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The nuts and bolts of a scout base.

The pods I've been making for the TB2 and some of the comment about them have given me the desire to make more. So let's start off with building a scout base, which would allow a scout unit to explore a planet or open a sector of space by providing fuel, minor repairs, and resupply for scout ships exploring the area.

The Xboat Tender posted in the file library with slight modification could carry up to three pods for the intital setup or the older depiction I've seen on the web and other sites. It would also provide a jump 4 platform to place these bases almost anywhere. Later on, it could be used to resupply those bases.

So what I need from you is the pods required to setup the intitial base and what ones would be required as the base expanded into a Class C starport used by the scouts.
 
things a base is going to need:

  • Food, either imported rations or locally grown
  • water, and lots of it, both to drink and to crack into fuel.
  • somewhere for people to sleep, eat, wash, and generally live
  • a power plant of some sort
  • access to fuel for that power plant, and tanks to hold it*
  • fuel purification systems, even if only for the base P-plant.
  • some form of earth moving equipment, to level landing spaces, dig in buildings, ect
  • Creature comforts for the staff I.E. good food, books, games, etc
  • warehouse space, for spare parts and consumables storage.
  • a Ops room/control tower location, where the base is run form.
  • some limited repair ability, form just having spare parts to a full blown fabrication ability.


now, it won't need equal amounts of all of the above, and some areas can be multi-propose. For example, the cargo space used to hold the dozer or pre-fab shelters can be used as the warehouse once it's initial cargo is removed. a lot of the functions can also be covered by having a star ship as a major component of the base, like a bog-standard Scout Courier.


I think that would cover most of the basics needed to create a sustainable base. add ons to that could include:

utility vehicles like Air/rafts for local exploration
hydroponics or other food growing equipment, to reduce reliance on off world support
bigger purifiers and fuel tanks, to allow refuelling of star ships.
specialised lab modules, to study whatever is interesting on the planet, be in plant life, animals, the local rocks.
radar systems to help guide landing star ships
a perimeter defence system.
more of the "basic" elements, to cope with the expanding base.
 
Fuel

One 30 module devoted to fuel pumping, and processing. Store the refined fuel in "bladder tanks", just like those used in ship holds. (Forget the science, it IS canon...)

I'd set the processing unit near/by/on a lake or sea shore (river depending on flood plain) and at a safe distance from the rest of the complex.

For the below, connect with sheltered passageways as soon as practical. I'd suggest standard modules at first, then as things grow use inflatable structures for maintenance and hangers,

Quarters

First, a module for a galley, and mess hall with some storage.

A "bunk" module. Cramped quarters at first, then use for overflow and brief personnel visits latter.

A food and sundries module.

A recreation module

Vehicles

Garage and maintenance shop for air rafts and ATVs as appropriate. (Large inflatable if possible)

Admin building(s) bureaucracy tends to grow, and grow and...

Offices and Computer(s)

Planetary survey and lab module(s)

Obviously as things progress the early modules can be replaced by permanent facilities and he modules reused elsewhere.
 
Do mean you are looking for something like this

Outpost Modules

Command & Control (Hostile Area)

2 Life Support, Extra
10 Sensors (Standard-13 +3 consoles +DeepSpace Sensor Range +Extended Antenna)
1 Computer Model 6
2 2 Layers of Sdense-7 Armor
6 Power Plant (A) + 2t fuel
4 Ratings Quarters
4 Quarters (2 Spacer Niches)
1 Fresher

Command & Control (Support/Standard)

4 Life Support, Extra
10 Sensors (Standard-13 +3 consoles +DeepSpace Sensor Range +Extended Antenna)
1 Computer Model 6
4 Ratings Quarters
4 Quarters (2 Spacer Niches)
5 Officer area (2 desks with consoles)
2 Deployable Sensors
1 Fresher

Hydroponics

2 Life Support, Extra
3 Mechanical, Water, Lights, etc
7.5 hydroponics system lower deck
5 walking area
5 hydroponics system upper deck
2 prep area
5.5 walking area

Lounge

5 Life Support, Extra
7 Mess/Lounge (lower)
2 Kitchen (lower)
1.5 Pantry (lower)
2 Library (upper)
4.5 Open area (upper)
2 Stairs up (both)
6 Lounge (upper)


Medical General Purpose

5 Life Support, Extra (Overhead & Bottom)
4 Desk (includes Console) and dispensary (Lower)
3 Lift (Both)
4 Surgery (Upper)
4 Isolation (Lower)
4 Emergency room (Upper)
3 Work area, general space (Upper)
3 2 Close Quarter sick beds (Lower)


Engineering Primary Power (4 point attachments)

13 Airlock and 3 docking rings (vertical placement)
11 Power Plant B + 4 tons fuel
2 Life Support, Extra
1 Console and access area
3 Triple Turret + Gunnery + 1 ton ammo storage

Engineering Outpost Center point (5 points of attachment)

17 Walk through Airlock + 4 Docking rings offset (horizontal placement)
2 Life Support, Extra
6 Power Plant A + 2 tons fuel
3 Triple Turret + Gunnery + ammo storage
1 Console and access area
1 Storage


Quarters Standard (any time usage)

5 Life Support, Extra
24 6 Quarters of space (usually Junior Officer style)
1 extra space (usually library station

Quarters Expanding (BTE Special)

2 Life Support, Extra
3 Mechanical expanding system
25 8 Quarters (can only be used after expanding)
(Usually Junior Officer style)

Outpost Support Module (BTE Special)

15 Life Support (both air and water recycling )
10 Sewage recycling
5 Storage

Outpost Support Module Hostile (BTE Special)

15 Life Support
10 Sewage recycling
4 Triple Turret + Gunnery + Spacer Niche + ammo storage
1 Cargo

Small Craft Outpost Maintenance (BTE Special)

11 1 Maintenance Pod, large (min hanger)
6 1 Maintenance Pod, small (min hanger)
1 Console and Computer
4 2 Space Niches
2 Life Support, Extra
1 Fuel
3 Triple Turret + Gunnery + Ammo storage
2 Cargo


Base Defense (BTE Special)

1 Life Support, Extra
4 1 Rating Quarters
22 2 Fighter Bays
2 Triple Turret + Gunnery
1 Docking ring on side

Commercial Shop

3 Life Support, Extra
24 6 shops (3 per level)
1 Fresher
2 4 kiosk (2 per level)

Mini Space shop

11 1 Maintenance Pod, Large min hanger
16 Shop with large Airlock on the side
1 Grapple
2 Life Support, Extra


Mini Space Shop Support Dock

5 Life Support, Extra
1 Grapples
24 Shop with large airlock on the side


Pressurized Shelter (JTAS #5)

16 4 Standard double occupancy staterooms
2 Air locks
4 Landing legs
6 Power Plant A + 2 weeks fuel
2 Cargo


Ground Base, folding (GURPS)
(Tons giving of open base, 30t closed)


1 Generator and Fuel
2 Life Support, Extra
28 7 staterooms
4 sickbay (2 beds)
5 Air raft Enclosed (using T5 weight)
10 Bridge plus computer model 2, 5 consoles
1 Air lock
6 Work Shop
2 Cargo
 
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