a type Y yacht, with its dedicated hanger in the forward section of the triangle near the private quarters. The other two hangers may be rented for transport by owners of the popular Lady class type Y yacht or used to carry the Raegten class (ray-TIN) type Y escort cutters.

At this range and without anything near enough for scale it’s hard to get a feel for just how Grand this Traveller is. With a full complement of modules she displaces some 10,000 tons. Fully laden she can make a jump of 3 parsecs and travel at a stately 1g. Her armored hull and the one-way glassteel viewports are all finished in antiqued silver. Huge glassteel ports shaped as Imperial Sunbursts are inlaid on the dorsal and ventral hull of the forward triangle. They glow softly from the dedicated lighting behind them and I'm told the jump grid is programmed to trace out from them creating a spectacular display as this Grand Traveller prepares to jump. While the ship includes fuel scoops they are well worked into the hull and when closed, as is their normal state, they are not visible at all.

That's about it for the general exterior layout and the call has gone out for "all aboard" so its time for me to join the others with craft to dock and then join the crowd in the Imperial Room for the jump party. Remember the Imperial Sunbursts I mentioned, the dorsal one is a feature element of the two-story ceiling of the Imperial Room and I'm told it’s just as beautiful from the inside as the outside.

-------

Hello again, the docking of the boat was exceedingly easy thanks in part to the advanced computer control and a dedicated flight control officer. Once aboard in one of the modules the crew secured the boat while I got to stroll in shirtsleeve comfort to my nearby quarters. Most of the passengers boarded earlier after a quick flight on the shuttle and are already enjoying the hospitality of the crew in the Imperial Room. The shuttle can carry up to 45 passengers in luxury comfort at 6 gees in its standard module, which if needed converts to a lifeboat with emergency low berth capacity for 360 souls. When not ferrying passengers it can leave the module in the hanger and transport any of the carried modules. This is often done to speed priority cargo to its destination while the passengers enjoy the slow cruise to port. Without any modules the airframe shuttle is incredibly agile, performing much like a heavy fighter.

My grand passage stateroom is on the upper level of the port leg, near the middle. The lower level of each leg is for the basic high passage staterooms while the double size grand staterooms are on the upper levels. Each upper floor section has two grand staterooms and two high staterooms, as well as a small common lounge. The lower floor has six high staterooms and a similar lounge. The upper floor may be sealed off from the lower and adjacent modules in case of emergency or to create a secure suite if desired by the passengers. The lower floor can also be sealed off in emergency but passengers may not book suites here. The aft of each leg houses a 100-ton replusor bay for defense and emergency small craft braking. Together the two can stop any small craft in its tracks. A third 100-ton repulsor bay is mounted in the bow for similar defense and utility.

Moving forward to the Imperial Room one finds the corridors are spacious and the lockers for passenger baggage set into the wall opposite the staterooms are very handy and thoughtful. The regularly placed lounges allow easy access between decks and to the escape pods. In addition to the capacity of the shuttle there are also enough escape pods for the full passenger capacity; allowing full double passenger occupancy supported emergency escape. The escape pods are clearly marked and can safely, though not very comfortably carry six average persons away from the ship in the unlikely event the order to abandon ship is given. Traversing part way forward through the lower deck I can say it is every bit as luxurious as the upper deck with the only difference being the number of doors on each side of the lounge indicating the smaller stateroom sizes. The lounges are not large but comfortable, with each consisting of a pair of small tables with three comfortable chairs around them. A small lift connects the two floors and there is a simple automat and fresher for passenger convenience. The end of each lower section is marked by a small airlock, connecting adjoining sections and allowing access to the attached modular containers, the upper levels lack the airlock and simply have an iris to seal them off.

Back on the upper deck at the end of each leg where it joins the forward triangle is a large lobby. It is here that most passengers will board after arriving via the shuttle or a small craft docking in the spacious hanger or through the outer airlock connections to the high port or other ships. Forward of the lobbies are the many shops, services and entertainment options for passengers, all leading to the central Imperial Room with its soaring ceiling. The room is already packed and the time to engage the jump is nearly at hand. The servants with trays of drinks and appetizers number almost as many as the passengers. In my slow meander taking in the sites along the way I have managed to miss most of the lesser speakers and it is only the Duchess left to say her piece and give the official order to charge the jump drive before we tumble into the void.

In the grand tradition of starships of old the lights of the Imperial Room are dimmed as the jump drive is engaged and the crowd grows hushed. Then the glow and arcing of the jump grid becomes evident through the huge clear Imperial Sunburst in the ceiling and the room breaths a sigh of rapture as all eyes are drawn to the spectacular display. Then in a sudden explosion of light the whole room glows in the light before it fades to black and we are in jump space. The crowd goes wild, passengers and crew both, cheering as the lights come up and the musicians begin to play. We have jumped and now the first and biggest of many parties can begin, to be outdone only by the breakout party at the other end of the void. I notice the Imperial Sunburst has now been switched to display mode and presents a pleasant early evening Kaasuian sky scene, in perfect synch with the ship time I note glancing at my chrono.

I'll pass on this festivity, there will be more over the next few days and I still have the lower forward deck to prowl and report to you, and then its on to the bridge to meet the Captain.

Threading my way out of the crowd I find the halls eerily quiet thanks to the absence of any other passengers and the excellent attention of the active acoustics. Throughout the passenger areas of the ship normal conversations can be held and only a meter away even the sharpest ear can't make it out as more than a sibilant whisper. Even shouts only carry a few meters and all the regular extraneous mechanical and electrical noises are entirely canceled. The quiet is spooky and I'm glad when my special vip pass automatically opens the access to the lower decks for me, and the familiar hum of a living ship and the sound of its crew at work.

Below decks of the forward triangle the engineering sections are arranged around the lower aft hanger, which is directly below the shuttle hanger. The thrusters are to port and starboard, with the power plants forward of that. In the middle, right over the other Imperial Sunburst, though heavily shielded and armored, is the jump drive, the very heart of the ship. Except for the size and newness these areas are much like those of any other starship.

