Re: [Spaceships] New carrier design
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The sickbays are all together; it's kind of a weird ship design that wouldn't put the bays such. So yes, they count as a Hospital. As for the offices, I'd have to say a little of both. Certainly, those that have luxury cabins have individual offices, but the rest could be combined into a kind of CIC (Combat Information Center) - if such a concept isn't already covered under the massive Control Room. Quote:
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Re: [Spaceships] New carrier design
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I'm not that familiar, either. Do hangars have crew for servicing the ships? (E.g., on a modern carrier, example, you'll have aircraft handlers, catapult crew, landing signal officers, fuel suppliers, ordnance suppliers, etc.) |
Re: [Spaceships] New carrier design
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The big ships, like our Nimitz class, often serve as emergency trauma wards when large-scale disasters happen (e.g., the tsunami hitting SE Asia, didn't one of our carriers pull in to help out?). So a little top-heavy in the sick bay department on the big ships might not be a bad thing. Unless you have purpose-built hospital ships, of course. |
Re: [Spaceships] New carrier design
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Re: [Spaceships] New carrier design
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Question: what would you alter on this design so that the Force Screen is able to be upgraded to Heavy (drawing two power points when active)? Or should I have a "power deficit" requiring juggling of powered systems, leaving one of the weapon systems de-powered while the force screen is at full power? (The last option doesn't sit well with me, for somewhat obvious reasons.) |
Re: [Spaceships] New carrier design
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For example, 10kt of hanger space could mean 10 1kt ships or 100 100t ships. Either way, while it seems that you have plenty of habitat space, you only have 700+100+5 - 646 = 159 available berths. Can 16 men crew and maintain and launch a 1kt ship? Can 8 men do it for 5 100t ships? That seems awfully low to me even for a civilian vessel. List them seperately, but make sure the numbers make sense. I once designed a 3ED fleet using the vehicles rules, and the that tripped me up the most is that I started by designing the big stuff (battleships, carriers,...) but realized later that I needed to stat the small stuff and design subordinate commands before I could do that and make sense. For example, the current teams working on designing aircraft carriers start with a list of what needs to go on board - they don't just design the ship and then say "what fits, fits - deal with it!" |
Re: [Spaceships] New carrier design
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One day I'll get around to posting all of the designs someplace. |
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