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Thread: Ship design suggestions

  1. #1

    Unhappy Ship design suggestions

    I want to give a crew of 3 to 5 Federation Elite Forces their own ship, for some added mobility. I intend the crew to operate under the supervision of a Starbase, which would hold the HQ of the EF on that region of space (probably comprising some sectors, since the EF isn't a big division of Starfleet in my game, probably some 1k officers or less) so their ship doesn't need to be big or fast. If they need to move faster they could take a hike on another ship.

    A friend suggested a Raven class and it seems to be a nice idea, but I want to make some modifications to it's civilian specs if I am to use it's frame. Another option is for me to plan another, completely different class.

    What do you think? Is there another class that could be used? I'm a new GM, so any help will be great...

    Thanks in advance!

  2. #2
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    I'd say it's always better to go with your own design instead of going with something someone else did. After all, you know exactly what kind of equipment you want your characters to have access to.

    My PCs are (for now) based on an Excelsior-class ship. I designed a size 2 shuttlecraft with just enough equipment and weaponry to mean that the characters could defend themselves, but that they would have to choose their battles carefully. I suppose it could've been described as a "runabout", but I thought of it more as a 24th century C-130--an old, incredibly reliable design intended to convey all manner of cargo in all manner of conditions. Thus, when I wanted the PC's to be "on their own", I'd send them off in one of these ships.

  3. #3
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    Well, do you see these 'Elite Forces' (I am presuming you are taking this from the ST:VOY based FPS game) as their own seperate force, or part of the already existing Organisation table?
    What do they fall under, and who is their higher up, organisation wise?

    If they are a part of an already existing table of organisation, there would be already a list of equipment that is standard to that type of unit (of course there are always exceptions). Furthermore, depending on the nature of the organization and where it falls under would determine how often they would operate independently, or be attached in support to a larger unit.

    Theoretically, what is depicted in 'Elite Force' would be a corps group of volunteers on the USS Voyager that trained, in addition to their normal duties (since VOY would always be manpower short) for especially hostile Away Missions. That way, you don't have the 'red shirt' effect, which would be detremental when you can easily recieve replacement seamen (if at all).

    However, if you attend to operate them seperatly you have to consider several questions. For instance, if they are designed to be a covert operations unit, their equipment and vessels would be designed or selected to either be common and inconspicious, or technologically edged to reduce or eliminate detection (most PCs prefer the latter for the 'l337'ness factor). However, if they are designed to be a strike force forward of larger units, their vessel would emphesis armor and survivability.

    Therefore, I would suggest a new 'Runabout' design, as they are common enough to not be noticed, but modifiable enough to pack a punch given the need. Or, one could look at a long range 'Hopper'. These are just ideas. However, I would fear giving the GMs to powerful a vessel, otherwise they will just power through their campaign rather then having to tactically use their limited resources.

  4. #4
    I am indeed basing my campaign in the game concept. Especially in the idea laid out on the EF2 game, that shows that the idea has been adopted by Starfleet.

    I imagine them as being troubleshooters, solving problems that require highly trained officers but are localized enough not to need a galaxy class ship assignet to it. In this scenario they'd be a division of starfleet, somewhere in between the marines and regular ship crews. They are not an assault team, but could be used for tactical missions and covert ops, as well as an occasional diplomatic mission. In this case they would have local HQ at strategically chosen starbases and would need their own ships, being more of a Starfleet SWAT.

    One other option would be to assume that the best way to implement the Elite Force program is to have one or more of those teams on each vessel. in this case my problem is solved.

    I am really interested in your ideas JALU3. Would you like to help me develop the EF concept? It seems to have great potential, but I want it to be something that makes sense, not just another excuse to blow up stuff. If you like the idea just PM me or reply at the series seeds thread, where I posted about it yesterday.

  5. #5
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    Sounds like Starfleet Battles/Prime Directive's Prime Teams to me

    Another potential source of material, perhaps?
    Jon

    "There are worlds out there where the sky is burning, where the sea is asleep and the rivers dream; people made of smoke and cities made of song.
    Somewhere there's danger, somewhere there's injustice, and somewhere else the tea is getting cold. Come on, Ace, we've got work to do."
    THE DOCTOR, "Survival" (Doctor Who)

  6. #6
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    As for a ship I would recommend a runabout. With their swapable modules and acces to a starbase it would allow for all the "standard" type adventures.