Flanking the engineering space to port and starboard along the hull are the crew quarters, similar to the lower deck passenger quarters, including small lounges regularly spaced between groups of staterooms. Catching a crewperson in the hall I get a peek inside one of the rooms. While nice enough, better in fact than most small traders, these quarters are not quite as luxurious as those of the passengers, until we come to the officers sections. Here the quality is a mirror of that of the lower passenger decks. Its only through the officers section, requiring a crew or vip pass and verification from an officer on the bridge that we can get access to the bridge in the lower bow and the hanger of the Duchess' yacht above that. Access to the private quarters is only through the bridge or directly from the hanger.

The bridge is huge by all standards, as expected for a ship of this size and complexity. Full ports along the outer hull afford excellent views though of course they are not really practical for operations. Some traditions and psychological needs die slowly, some live forever. The aft of the bridge is the C&C for the Captain and immediate subordinates, as well as a couple vip seats. From here one can see the whole bridge which is slightly recessed below the level of the C&C area. The areas below are for control of the sub-systems such as the defenses and flight control. The computers and electronics are also part of this area.

The Captain and the architect, who have both left the party early to check out the ship's performance review post jump, are a wealth of insight into the technical and logistical aspects of the ship. For example, while no secret few know that the ship can, with all the modular containers dropped, make Jump 4 with a simple powerplant swap for an advanced model. This would be done if the ship were needed in service to the Imperium in time of war so it could match fleet jump minimums. This does bring up a question. Why is the ship built to such a common level of technology when Kaasu is one of the leading edge shipyards of Corridor? The answer is for many reasons. Ability to service the ship at almost any class A or B starport for one. The modular construction nature and spreading the wealth of the build among many systems is another. This also works with the plans to expand the service, allowing even more shipyards to build new ships. In fact only the weapons systems are designed to Kaasuian standards and they are easily added or swapped for lower tech versions if necessary, or fitted with Kaasuian exports if the ship is built elsewhere. One interesting tidbit let slip by my comment on the quaint custom of jump dimming is that it is in fact a necessity, as the powerplant is so tightly designed that when drawing power with all systems the ship does tend to brown out. It seems the "adoption" of the custom is a clever smoke screen to cover a minor design flaw.

I could go on but I am called by the Duchess to join her in the private suite for a brief tour, its sure to be the high point of my report. Ascending in the elevator I wonder what kind of reception awaits me and who else will be in attendance. When the door opens I am greeted by the Duchess's Guard, two very solid looking obviously ex-Marines, one male and one female. I'm sure I've been thoroughly scanned on the way up but it doesn't compare to the feeling of the calculated assessment of these two. With a short gesture I am invited in and drink in the grandeur of the quarters. It is an open design plan on several levels with clever use of holoscreens and the virtual environment makes it feel like I've stepped into the garden of a mountain estate on Kaasu, above the taint where the air is intoxicating and the temperature mild. I see the Duchess waiting by a small terrace table and join her. While we wait for a light morsel to go with the fine wine she informs me the setting is a complimentary to her real gardens at home, confirming my impression. The scene is also timed to match Kaasu time I note and sunset is nearly upon us. As the air chills I am invited into the viewroom where we have warm coaadiir and then a quick tour of the rest of the rooms. All tastefully and elegantly done. We end with a look in on the Lady Marial in her hanger before I bid the Duchess a good evening and take my leave. It has been a full day and these notes need to be whipped into a full edition by end of voyage.

Goodnight Travellers.

-------

Grand Traveller class type T Transport - TL 13

+10,000.0dT Hull - Cls - PS 600.000
-200.0dT Bridge - std 50.000
-8.0dT Comp m/4 fib -2.0EP 64.000
Avio m/4
Sens m/4
Coms m/3 mas

-400.0dT Jump Drive 3P -300.0EP 1,500.000
-3,000.0dT Fuel x1J3
-500.0dT Maneuver 1G -100.0EP 300.000
Agility +1 -100.0EP
-300.0dT Fusion 13 +300.0EP 900.000
-300.0dT Fuel x4wks
Fuel Scoops 10.000
-50.0dT Fuel Pure 13x10
10.5 hours

-420.0dT Staterooms x105 52.500
crw. qtr.
-60.0dT Staterooms x15 7.500
pvt. qtr.
-480.0dT Staterooms x120 60.000
pas. qtr.
-480.0dT Services x120 60.000
pas. com.

-20.0dT Defense Screen x1
Ndmp f3 x1 -30.0EP 45.000

-300.0dT Weapon Bay x3 3.000
Rpsl fA x3 -30.0EP 30.000
Hardpoints x20 2.000
Dblt x20 15.000
-20.0dT Blas f7 x4 -40.0EP 40.000
Hardpoints x20 2.000
Escp x20 20.000
-60.0dT 6pas x20
-400.0dT Armored Hull f3 40.300

-880.0dT LC Hangers x4 1.760
200dT cap. x4
-2,000.0dT Drop Modules x20 2.200
-120.0dT Passenger Baggage
-----------
MCr3,805.260

Discounted cost MCr3,044.208 not including subcraft.

Crew: 18 Officers and 87 Ratings

Officers: Captain, 1st Officer, Helm Officers x2, Astrogation
Officers x2, Ship's Doctor, Flight Officer, Gunnery Officer,
Communications Officer, Engineering Officers x2, and Junior
Officers x6

Ratings: Services x30, Security x30, Gunnery x 14, Engineers x10,
and Medical x3

Passengers: 40 grand staterooms and 160 high staterooms


Designer notes:

Power tends to brown out when all systems are active, as noted in the color text above.

All crew members have a private full stateroom making service aboard very comfortable. There is no baggage allowance for crew beyond what they can pack in their stateroom though.

Grand passage is a new level of service. It includes a double size stateroom and 2 tons of baggage allowance. This comes at a premium cost of course. Single occupancy is Cr24,000 per trip and double occupancy is Cr39,000 shared per trip. Life support costs are standard.

