I know I already commented on this but I was flipping through some other books and spotted some things I could use as feedback. I've fixed some of the spelling and reworded a few things inside the "quotes."
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CARRIER SPACECRAFT SYSTEMS
Unlike normal Auxilliary Spacecraft Systems, Carrier Spacecraft Systems are much more massive and require more internal space. Thus only ships of Size 6 and larger can have Carrier Systems onboard. Further the builder must decided between Auxilliary and Carrier System as a ship can not posses both.
What was the justification for this exactly? The issue of mass/space should be determined by its SU or Power cost, it seems sort of arbitrary (especially for Spacedock) to say that you simply cannot combine them no matter what.
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FLIGHT DECK
SU Cost: 2 x combined size of ships which can be stored
Unlike a shuttle bay a Flight Deck is designed for one purpose, launching spacecraft. Further, the flight deck is where spacecraft are readied for their missions by a large contingent of Flight Deck crew: flight officers, ordnance and other vital personnel. While it is possible for craft to land on the flight deck most recovery operations are carried out on the Recovery Deck.
How is this really any different from an oversized shuttle bay? I'm not sure much of a distinction needs to made between them. Simply note that on carriers the large shuttlebays are referred to as "flight decks" out of respect for naval tradition or something.
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A typical Flight Deck will be able to accommodate two-thirds of the carriers full spacecraft complement, usually 80 points worth of spacecraft at one time on large fleet carriers. Further the Flight Deck actually launches by means of power assist devices (called a Catapult) which cost 1 Power per craft launched that turn. A Flight deck can launch as many craft as the ships Size.
For example, a Size 6 carrier is capable of launching 6 craft at one time.
This is a bit confusing. Is there any limit to how big each of those launched ships can be? That is, does a Size 2 fighter take as much time to launch as a Size 1?
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A Typical Spacecraft launch Takes 30 minutes from the moment the craft is brought up from the Hanger Deck to the Flight Deck.
This seems extremely long, long enough so that recovered fighters have pretty much zero chance of being put back into the fight. Perhaps use the times for fighter recovery and launch from Star Fleet Battles?
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A Flight Deck is constructed in the same manner as a Shuttle Bay.
Another reason to just make it a large shuttlebay.
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SPACECRAFT FIRE SUPPRESSION & RESCUE SYSTEM
SU Cost: 2 x Size
Power Cost: 3 power/used/round
Due to the nature of high-volume flight operations all carriers have a self contained Fire Suppression system capable of flooding the entire spacecraft system decks or part of with UHE (Ultra High Expansion) Foam capable of retarding even plasma fires.
I'm assuming this would prevent flight operations from occuring if all your shuttles are foamed in? How did they usually extinguish plasma fires in Star Trek anyways? Venting to space may or may not work. In any case flight decks probably would operate in vacuum (better wear an environment suit!) to help prevent such occurances to start. Wearing a skinsuit and helmet wouldn't be much more encurmbering then modern safety gear worn by flight crews and Star Trek ships would be far easier to work with then modern aircraft.
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There is also a larger dedicated system for manually fighting deck fires and for rescue of trapped pilots in crashed spacecraft on the deck. These units are spread through out the various decks. The System requires 3 Power per round when in use.
This is noted in the stats, you probably don't need to say it again. What exactly is this dedicated system for rescueing trapped pilots? Why not use a transporter? Heck you could beam the pilots out of their craft even before the ship itself is recovered. If hes fine you can beam him right back to operations for debriefing!
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Once a Deck is flooded it remains so until sensors measure that sufficient amounts of heat has been vented or cooled.
And what does being flooded do?
In all I don't think this really necessitates a separate system, I can't really think of anything that normal shuttle operations would differ so greatly from that of a flight deck. I assume the SU cost of a shuttlebay includes the necessary safety equipment, as does the ships standard emergency gear (forcefield fire suppression, etc). If there was really a fire hazard it would be best to vent to vacuum to lower the heat point of any material and prevent reflash.
