Spaceships: Getting rid of cabins
I have a spaceship (which I already designed in non-game-mechanic terms) that I'm trying to recreate in Spaceships terms. Problem is, it's a big honkin' cargo freighter, so it's SM+12... but it's only supposed to have 12 crew quarters (and those aren't even full, it's just got the players in it). Since the 'habitat' component contains 600 cabins, this is a bit of a problem.
Does anyone have a different way of representing crew quarters that doesn't conflict so much with the established design? I suppose I could fill it with minifacs, saying they represent a big workshop that isn't quite big enough to count as 1/6th of a hull section. |
Re: Spaceships: Getting rid of cabins
Not sure if it's RAW or not, but you can trade a cabin for 5 tons of steerage cargo - that is, it's pressurized and climate-controlled.
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Re: Spaceships: Getting rid of cabins
Convert unnecessary cabin space into extra storage space. The examples and such in the books aren't the universal law of every design ever.
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Re: Spaceships: Getting rid of cabins
Either use the remaining cabins for steerage, or expand upon the "smaller systems rule". Replace one of the SM+12 systems with 100 SM+8 systems. Make 2 of them habitats and 98 cargo bays, and you get 12 cabins and 4900 tons of upressurized cargo holds.
You can also replace some more of the SM+8 Cargo Holds with other utilities without using a full SM+12 system, so it's a very flexible design solution. |
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Never has thinking inside the box been more elegant! :-)
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Re: Spaceships: Getting rid of cabins
Actually, it's more of a three-dimensional oval (is there a word for that?).
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("An oval is an ellipse-shaped circle drawn inside a square of a 2:1 length/width ratio.") |
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