Grand passagengers are determined by an additional roll on the high passengers table but with the Pop column moved down one, there are no grand passengers on Pop 2 of lower worlds. Shared passage requests are (2d4 minus 4) x10% of booked grand passage tickets.

IMTU I roll once per table per jump undertaken, so for example on a J3 trip you will have on average 3 times the passengers and cargo as a J1 trip. This is to allow more revenue for the long ships, its not so much the prices but the volume where they find the profit. Presuming this ship can fill its staterooms and holds, especially with a good lot of priority cargo, it should come close to profitable, I think, on a quick analysis and a few presumptions


On that note about cargo, the ship will only carry priority and regular freight or speculative cargo of non-hazardous and non-security nature. Passenger safety is paramount here.

Another MTU idea, the luxury level shops, services and entertainment options, factored as the doubling of the passenger staterooms above (listed as Services - pas. com.) allow charging passage in a way similar to priority cargo. That is per jump number rather than per trip. This factor is not included in the basic description of grand passage noted above. More profits.

Shipping boats (maximum 50tons per container) costs Cr1,300 per ton per trip to account for the extra volume lost, the remaining volume in any container with a boat is used for cargo. Shipping yachts costs only Cr1,100 per ton per trip due to the lower lost volume. Interesting bit of art imitating life. While working on this design and wondering if anyone else would see the reasons for shipping ships I saw a show on the Super Servant class of ships. These real life ships faced the scrap heap and layoffs not long ago but one, the Super Servant 4, was saved when the owners asked the crew for ideas to keep it working and to keep their jobs. The idea that paid off was transporting luxury yachts across the ocean for owners who didn't want to risk the sail or preserve their ship but still change the waters they sail in. So there you go


The Drop Modules are designed much like Drop Tanks. Each one is 100tons and slips inside its armored slot on the ship or into a similar slot on the shuttle or cutter below.

Note the armor and weapons, including the hardpoint turret installed escape pods are TL16 while the rest of the design is TL13. The same class ship could be built entirely at TL13 with very similar characteristics, just at slightly reduced performance of those systems.

The ship's route travels through Corridor and Deneb connecting Kaasu and Deneb. Each jump is J3 to maximize profits and the round trip takes just less than a year, allowing a short stop over at Deneb and annual maintenance at home on Kaasu.

-------

Kobiir class type Y Shuttle - TL 13

+200.0dT Hull - Wdg - FS 24.000
-10.0dT AF upgrd 2.400
-20.0dT Bridge - std 1.000
-2.0dT Comp m/2 8.000
Avio m/2
Sens m/2
Coms m/1 mas

-34.0dT Maneuver 6G -12.0EP 17.000
Agility +0
-15.0dT Fusion 13 +15.0EP 45.000
-15.0dT Fuel x4wks
Fuel Scoops 0.200
Fuel Pure none

-4.0dT Staterooms x1 0.500
crw. qtr.

Hardpoints x2 0.200
Trpl x1 1.000
-1.0dT Blas f5 x1 -3.0EP 3.000
Trpl x1 1.000
-1.0dT Sand f5 x1 0.750
-8.0dT Armored Hull f3 1.100

-90.0dT Custom use
-----------
MCr105.260

Discounted cost MCr84.208 not including extras.

Crew: 3 Officers and 4 Ratings

Officers: Pilot(Captain), Astrogation, and Doctor

Ratings: Gunnery x 3, and Engineers x1

Designer notes:

Built to complement the Grand Traveller this ship is also built to TL13 standards except for the final hull armor and weapons.

Typical crew consists of a Pilot and Gunner but up to two more can be added. The stateroom is provided for extended duty cycles and allows round the clock operations with 4 crewpersons hotbunking when the standard module is employed

With the module dropped the ship gains agility 6.

The standard shuttle module must devote 5tons to airframe controls and uses 1 ton for the stern mounted sand caster and 4 tons for the stateroom. That leaves 90 tons for custom use.

The passenger module costs and additional Mcr10.125 and can carry 45 passengers in luxuriously spacious seats, which convert to emergency low berths with a total capacity of 360 souls should need warrant.

-------

Raegten class type Y Cutter - TL 16


+200.0dT Hull - Cls - PS 12.000
-20.0dT Bridge - std 1.000
-6.0dT Comp m/6 fib -5.0EP 63.600
Avio m/1
Sens m/4
Coms m/3 mas

-8.0dT Jump Drive 3P -6.0EP 32.000
-20.0dT Fuel x1J1
-40.0dT Fuel x1J2
-4.0dT Maneuver 1G (-2.0EP) 6.000
Agility +1 (-2.0EP)
-10.0dT Maneuver 2G -4.0EP 7.000
Agility +2 -4.0EP
-18.0dT Fusion 16 +18.0EP 18.000
-18.0dT Fuel x4wks
Fuel Scoops 0.200
-2.0dT Fuel Pure 16x1 0.024
1.2 hours

-16.0dT Staterooms x4 2.000
crw. qtr.

-50.0dT Weapon Bay x1 0.500
Misl fA x1 12.000
Hardpoints x1 0.100
Sngl x1 0.500
-2.0dT Paws f3 x1 -5.0EP 3.000
-2.0dT Pop up 2.500
-8.0dT Armored Hull f3 1.100

-880.0dT LC Hangers x4 1.760
200dT cap. x4
-2,000.0dT Drop Modules x20 2.200
-120.0dT Passenger Baggage
-----------
MCr161.134

Discounted cost MCr128.9072 not including extras.

Crew: 3 Officers and 4 Ratings

Officers: Pilot(Captain), Astrogation, and Doctor

Ratings: Gunnery x 3, and Engineers x1

Designer notes:

Named for the "Wolf" in a wolf in sheep's clothing type fable of Kaasu origin.

Crew share staterooms except the Captain.

With the Drop Module away the ship is capable of 4G and agility 4 and J2 on internal fuel or J6 using the module as a Drop Tank.

The 1G drive is part of the Drop Module and is used to mimic the type Y yacht.

