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Ship Ahoy.

Posted by StarMasterFor group 0
Darrel Cromwell
player, 95 posts
Noble (Count)
Retired actor
Sat 23 Aug 2014
at 17:10
  • msg #65

Re: Ship Ahoy

Animal class safari ship I uploaded to googledrive...you'll have to max zoom in to see clearly.

https://drive.google.com/file/...Zms/edit?usp=sharing

let me know if it works.
Sharik Kaagira
player, 43 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sat 23 Aug 2014
at 17:13
  • msg #66

Re: Ship Ahoy

Works perfectly, Darrel.  I can see the ship stats.

The Safari ship has no fuel scoops by default either.  And as Vonon noted, it's cargo bay (which is only 20+ tons) would have to be converted...
Kheaiftouaw
player, 82 posts
Sat 23 Aug 2014
at 17:51
  • msg #67

Re: Ship Ahoy

Also I have no idea what most of the special qualities do. Aerofins? Solar Power Plant? Autocannons? Not in the books I know.

Still, apart from the lack of Scoops it is in my eyes a good all around ship.
A pity that there are so few 300ton ships. I think those would be prefect for our group.
StarMaster
GM, 143 posts
Sat 23 Aug 2014
at 17:59
  • msg #68

Re: Ship Ahoy

 SAFARI SHIPTonsPrice (Cr.)
Hull:200 tons/4 8,000,000
Hull/Structure:4 0
 Streamlined 800,000
 Aerofins101,000,000
 Fuel Scoops  
Armor:Crystaliron-45800,000
Jump Drive:Type B/J-21520,000,000
Maneuver Drive:Type B/Thrust 238,000,000
Power Plant:Type B716,000,000
 Solar Panels.770,000
Bridge: 101,000,000
Computer:Model 2/R100160,000
Electronics:BasCivSens-2150,000
Weapons:DFM1 2BL02,250,000
 HP1 DT:SC11,000,000
 HP2 AP DT:AC16,000
Ammunition:40 SC barrels2 
 6000 AC rounds1 
Fuel:J2/6 wks520
 Metal hydride Stor 10,400,000
Cargo:Multi-environment21.3812,000
 Staterooms-8324,000,000
Extras:Ship’s Locker00
 Luxuries-33300,000
 10 low berths5500,000
 Hunting Launch2013,569,000
 Air/Raft4275,000
 5 Probe Drones1500,000
Software:Intellect 1001,000,000
 Jump Control/202,000,000
 Library/000
 Maneuver/000
Maintenance/mo: 07,300
Life Support/mo: 017,000
Totals: 20088,017,000

This version does have fuel scoops at the front of the fuel tanks.
This message was last edited by the GM at 20:15, Sat 23 Aug 2014.
Kheaiftouaw
player, 83 posts
Sat 23 Aug 2014
at 18:06
  • msg #69

Re: Ship Ahoy

Is it possible to also keep cargo inside the cargo hold of the launch during interstellar travel? If yes those are another 13 tons.

Are those stats from Classic Traveller?
This message was last edited by the player at 18:22, Sat 23 Aug 2014.
Quinzella
player, 131 posts
Sat 23 Aug 2014
at 18:11
  • msg #70

Re: Ship Ahoy

Oooooh, the Millennium Falcon, or maybe the Ebon Hawk
Darrel Cromwell
player, 96 posts
Noble (Count)
Retired actor
Sat 23 Aug 2014
at 18:21
  • msg #71

Re: Ship Ahoy

It is a nice ship, although yes, the small cargo (which would probably have to be modified) would limit us to high-value items, which might be problematic depending on the world(s) we'd be operating from/to.

The fuel scoops are a welcome addition to this ship, and if we get rid of the low berths (5 tons), put in fuel processors (2=2 tons), which would also add an additional 3 tons cargo...

It would meet most of the conditions we were looking for...although we would need to eventually switch out one of the double turrets for a triple and add some offensive firepower.