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HANGAR DECK
SU Cost: 2 x combined size of ships which can be stored + 10
Just personal note from my GURPS background but 3x Size of stored ships seems adequate for "long term access" representing the maintenance shops, access area around each craft, and support equipment. This area would probably NOT include industrial replicators (buy those separate).
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This is a large deck design for repair of spacecraft and their general maintenance requirements. It is capable of holding, like the flight deck two thirds the full compliment of the carriers spacecraft.
Eh? Might want to note that it typically holds that amount.
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There are also areas for specialized repairs, temporary ordnance storage and evacuation needs.
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A typical hangar deck cost 2 x combined size of ships which can be stored + 10.
You probably don't need to restate this again.
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Another function of the Hanger is the refilling of the small deuterium tanks of spacecraft which while allowing long use usually require refilling at least twice during high tempo spacecraft flight operations, usually after 15,000 hours of service. The time required for such operation is usually 15 minutes per size of the ship i.e. a size 2 spacecraft requires 30 minutes to refill.
Huh? What exactly requires a refill during operations? The shuttlecraft tanks or the deutrium tanks themselves? In any case I don't see why the shuttles require all that much deutrium/antideutrium. Mean time between shuttle refuellings are not given but 15,000 hours (625 days!) is plenty of time to do this at stardock if necessary or at other times when not in combat (unless you're fighting constantly without resupply or rest for almost 2 years straight). I think you're trying to get too much conventional carrier operation stuff into this http://www.trekrpg.net/Board/ubb/wink.gif
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RECOVERY DECK
SU Cost: 2 x combined Size of ships which can be stored
The opposite of a Flight deck the Recovery deck. Unlike its Shuttle Bay counterpart it is design for non-tractor beam landings.
I would assume they would have tractor beams for non-combat operations. Otherwise trying to pilot a craft into a ship travelling at relativistic velocities would be an accident waiting to happen.
ON the other tentacle I don't see a need to differentiate this from a normal shuttlebay either, just make up rules for Combat Shuttle Operations that make use of the existing facilities.
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It is the pilots job to land the craft using a multitude of devices such as reverse thrusters, mag locks and even as an emergency arresting wires.
If you're using wires why not use tractors? And would wires be able to stop a craft with an ISP of several thousand? I assume that these recovereis will be at impulse speeds - and slowing a shuttle from .25c to 0 is going to take more then some arresting wires!
Note that in the show the ship is usually not moving (relative to the shuttle) when it is recovered. Most carriers are probably going to hang back behind the battlelines to launch and recover their strikecraft.
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The bonus to this is that recovery operations require no power but is the most dangerous operations in all of Starfleet, usually meaning a Spacecraft or Ground Vehicle skill test at a difficulty of 7.
Ground Vehicle?
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A Hangar deck is usually built to accommodate one half of the Carriers full compliment at one time and can recover 2 craft per every minute of operations.
Why is it limited to two craft no matter the size?
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But this is not the only method of figuring out the size of a Recovery Decks. For example on larger Fleet carriers such as the Foch Class there are two Recovery Decks which can accommodate one forth of its compliment but can recover four craft per minute.
Why not just get tons of Recovery Decks then? From an efficiency standpoint thats the way to go.
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ELEVATORS
As most of the Decks are located above one another they are connected by a large system of elevators. These elevators can usually accommodate a Size 1 spacecraft.
This seems to sort of contradict the later information.
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However large ones on starbases and stations do exist. Its takes one minute per every three decks lifted up and 30 seconds to go down 3 decks.
I'm assuming this uses a turbolift style system. With antigrav the only problem is inertia I would imagine.
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Each elevator cost 2 SU per 1 Point of Spacecraft lifted at one time, up to a max of 6 points worth of spacecraft (6 SUs). A Typical Elevator such as the four man ones on the Foch can carry either two Size 1 Spacecraft or one Size 2 Spacecraft.
Four man? I assume you mean 4 SU?
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However the Foch also posses two elevators to lift a Size 3 spacecraft. Power cost is 1 Power per round used per every 2 points of spacecraft lifted.
[This message has been edited by Tzeentch (edited 01-15-2001).]