The missile bay is also part of the Drop Module and cannot fire once dropped, though it could be used for crude bombardment or as a large drifting mine.

With the Drop Module away the ship becomes fully streamlined.

While ships of this class take a name like Raegten or Wolf they are usually more often in the guise of one of the "sheep" and by license and using a legally altered transponder often use the name of a real Lady class type Y yacht. Pirates beware!

-------

Deckplans in the works, scribbles and sketches now. May be put up at the Yahoo Traveller Deckplans group <http://games.groups.yahoo.com/group/deckplans/> eventually...

-------

Adventure seed, just add imagination and watch them grow


Scenario

The players are minding their own business (yeah like that ever happens) when they find a small electronic document pad of very fancy design. They could be just entering a restaurant or bar and find it on the table, chair or floor. No one nearby is looking for anything and all attempts to attract an owner will be met with blank stares and no one remembers seeing anyone there recently.

The document pad is a brochure containing touristy info and deckplans of the Grand Traveller and the little INSIDE report above, as well as a ticket for passage aboard the Grand Traveller. Its for a single Grand Passage but may be bumped up to a double occupancy if the characters wish to pay the difference. It cannot be refunded or sold since its only hours before final boarding of the shuttle. If they want the players can still manage to book additional passages if there are more than two or they may find temporary employment if the referee is feeling kind.

When the player(s) with the ticket board a steward will show them to the stateroom and give them the key to the baggage compartments opposite, which the steward informs them has already been stowed, may he assist in retrieving some luggage now he'll ask. He'll be helpful to the point of annoyance but polite and is not angling for a tip and will refuse if offered stating its against policy. If he can be of no further help at the moment he will leave.

So just what is in the luggage? Whose ticket is it?

Options:

1 - The traveller is a wealthy businessman and the luggage are samples of his inventory. Its all pretty esoteric and not highly valuable. He dropped the ticket and was shortly after that mugged and is in hospital on the planet. He will be understandably angry at the theft of the ticket and may even believe the player characters are the muggers. If however when they examine the luggage and discover the owners name they track him down and return it he will be inclined to believe their story and not press charges. If they look upon their destination they will find the clients he was to meet and if they present the samples the clients will mention it to the businessman and he may even look up the player characters to reward them for saving the account, something of a token, but they will also have gained a valuable future patron.

2 - The traveller is part of conspiracy, including some other passengers and a few crew. He panicked at the last moment and couldn't go through with it and is on the run the other way right now. The luggage will include an assortment of disassembled and disguised weapons, assembled to look like normal items. This is no cheap effort and it has a decent chance to succeed if everyone plays their part. Soon after jump the player character passenger(s) will be paid a visit by one of the group. They will be disturbed and ask to examine the ticket, even calling the purser if needed. Once they realize the complication they will threaten the character(s) if they don't agree to join in and do the part of the missing man. This is a chance for the character(s) to get inside and thwart the plans from there. It is the only chance but they will be closely watched. If they manage to derail the scheme and save the ship they will be heroes, unless they are thought to be active participants with a last minute change of heart. They can prove their innocence if they can track down the original member and convince him to confess and serve time, yeah, right.

3 - The traveller is a thief and he was going to make a trip and pluck a few prime pigeons but alas the authorities spotted him in the bar and quietly hustled him off, during which he dropped the ticket so the evidence wouldn't be found. That being in his luggage, several MCr worth of jewels and such hidden in it. He will of course get off in short order and book passage to catch up to the ship and reclaim his baggage. He will not be happy if the character(s) have discovered it, but will play the part of wealthy traveller and give them a pittance for its return. If he finds anything missing he will leave no rock unturned to hunt down and deal with the thieves. Perhaps framing them for his crimes by planting evidence and then informing the authorities.
 
Contest 25 For Info and Discussion Only 1


130,000-ton Grand Traveller
Luxury
Liner,
Empress Jaqueline I
(TL12)

The architectural firm of EJPTE is tendering the Empress Jaqueline-I
for
consideration by the representatives of the Duchy of Kaasu. We are
confident that our design team has put together a vessel that will
enhance
the
established reputation of high quality starship construction.

The Empress is designed around the FJ400 Jump Drive produced by FJ
Antal
Drive Systems of Shushaka, Corridor (1109). The FJ400 is designed to
jump
4-parsecs and has one of the highest safety records of this class of
drive.
One of
the significant features of that the drive is smaller in both volume
and
mass,
which increases the vessels cargo capacity for the best cuisine,
potables,
and rare
delicacies from the far reaches of the Imperium. Her maneuver drive is
capable,
under a normal load, of providing 4.5 Gs of acceleration, which is
slightly
higher
than many vessels in her displacement tonnage class. In addition the
Empress
Jaqueline carries eight of the 40-ton Shemudguma Shiramer [Autumn
Flower]-class Fast Pinnaces. Each fast pinnace's is capable of
accelerating
to
6 Gs under a normal load.

Passengers are brought a board the Empress either by one her pinnaces
through one of four space dock entry locks or by coming along side in
their
own
private transports via 6 entry docks along her hull. Each entry point
leads
either
to the central plaza or park on the main passenger deck. Additionally
private
vessels or escorts of 110 dtons or less can be docked in the Empress'
spacedocks
and be serviced in the hangar deck below each dock.

There are 54 luxury staterooms, of which any four can be reconfigured
to
serve
as accommodations for members of the Imperial family. Each stateroom
has
office space, a conference room, and a state of the art high security
safe.
Staterooms are available for the staff members accompanying the VIP on
the same deck or decks located above or below the one occupied by their
employers. The vessel has central two security stations with additional
stations
available for use by the security team of passengers in each stateroom.

The plaza features several Five-star restaurants, outlets for an equal
number fine
jewelry stores and other fashionable establishments. Additionally, two
of
the
four theaters are also located in the plaza, with the other two located
in
the park.
The park has two of the twenty full size swimming pools and one of the
ship's
ten galleys all staffed by graduates of several Imperium's finest
cooking
schools.