    Edit: Or you could use the federation scout that Data was flying in Insurrection. (forgot about that one)
    Last edited by IceGiant; 01-11-2005 at 02:40 PM.
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  7. #7
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    Well, in my Original Prime Directive/TNG campaign, I had the characters operate off of a Clemanceau Class Through Deck Heavy Cruiser (read: space craft carrier) and they had a modified runabout they would use to go off and do things in the sector that the ship was assigned to. it was more a home base than a home for them really.
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  8. #8
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    Quote Originally Posted by plassis
    I am indeed basing my campaign in the game concept. Especially in the idea laid out on the EF2 game, that shows that the idea has been adopted by Starfleet.

    I imagine them as being troubleshooters, solving problems that require highly trained officers but are localized enough not to need a galaxy class ship assignet to it. In this scenario they'd be a division of starfleet, somewhere in between the marines and regular ship crews. They are not an assault team, but could be used for tactical missions and covert ops, as well as an occasional diplomatic mission. In this case they would have local HQ at strategically chosen starbases and would need their own ships, being more of a Starfleet SWAT.

    One other option would be to assume that the best way to implement the Elite Force program is to have one or more of those teams on each vessel. in this case my problem is solved.

    I am really interested in your ideas JALU3. Would you like to help me develop the EF concept? It seems to have great potential, but I want it to be something that makes sense, not just another excuse to blow up stuff. If you like the idea just PM me or reply at the series seeds thread, where I posted about it yesterday.
    Regarding your second idea . . . that would be the easist way of going with things. Think of them more like a Heavy Weapons Squad that is part of a medium to large size vessels tactical compliment. Whereas the rest of the Tactical corps personnel are assigned to areas like weapon systems mantinance or more trained in line to MP training . . . there would be a need for a more tactically centered force. They may be dedicated to this squad, or (maybe) on smaller size vessels, be trained for this, but have on a normal basis, regular duties that they must carry out. For instance . . . on the latter idea the Heavy Weapons squad is a normal corpsman assigned to the aid station off of Main Engineering; however, when an especially dangerous assignment is brought up, he is sent with this squad on that mission.

    On the first . . . your ideas of how the Federation is organized plays heavily into how the EFs would be . . . maybe, like I said EF, is just a nomincalture for a more official unit title.
    I was thinking about this while @ work . . .
    Now if you see the UFP more like a Confederation or more of a Federal set up, and if this AO is more towards the UFPs 'core', then this unit could be thought of something more like a FBI Anti-Terrorist team or something like that. They are trained at the Federation level (due to the vast amount of accessable resources). . . however, can be sent to a Member Planet, or some other affiliate (whether Established Colony, Friendly species, etc.). Thus providing a capability, in limited amount, that would exceed that which is contained by that Planet/system. They could be requested by the proper authorities, by say a Starfleet Attache, if they are even part of Starfleet (they could be part of FIS, or UFP GF, or some other UFP entity).
    Or, if they are towards the outer edge, in an area dominated by Colonies, you could model them on the US Marshals in the wild west, enforcing laws in an area with little standard resources . . . and with the Dominion War happening, several dozen sectors away, it would make their resources more limited.
    Again these are just ideas, and how you model the Federation determins how this "EF" team would operate.

  9. #9
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    I was thinking some more about the latter idea that I had posted . . . about them being designed more like US Marshalls in a territorial area that is just becoming populated . . . or something else like that.

    You can model a large size three vessel that is basically a travelling, armored space wagon of sorts. It would be lightly armed, heavily armored, and would serve as a moving base of operations, providing your group with a place to sleep, have a secure and stable place to keep extra stores, a decent sickbay, and for where a NPC could be tasked in the quartermaster and admin (gotta hate those MOUNDS of paperwork) position . . . or you can have one of your PCs do that.
    Upon this vessel, you can have docking places for two Venture Class Scouts (Like the one seen on Insurrection). I was thinking the hard dock to the sides of this vessel so that when attached they fit seemingly into those docking spaces (much like the Captain's Yacht on the Galaxy Class Explorer, but on the sides). These would provide the guns (all be it limited)of your small group.
    This way they would be independent, but self sufficient.

    Otherwise you can have a small fleet of three Danubes, and two Ventures . . . possibly one modified (this one would have its Micro Torpedoes removed, and replaced with one photon torpedo launcher, and the area to store a small number of Type II Photon Torpedoes (about 12); that is if you want them to have some real umph in those tight situations.
    One Danube could be internally modified for Admin/Medical purposes, One internally modified to carry extra stores and for your engineer, and the other a dedicated barracks. Again, the Ventures would be the guns of the group.
    This would allow you to split the group up, and be more tactically flexiable. The difference is that they are FAR more vunerable this way.

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