08-23-2011, 05:50 PM | #31 | |
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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In some contexts they can be a useful alternative to internal-carry carriers. They give up a lot of the functionality, but they are much cheaper per ton of battlerider delivered, and of course can do a rapid rack launch.
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08-23-2011, 06:18 PM | #32 | |
Join Date: Jul 2008
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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I'd also note SS43 talking about cargo bay doors potentially spilling air, because they are not airlocks. That wouldn't make sense if they didn't hold pressure in the first place. Also, SS42-43 on pressure compartmentalization specifically talks about a ship losing pressure due to opening a cargo door. And of course every book uses Cargo Bays all the time for cargo ships of all sorts, and as minor storage space in designs that aren't freight-haulers by any stretch.
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08-23-2011, 06:50 PM | #33 | |
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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08-23-2011, 08:23 PM | #34 | ||
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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I see the Cargo Hold system as simply being empty places on the ship with the handling equipment for cargo. As for life support there's not much of a reason to assume they have any less than other areas of the ship and the extra weight to provide it (ducting, plumbing, etc.) would probably fall under the resolution of the system or be included in other modules. (It already assumes equipment to open and close a large door anyway and probably cranes, hoists, etc.) Steerage cargo is more like supplies needed for the crew in-flight - a pantry, medical supplies, uniforms, repair parts, etc. They might take up significant space and have dedicated rooms, but they're not bulk cargo. Most everything coming in and out of steerage goes through one of the entry airlocks (or is teleported). A Hanger Bay is just that, a hanger mostly designed to launch small craft. It can be used for storage, but also contains equipment for an airlock-like mechanism, maintenance and diagnostic equipment for the small craft, maybe some routine repair parts, small amounts of fuel, munitions, lubricants, etc. and launching equipment for the ships themselves. But really Spaceships is so generic it's certainly possible for your game to have unpressurized Cargo Holds, while another GM prefers pressurized and habitable but as specialized for cargo as the engine room is for an engine and others have them as simply being a really big room on the ship that's called a "cargo hold."
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08-23-2011, 10:20 PM | #35 | |
Join Date: Sep 2009
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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Personally I think its fair enough to allow Cargo holds to remain pressurized, but that's only a very small part of life support. For starters, if all they did was hold atmosphere, then the temperature would likely get very extreme, either hot or cold. Also, even if there is atmosphere, and even if the temperature wasn't a problem, if you fill it with people, they will overload the life support system, as per Spaceships pg 46. (The rated occupancy comes from cabins.) This would not be so for steerage cargo one would expect. Although you would need to increase the occupancy for life support loading purposes for each ton of steerage. It seems to me that there isn't too much disagreement on steerage / hangars etc. But I think that cargo spaces could encompass a range of things, and each GM has to make their own decision decide what it will be exactly. It could even vary from ship to ship within the same game setting with some justification. |
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08-24-2011, 02:48 AM | #36 | |
Join Date: Jul 2006
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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08-24-2011, 11:37 AM | #37 |
Join Date: Aug 2008
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
I suppose boarding the craft might be a bit tricky, but something could be worked out. The main purpose would be to have a very rapid strike force that could jump to a scene and dump its ships fast. Sort of like a space navy version of the Roger Young form Starship Troopers. You could have a carrier with a squadron or two of aerospace strike craft jump near a planet and deliver a lot of firepower over a wide area fast. The only issue would be withdrawl. Then again, you could do this with drones, too, which alleviates the issues with getting pilots into ships. The whole idea is to free up as many systems in the fighters as possible for weapons, armor, and performance.
I suppose you could do something similar with drop ships, but each ship would need to clamp over an airlock so the soldiers and crew could board. Again, something could probably be worked out - even if it's just a matter of incorporating a small hangar for shuttlecraft that load the larger drop ships. I'm just brainstorming at this point.
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08-24-2011, 02:55 PM | #38 | |
Join Date: Jul 2008
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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A rack ship is good for delivering a punch, but bad at being a mothership. Whether that results in all rackers, all carriers, or a mix for different missions depends on other elements.
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08-24-2011, 03:06 PM | #39 | |
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
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08-24-2011, 03:15 PM | #40 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Hangar Bay, Cargo Hold & Steerage Cargo
What about combining several first in rack ships with fleet tenders for maintenance and such between battles? and if you use missiles rather then beams (which makes rack ships significantly less useful) you could have the tenders rearm too.
And another thought a rack ship could have a small hanger for normal operations that would be slower but could get he job done between most battles. |
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