As with many luxury liners the Empress has many contests, balls, and
other
social affairs to fill a passengers time while on a cruise. Shooting
contests are
held in all of the fifty shooting ranges installed on the Empress.
Swimming
and
Null-G handball are other sports that available to the passengers and
crew.
The
vessel also sports ten Holoventure rooms for those who wish another
form of
diversion. One of the more popular events is the crime mystery game
where
teams or individuals try to solve a crime.

Crew Total: 708
37 Command and Control, 52 Jump Drive, 171 Maneuver Drive,
140 Medical, 112 Crew Facilities, 4 Meson Screen Operators,
4 Nuclear Damper Operators, 100 Turret Gunners, 88 Flight Crew.

Hull:
29 Decks
2,920'x294'x294'
130,000-ton GSL, Heavy Frame, Advanced Materials,
Laminate (Advanced) Armored Hull (DR 1,000, Psi-Shielded, LCD Skin),
Heavy Compartmentalization.

Control Areas:
Basic Bridge (Hardened, Genius, Complexity 10), Adv. Sensors,
Adv Commo Suite, Auxiliary Bridge (Hardened, Genius, Complexity 10),
2 Information Center (Hardened, Genius, Complexity 11),
Traffic Control (10kx Magnification, High Resolution, Complexity 9),
4 Computer Bank (8xMacroframe, HiCap, Hardened, Complexity 10).

Communicator Range (mi) Radio Maser
Laser
Meson
Basic Bridge 50,000,000 0
100,000,000 20,000
Compact Basic Bridge 50,000,000 0
100,000,000
20,000
Adv Commo Suite 50,000,000 500,000,000 100,000,000
20,000,000

Sensors Range/Rating (mi) Passive Active
Radscanner
Basic Bridge 30,000/38 150,000/42
10,000/35
Compact Basic Bridge 30,000/38 150,000/42
10,000/35
Adv Sensors 1,500,000/48 3,000,000/50
100,000/41

Engineering: CLS = Continuous Life Support
Sm. Engineering #1 (1 Airlock, 6,733.7 dtons [280,572 MW], 1,920 CLS),
Sm. Engineering #2 (1 Airlock, 6,733.7 dtons [280,572 MW], 1,920 CLS),
6,500 Jump Drive (GT: 157), 52,000 Jump Fuel Tank (Fire 13),
820 Combination Processor/Electrolysis (21.1 hours to refine Jump Fuel
Tank),
17,198 Maneuver Drive (4.50 / 5.47 Gs, 1,719,800 stons thrust),
Fusion Power Slice, 260 Utility.

Accommodations:
54 Luxury Staterooms, 54 Offices (Normal, 864 Users), 54 Stateroom
Safes,
54 Conference Rooms (small, 648 Users), 324 Staterooms, (Entourage),
Park (100 Users), Plaza (1,000 Users), 4 Theaters (400 Users),
10 Null-G Handball Courts (120 Users), 50 Shooting Ranges (100 Users),
10 Civilian Holoventures, 20 Full Swimming Pools, 10 Ship's Galley,
16 Entry Modules (Large, 128 Users), 10 Passage Tubes (Armored, 600
ft),
60 Sickbays (180 Patients), 25 Operating Theaters (50 Patients),
30 Evacuation Bays, Adv (360 Patients), 100 Low Berths (400
Cryoberths),
Captain's Stateroom, (2 Luxury Staterooms.), 400 Staterooms, Crew,
40 Workshops (Complete, +2 repairs, 120 Users), 20 Workshops (Mini, 60
Users),
175 Ship's Lockers, 114 Escape Capsules (Unlimited Duration, 1,026
Users),
56 Survival Shelters - Large (14 year duration, 1,400 Users),
Detention Center (20 Double Cell, 40 Users), 56 Ships Security
Stations.

Armaments:
467 Meson Screen (DR 10,000),
4,096 Nuclear Damper (70 mi),
50 Pop Turret, Sand Caster Batteries of 4 each
(DR 2,500, 3xSand Caster [200], 3xSand Caster Full Load [x200]),
50 Pop Turret, Repulsor Batteries of 4 each
(DR 2,500, 3xRepulsor Beam [RoF Bonus +1]).

Weapon Name Qty Type Acc SS Dmg RoF 1/2 Rng Max
Sand Caster [200] 600 (+0)
Repulsor Beam 600 (+0)

Stores:
Spacedock #1 (40-ton Shemudguma Shiramer-class Pinnace,
80 dtons for small craft available),
Hangar Bay #1 (2x40-ton Shemudguma Shiramer-class Pinnace,
40 dtons for small craft available),
Spacedock #2 (40-ton Shemudguma Shiramer-class Pinnace,
80 dtons for small craft available),
Hangar Bay #2 (2x40-ton Shemudguma Shiramer-class Pinnace,
40 dtons for small craft available),
Spacedock #3 (40-ton Shemudguma Shiramer-class Pinnace,
80 dtons for small craft available),
Hangar Bay #3 (120 dtons for small craft available),
Spacedock #4 (40-ton Shemudguma Shiramer-class Pinnace,
80 dtons for small craft available),
Hangar Bay #4 (120 dtons for small craft available),
Hold (12,000 dtons free for cargo, GT: Starship).

Statistics:
DMass 262,246.59 stons, EMass 314,246.59 stons, LMass 382,167.23 stons,
Base Cost MCr66,727.71, Load Cost MCr165.8, Total Cost MCr66,893.51,
HP 2,910,000, Damage Threshold 145,500, Size Mod +14, HT 12,
1,239.9 Man-Hours/day Maintenance.

Space Performance:
Jump-4 (4),
sAcc 3.06 Gs (max. load)/4.50 Gs (normal load)/
5.47 Gs (fuel load)/6.56 Gs (dry load).

Air Performance:
aSpeed 600 mph, Skimming aSpeed 32,616 mph, aLift 1,719,800 stons.

Sample Times:
Orbit 0.05 Hrs, Escape Velocity 0.07 Hrs, 100D 3.01 Hrs, Earth-Mars
51.68
Hrs.