One thing about the far trader;
Modified Type A2 Far Trader Last Chance; 20 years old.
Assume payments; pay just MCr5.5.
Good condition; full software, weapons, extras
.

I'm interested to see what that means exactly....
StarMaster
GM, 144 posts
Sat 23 Aug 2014
at 19:58
  • msg #72

Re: Ship Ahoy

Actually, those stats are a blend of CT and MonT.

I'm pretty sure the reference was from Mongoose Traveller's Traders and Gunboats.

It does seem to be inconsistent with its own rules, though, as the rules say 5% of crystaliron is a value of 4, and streamlined ships automatically have fuel scoops.
Kheaiftouaw
player, 84 posts
Sat 23 Aug 2014
at 20:23
  • msg #73

Re: Ship Ahoy

With Scoops that ship looks a lot better.
How much cargo space do we realistically need?

And how much freedom have we with remodeling the ship? I guess exchanging turrets will take some time in a shipyard but should be possible. What about interior changes like replacing the low berths? But I guess that depends a lot on the deck plan. If the berths are far away from the rest of the storage area it would be pretty hard to store cargo there.
And what about software upgrades?
Darrel Cromwell
player, 98 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 17:42
  • msg #74

Re: Ship Ahoy

Obviously, alot of this is stuff to accomplish in IC...my worry, once we decide and use our "shares" on a ship....that's it, we're stuck with it until other circumstances arrive that might allow the group a different ship...and I feel that isn't going to happen very often.

As I see things, shares are a one time commitment thing...calling favors, contacts, getting good deals..and getting your ship...once you've shot your bolt....

Then again, I might be wrong, depends on the GM...

quote:
How much cargo space do we realistically need?

It's always better to have than have not. Just from the standpoint of every time the ship lifts off, no matter the cargo, we meet our expenses...and on certain worlds...the only way we can do that is in bulk cargo....Understand?

Concerning remodeling, not being the GM, I'd imagine ripping out lowberths (and maybe getting some credits) would be fairly simple....and yes depending on location, might be problematic, however, inventiveness is never in short supply when it come to players..like your comment about the 13 tons of launch space....

Software upgrades/better turrets/etc...will likely require a higher grade starport...which, with luck, we'll get too eventually.

No worries, we survive the 8pm meeting and then carry on, we'll get a ship, let's just make sure it's the right one... ;-)
Quinzella
player, 132 posts
Sun 24 Aug 2014
at 17:45
  • msg #75

Re: Ship Ahoy

Yoo know what has a lot of cargo space??  The Giant Big Boy at the end of Austin Powers.
Darrel Cromwell
player, 99 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 17:59
  • msg #76

Re: Ship Ahoy

True...however, I'm trying to focus on realistic fantasy and not penis orientated things...
Quinzella
player, 133 posts
Sun 24 Aug 2014
at 18:08
  • msg #77

Re: Ship Ahoy

oops

*blushes*
Walter Zeller
player, 56 posts
Sun 24 Aug 2014
at 19:36
  • msg #78

Re: Ship Ahoy

For the time being, a smaller vessel, while more likely to get attacked, would be better for our budget. While there is no guarantee that there will be mail, doing it once a month will help with the overhead. And if not, then we have 5 tons more of space for hauling things.  The "extras" does have me curious. If it is smugglers space, just leave them empty a few times or call them emergency cargo space.

We can start with 1-5K per ton cargo as speculation and expand from there.

Concur with ripping out the low berths. Even getting half price for them (25kcr ea.) that will make a good nest egg for speculation (150kcr)
Darrel Cromwell
player, 103 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 19:44
  • msg #79

Re: Ship Ahoy

Walter Zeller:
For the time being, a smaller vessel, while more likely to get attacked, would be better for our budget. While there is no guarantee that there will be mail, doing it once a month will help with the overhead. And if not, then we have 5 tons more of space for hauling things.  The "extras" does have me curious. If it is smugglers space, just leave them empty a few times or call them emergency cargo space.

We can start with 1-5K per ton cargo as speculation and expand from there.

Concur with ripping out the low berths. Even getting half price for them (25kcr ea.) that will make a good nest egg for speculation (150kcr)

As you had mentioned earlier..fuel processors (at least 1 ton)..a real need....that easy stuff...
Kheaiftouaw
player, 86 posts
Sun 24 Aug 2014
at 19:48
  • msg #80

Re: Ship Ahoy

I guess before we make extensive remodeling discussions we first have to decide on a ship and also see its deck plan.

By the way, can anyone explain the special qualities of the Safari ship like Metal Hydride Storage?
Walter Zeller
player, 58 posts
Sun 24 Aug 2014
at 19:53
  • msg #81

Re: Ship Ahoy

Far trader has scoops and purification plant (2 tons)  If we later covert a few tones into additional purification plants, it will help speed up the wait for it to be converted. Over 2 days now, an additional 3 tons of them would get it done in under a day.
Darrel Cromwell
player, 105 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 20:15
  • msg #82

Re: Ship Ahoy

Walter Zeller:
Far trader has scoops and purification plant (2 tons)  If we later covert a few tones into additional purification plants, it will help speed up the wait for it to be converted. Over 2 days now, an additional 3 tons of them would get it done in under a day.

Yep. Well, it's a "merchant's dream"...Honestly, I give less than a damn about our ship in a way....only in the sense what makes sense for us.
StarMaster
GM, 145 posts
Sun 24 Aug 2014
at 20:32
  • msg #83

Re: Ship Ahoy

Metal hydride storage is a battery, presumably meant as an emergency backup to the power plant.

I'm guessing they were explained in the supplement that the ship stats came from.

They didn't call it a battery probably to eliminate confusion with a 'weapons battery'.
Kheaiftouaw
player, 87 posts
Sun 24 Aug 2014
at 20:35
  • msg #84

Re: Ship Ahoy

StarMaster:
Metal hydride storage is a battery, presumably meant as an emergency backup to the power plant.

I'm guessing they were explained in the supplement that the ship stats came from.

They didn't call it a battery probably to eliminate confusion with a 'weapons battery'.


I googled that term and came up with storing hydrogen by bonding it to metal. It would be nice if someone with the expanded ship books could find the rules for the Metal Hydride storage, the solar panels, aerofins, multi environment space and autocannons.
Darrel Cromwell
player, 106 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 20:58
  • msg #85

Re: Ship Ahoy

Ahhhh....well...I'll work on that, but not tonight...too many Guinness to think straight...or even sideways.
Darrel Cromwell
player, 120 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 22:02
  • msg #86

Re: Ship Ahoy

The more I think about it, perhaps the far trader is our best bet...it's simple and I'm hoping that some of the modifications/extras prove useful.
Kheaiftouaw
player, 119 posts
Fri 26 Sep 2014
at 13:43
  • msg #87

Re: Ship Ahoy

I got High Guard a few days ago and now it makes sense that the Safari Ship does not have scoops.
It's kinda hard to refill at a gas giant when you store the fuel in solid form.
Walter Zeller
player, 205 posts
Merchant/Noble
Tue 1 Sep 2015
at 03:52
  • msg #88

Re: Ship Ahoy

With a bit of time on the trip back from the dome, Walter started checking out the various ads to see if there is a vessel that will fit the groups needs, starting with Far Trader Last Chance and Aggressor-Class Corsair Eternal Knight
Darrel Cromwell
player, 310 posts
Noble (Count)
Retired actor
Tue 1 Sep 2015
at 13:44
  • msg #89

Re: Ship Ahoy

Darrel will check the official/unoffical imperial database for any information concerning the Far Trader Last Chance and the Corsair Eternal Knight for any discrepancies in their history, paperwork and general overall news.

OOC:08:42, Today: Darrel Cromwell rolled 14 using 2d6+5.  data check for ships. +1 advocate, +2 Int mod, +1 Skill augment, +1 program.

I just wanted to ensure that there's no catches to our potential ship.
This message was last edited by the player at 14:42, Tue 01 Sept 2015.
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