Options
All times are Earth Std, Full Load.
100D and Earth-Mars assume mid-point turnover.

Printed with GMV Version 2.32.01 on 6/13/04 6:21:51 AM
Copyright June 2004 by designer

40-ton Shemudguma Shiramer [Autumn Flower]-class
Pinnace,
Guu-khurikrar Shiramer [Red Rain Flower]
(TL12)

The Shemudguma Shiramer-class is the latest design in fast pinnaces
that blends speed with luxury fittings. With a 6G drive the pinnace can
transport passengers from or to the 100D limit in less than 3 hours and
land at a downport, under ideal conditions, in an additional 30
minutes.
Each Shemudguma Shiramer-class is fitted out with a galley that
can produce gourmet meals and has wine lounge that stocks a wide
selections of vintage and rare wines from the far corners of the
Imperium. The large conference room is fully equipped to hold
meetings in a secure area or act as a formal dining area should the
need arise. A distinction between the Shemudguma Shiramer-class
and other 40-dton pinnaces is the cargo capacity of 135 stons. As with
many
small craft designs, the Shemudguma-class has a variant that is
designed as
a fuel skimmer or in the case of the ones carried by the Empress can be
reconfigured for the same duty.

Crew: Pilot, Co-pilot, Engineer, 8 Stewards

Hull:
Size: 88'x17.5'x18'
40-ton VGSL, Medium Frame, Standard Materials,
Bonded Superdense (Expensive) Armored Hull (DR 100, LCD Skin),
Standard Compartmentalization.

Control Areas:
Compact Basic Bridge (Complexity 9).

Communicator Range (mi) Radio Maser Laser
Meson
Compact Basic Bridge 50,000,000 0 100,000,000
20,000

Sensors Range/Rating (mi) Passive Active Radscanner
Compact Basic Bridge 30,000/38 150,000/42 10,000/35

Engineering:
Engineering (3.9 dtons [163.78 MW], 125 Continuous Life Support,
72 Man/Days Limited Life Support),
15 Maneuver Drive (6.16 / 13.83 Gs, 1,100 stons thrust), Utility.

Accommodations:
Total Life Support, 3 Low Berths (12 Cryoberths),
2 Passenger Couch (24 Passengers), Galley, small (1 Users),
1 Wine Lounge (12 Users), 2 Airlock, 4 person (Iris valve, 8 Users),
1 Conference Room (Normal, 16 Users).

Stores:
0 Hold (27 dtons free for cargo, GT:Starship).

Statistics:
DMass 108.42 stons, EMass 108.42 stons, LMass 243.43 stons,
Total Cost MCr15.03, HP 7,500, Damage Threshold 750,
Size Mod +7, HT 12, 18.6 Man-Hours/day Maintenance.

Space Performance:
sAcc 2.31 Gs (max. load)/6.16 Gs (normal load)/13.83 Gs (dry load).

Air Performance:
aSpeed 4,744 mph, Skimming aSpeed 13,417 mph, aLift 1,500 stons.

Sample Times :
Orbit 0.04 Hrs, Escape Velocity 0.05 Hrs, 100D 2.57 Hrs, Earth-Mars
44.16
Hrs.

Options
All times are Earth Std, Full Load.
100D and Earth-Mars assume mid-point turnover.

Printed with GMV Version 2.32.01 on 6/11/04 7:50:39 AM
Copyright June 11, 2004 by designer
 
Morning Scott and other board members,

First, I am archiving both of Scott's entry posts, one from JTAS and this one. Further, I am investing in a newer computer system that might be able to allow me to host a very basic web page provided by my ISP.

Next, I want to thank Scott for posting my design under the title of "Contest 25 For Info and Discussion Only 1," since my attempts at formatting the color text has once again failed.

Finally, this is so far the toughest contest on deciding which design that I will cast my vote for. Good job to all, now where is that lucky coin, rune stones, dice, darts, and my crazy eight ball.
 
Figured I'd copy my JTAS post contest capsule review here as a courtesy to those who don't subscribe. Here you go...

"My god, its full of Huge stars!"


It seems ultimate luxury comes in two sizes, big and bigger ;) I'll borrow Onno's format and titles for my own quick thought on each of the entries at a glance...

Entry 1 - the Gallia - Looks well thought out and the descriptive is nicely done. Only needs adventure ideas.

Entry 2 - the Golden Seasons - Good ideas with J-fuel reserve and N-space foldout. Adventure ideas complete the entry.

Entry 3 - the Crystal Palace - I'm a little lost when evaluating GT designs but this looks good. Just lacks some color.*

* The graphic is a nice touch though.

Entry 4 - the Grand Princess - Another complete entry with good descriptive and adventure ideas.

Entry 5 - the Grand Traveller - Very (long) descriptive! Some errors in the designs, but adventure ideas complete the entry.

Entry 6* - the Empress Jaqueline I - Nice descriptive and the design looks well thought out, only lacks adventure ideas.

* Maybe I'm confused. I got the impression this was posted just for comments not voting, till Onno added it as an entry in his list. I think it deserves to be included so mistaken or not I will too.

All in all a very good turnout, picking a candidate will be difficult. Well done designers and thank you. Good work as host Scott, you have inspired a fine showing. I'm a little suprised no one made anything smaller than 10Kt and stunned that a few went into the 100Kt range. Very interesting. I'll hold more in depth comments till after voting.
 
I ran out of time to post adventure ideas. Why during the one contest that I actually wanted to be part of does the real office work load pick up.
(sigh).

Note: go back and read the Gallia it can be a 5K package ship


Dave
 
As the designer of the crystal palace, I have to say I did have send commnetary on it which must have gotten lost somehow. I'll retype it in here.

+++++++++++++++++++++++++++++++++++++++++++++++++
The crystal palace class luxury liner is a very unusual design that has sparked great political contraversy.

One very unusual thing about it is it's esssentially verticle design, meaning it essentially has a top to botom structure rather than the usual fore to aft structure normally associated with vessles.

Also unusual is the fact the vessel is streamlined, as ships of this mass virtually never are atmo-capable. The designers state this is to allow the ship's beauty to be seen by the masses. Some critics sneer that it's more a case of aweing the peasants and keeping them in their place.

The crystal palace can land, provided a specially made cradel has been built to recieve it. Another ususual fact is that the ship does not have fuel processors despite it's atmo-capability as her design is mostly suited for verticle movement thru air, not the horizontal movements needed for fuel skimming. The inclusion of 6 fuel skimmers (see gurps traveller)keeps this from being a problem.

The crystal palace's hull is plated in gold, and her massive transparent sections are made from a tough material that has the same refractive index as diamond. She is an awesome sight in full sunlight.

She has 10 quintilple sized royal suites in case any of their majesties choose to travel on board her, and 100 double sized luxury suites in addition to 2,000 standard sized, tho exquisitely appointed, suites for regular passengers. The 750 man crew also has standard sized suites, an unusual arrangement but, as the designers say, such treatment keeps the crew happy and, hopefully loyal. Over 100 of the crew are trained primarily in security.

As for safety, the crystal palace features a full auxillery jump-1 drive, 30 100 dton life boats(See gurps traveller. These are often fitted with low berths in the cargo hold.)and 4,000 cryotubes in case of a life support failure while in jump. She has a large bay for small passenger vessels. Also a dozen sandcasters are built in for defense.

Some critics claim there is a hidden purpose to the crystal palace's design. There are those who have said that the crystal palace is meant to serve as a trojan horse, carrying thousands of troops into a trouble zone, then deploying them without warning, by use of the lifeboats and ships in her bay. It's been pointed out that using her cryotubes and filling all rooms to capacity, the crystal palace could carry over 10,000 troops or even more if the lifeboats were filled.

The imperium dismisses such as paranoid ravings, and suggests others are simply jealous of the ship's awesome beauty.

Adenvture notes:

Several royal family members are on the crystal palace, and a rival has decided to kill everyone on the ship to make their assassination look like an accident. All the ship's safety systems won't help if something happens in jump. Where on such a huge ship could a bomb powerful enough to wreck it during jump be hidden?

The elite who travel in the luxury suites are often born to wealth and have far more money than they'll ever need. Perhaps some players decide it's time to redistribute the wealth a bit.


The players were travelling aboard the crystal palace in low passage, and are awakened by a badly injured crewman who dies before explaining what happened. Looking around, the players find not a soul on board the huge vessel. Do they try to find the other passengers or just go on a looting spree?
 
Lexx,
Don't see any emails with this in it. Perhaps, Yahoo thought it was spam. Although, I do have all the other emails you've sent. Also, I suggested that to stay anonymous designers should bring their issues to me.

Dave and everyone,
I think there are some really good designs here!
And I certainly know what busy is like this week.

For Voters:
1. compare the original specs to the designs. Most designer didn't cover ship security or financials in detail.
2. Pls, look at the designs and consider which design you'd like your character adventuring on...

Thanks.
 
Well, I didn't want my entry brushed off because it didn't have the notes and adventure possiblities attached.
 
Evening Lexx, no worries there for my vote anyway. I hope I didn't leave you with that impression based on my quick review. In fact I think the time I won I ran out of time and didn't have any adventure notes so its not really a neccesity so much as a bonus. Good to see them though, just makes things even better
 
Hello Lexx,

I guess the members over on JTAS are right and the currently unwritten criteria for the contests need to be documented. Part of the task for the contest host is to ensure that the entry is what the designer submitted. If after the design is posted for voting and the designer notices something not right with the entry the host is contacted with the required changes. However, I'm with far-trader that a lack supporting text like notes and adventures aren't going to get an entry "brushed off," at least by me. They are a benefit. Besides my slight formatting problem
, I can write decent detail text, but have trouble writing an adventure hook beyond a single line.

Oh, yes nice design.


Originally posted by Lexx:
Well, I didn't want my entry brushed off because it didn't have the notes and adventure possiblities attached.
 
Entry 5: feedback and additions!


Greetings all, some questions have been raised about Entry 5, here are the short answers, more after voting...

Onno:

I will neither confirm nor deny your speculation about who the designer is. In fact I think this may be your design and you are cleverly trying to throw such suspicion off, and therefore this must actually be from you too you sneak


As to the question of it being armed, yes the listed turrets are Beam lasers, but in T20 they are described as "designed for defensive applications". It does note they can be employed offensively but not both in the same turn. In this design they are operated purely defensively, of course there is the old adage of "the best defense is a strong offense".

I also forgot to note that as the Beam and Pulse are defined and listed in T20 makes little sense to me so to make it more reasonable in MTU I've swapped the prices so Beams are the less expensive, shorter ranged and less powerful (in damage) defensive lasers while the Pulsed becomes the more expensive, longer ranged and more powerful (in damage) offensive laser. The reduced price is what I used in the design so its not 100% legit.

Another related issue that got missed in the transcription of scribbles to text were the unused hardpoint notes and possible sand-caster turrets, oh well.

As to requiring J6 for the route you may be right, as it was posted. What I came up with for my entry was just one leg of the future service, a round trip from Kaasu to Deneb, managed in just under a year of standard one week jumps and one week in each system, with an extended visit at Deneb and annual maintenance at Kaasu. This is possible all with optimized J3 and hitting mostly the lucrative worlds enroute, high pop and decent tech/ports, if I read the map right. I'll post the route details after voting, it needs a quick checking too.

Thank you for your kind praise.

Daniel:

Yes I did kind of get carried away with the narrative, I appreciate everyone's indulgence of my verbosity


And yes there were some editing errors, not Scott's fault at all, just my cutting and pasting too fast and not catching it till it was sent. I did send Scott an inquiry the next day just before he posted entries wondering if I should send the (more) corrected version, but email being the way it is I didn't get the reply he sent almost right away saying "yes" till today
Besides he was probably up to his monitor in reformatting them all to some degree


Thanks for the read through.

Guess that's it for now, there don't seem to be any other questions yet, and of course I'll be more free to comment and correct after voting and the revelation of my true identity ;)

what? you thought I'd sign my name? almost did in fact


-------

p.s.

What the heck, ONLY if its not too much trouble for you, formatting and such, here are the corrected design blocks. Or you can snag the one from the Moot Spire if the format is more compatible, I used the code function to maintain the spacing for the design notes there.

-------

Kobiir class type Y Shuttle - TL 13

+200.0dT Hull - Wdg - FS 24.000
-10.0dT AF upgrd 2.400
-20.0dT Bridge - std 1.000
-2.0dT Comp m/2 8.000
Avio m/2
Sens m/2
Coms m/1 mas

-34.0dT Maneuver 6G -12.0EP 17.000
Agility +0
-15.0dT Fusion 13 +15.0EP 45.000
-15.0dT Fuel x4wks
Fuel Scoops 0.200
Fuel Pure none

-4.0dT Staterooms x1 0.500
crw. qtr.

Hardpoints x2 0.200
Trpl x1 1.000
-1.0dT Blas f5 x1 -3.0EP 3.000
Trpl x1 1.000
-1.0dT Sand f5 x1 0.750
-8.0dT Armored Hull f3 1.100

-90.0dT Custom use
-----------
MCr105.150

Discounted cost MCr84.12 not including extras.

Crew: 2 or 4 Ratings

Pilot and Gunner

-------

Raegten class type Y Cutter - TL 16

+200.0dT Hull - Cls - PS 12.000
-20.0dT Bridge - std 1.000
-6.0dT Comp m/6 fib -5.0EP 63.600
Avio m/1
Sens m/4
Coms m/3 mas

-8.0dT Jump Drive 3P -6.0EP 32.000
-20.0dT Fuel x1J1
-40.0dT Fuel x1J2
-4.0dT Maneuver 1G (-2.0EP) 6.000
Agility +1 (-2.0EP)
-10.0dT Maneuver 2G -4.0EP 7.000
Agility +2 -4.0EP
-6.0dT Fusion 16 +18.0EP 18.000
-6.0dT Fuel x4wks
Fuel Scoops 0.200
-2.0dT Fuel Pure 16x1 0.024
1.2 hours

-16.0dT Staterooms x4 2.000
crw. qtr.

-50.0dT Weapon Bay x1 0.500
Misl fA x1 12.000
Hardpoints x1 0.100
Sngl x1 0.500
-2.0dT Paws f3 x1 -5.0EP 3.000
-2.0dT Pop up 2.500
-8.0dT Armored Hull f3 1.100
-----------
MCr161.524

Discounted cost MCr129.2192 not including extras.

Crew: 3 Officers and 4 Ratings

Officers: Pilot(Captain), Astrogation, and Doctor

Ratings: Gunnery x 3, and Engineers x1
 
Another addition to the Grand Traveller entry 5
Plus a PDF at yahoo groups...

We probably need to bring an end to changes and just post responses to everyone. Lets say we won't
post any more changes noon on Sunday June 19th. Only answers.


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


Greetings again Travellers,

I have been doodling and decided to pop up the current rough sketch of the Grand Traveller, not to influence any voting in the contest, just for some feedback. This is just the dorsal view and I may have to alter my descriptive just a bit. Why you ask? Well while drawing different views and layouts last night I started thinking (deanger deanger, crikee, this could be bad). I was looking at it and suddenly I wanted to flip the thrust orientation 180 degrees. Explanation in a moment but first a quick description since its not keyed or (blast forgot the scale too) even scaled.

For scale you can use the Imperial Sunburst ceiling viewport of the Imperial Room. It is about 19.5 meters in diameter overall and the central disc is 12 meters in diameter. Overall the ship is about 159 meters at the widest, around 286.5 meters long and averages 3 decks high. Or you can use the large craft hanger doors, the four wedge shapes (3 across the bridge* of the "A" and 1 at the narrow end which are a little bigger than the size of a type S), for a sense of scale.

* not that kind, the kind that connects two parts


Other features highlighted (by the slightly darker gray) are the dorsal escape turrets (5 small circles down each leg) one above the center of each passenger section, and the modular containers (10 rectangles down each leg). The possibly just visible speckling down each side of the narrow end was some text but when I squashed it in a lazy rush to make it fit well the detail was lost, as well as shifting some of the lines of the rest a bit.


Right, now to my thoughts. Originally the narrow end (top of the "A") was to be the bow, with the thrusters in the bridge. Then I started figuring the way travel works the thrusters should face the other way. That way as you leave port under full power the view is of the port and world you are departing, from the Duchess' quarters (still at the narrow end) and the staterooms (along the outboard of the legs). This beats a boring ;) view of space imo. Then when you arrive at your destination, again under full power to kill your vector, your view is of the approaching port and world, including from the Bridge (yes that one this time
) which is in the narrow end, though of course you don't need to "see" out the viewports of the Bridge to operate the ship.

So, any opinions?

My thanks again to Scott for being the host with the most and acting as poster to preserve the anonymity of the entries.
 
We're getting down to the wire with almost no voting. If you can look through the above designs and pick out your favorite please vote now.

Either respond here or send me a private message
with your prefered design.


Scott
 
Lady Anna is a bit suprised at the lack of votes for the contest. We've decided there might have been a bit of confusion and will be extending the voting period to NOON Saturday, June 26th.

Review the designs. Send me your vote for the tally.

For your ammusement, I actually came up with contest because I was working on a design for the Grand Traveller based on a ship from the Battlestar Galactica mini-series. It occured to me that it wasn't an easy cookie to cut and hence became the format for this contest. Having translated a number of media ships and old traveller ships to T20 (not the toughest fun job but time consuming) I decided to see what traveller's would come up with...

Thanks for doing all these great ships designers...very impressive.

Here is my just published, original.
http://www.angelfire.com/empire2/savage/1WorldOrder/My_Popular-Media-Designs/Grand_Traveller_ILL.html

Scott
 
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