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Thread: Where are all the designs then?

  1. #1

    Unhappy Where are all the designs then?

    Come on people, it's been 4 days & still no designs posted.

    I would send my own, but I don't like them, they're too overloaded with gadgets. Unfortunately going though SD is like being given a wheelbarrow & the keys to the sweet shop: I want 50 of everything!

    I must admit that I'm never letting my character go anywhere near a Borg Cube. I did a rough draft of one & nearly fell off my giraffe with shock! Not nice, leave 'em to Picard.

  2. #2
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    Wink

    Four days... Four days!?!

    Cripes! Give us folks who weren't part of the playtest some time to digest the boatload (or should that be shipload?) of material Steve designed!

    LQ

    ------------------
    "No one controls me. I'm uncontrollable. The only one who can control me is me... and that's just barely possible!" -John Lennon

  3. #3
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    Melbourne, Australia. Winner of the First Trek Survivor Trivia Show, and Bearer of the Steve Long Pink Elephant Stamp of Learning. :)
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    Cool

    198-pages of electronic document - you want us to read, digest, understand and make designs in only FOUR DAYS?!?!

    Apart from the fact that I've only had the document for two of those days, I've not been able to print it - my little laser printer is not really up to a 200-page print job, so it's off to a printing-shop to get the job done.

    I'm not going to start designs until I get it printed and bound...

    ------------------
    In spite of the cost of living, have you noticed how popular it remains?

  4. #4
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    Post

    And don't forget -- the SHIP RECOGNITION MANUAL is on its way. Why waste your time creating a whole canon ship from scratch when you can wait a few more days and just tweak my design to your heart's content? It'll save time and frustration.

    Of course, I'd love to see some non-canon ships. I am very much looking forward to seeing how people use the rules.

    Steve Long

  5. #5
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    Post

    Very well. I'll post the design for that non-canon ship I keep mentioning. Should I post it here, in the board? I mean, with all the information it might get a little long in the message length department.


    ------------------
    "As long as you can laugh, you are not
    defeated."

    –- Jack Vance

  6. #6
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    Cool

    Here's one:
    I've been toying with this design for a while (in the "old" format) as a good ship for a junior Crew - a way to get those Lieutenants & Ensigns out from under the watchful eye of the Captain and let them do their own "stuff".

    Plus, I also think the Federation needs and equivelant to the Jem'Hadar attack ship or Birds-of-Prey (sans cloak, of course).

    Let me know what you think:

    RAPTOR class
    Class and Type: Raptor-class heavy scout
    Commissioning Date: 2375

    SU costs are in ()
    Power costs are in []

    HULL SYSTEMS
    Size: 3
    Length: 86m
    Beam: 25m
    Height: 12m
    Decks: 2
    Mass: 4,000 t
    SUs Available: 1,000
    SUs Used: 999

    Hull
    Outer (12)
    Inner (12)

    Resistance
    Outer Hull: 6 (6)
    Inner Hull: 6 (6)

    Structural Integrity Field
    Main: Class 3 (Protection 21/60) [1/10 prot/rnd]
    Backup: Class 3 (Protection 11) [1/10 prot/rnd]

    PERSONNEL SYSTEMS
    Crew/Passengers/Evac 8/3/40
    Officers/Enlisted 5/3
    Crew Quarters
    Spartan (6)
    Basic (3)
    Expanded (1)
    Luxury (1)

    Environmental Systems
    Basic Life Support (13) [4]
    Reserve Life Support (6) [2]
    Emergency Life Support
    (18 shelters) (6)
    Gravity (3) [2]
    Consumables 1 year (3)

    Replicator Systems
    Food Replicator network (3) [3]
    Industrial Replicators
    Network of small (3) [2]

    Medical Facilities 6 (30) [6]
    EMH Mk I (5) [2]
    Recreation Facilities 4 (32) [8]
    Personnel Transport
    Basic only (3)
    Fire Suppression (3) [1]
    Cargo Holds (1)
    (Deck 2, Forward of Engineering)
    Escape Pods 80 (4)
    Capacity 2 persons / pod

    PROPULSION SYSTEMS
    Warp Drive
    Nacelles Type 5B (60) [45]
    Speed: 5.0/7.0/9.0
    PIS: Type E
    (8 hrs maximum) (10)

    Impulse Engine
    Type: Type 4B
    (0.65c/0.85c) (23) [7/9]
    Location: Aft

    POWER SYSTEMS
    Warp Engine
    Type 7/M (85) [399]
    Impulse Engines
    Class 4B [38]
    Auxiliary Power (15) [25]
    Emergency Power Type A (25) [25]
    EPS (Standard +330power)(35)

    Standard Usable Power: [437]

    OPERATIONS SYSTEMS
    Bridge (Forward section) (15)
    Computers
    Core 1: (6) [5]
    Core 2: (4) [2]
    Upgrading: Class Beta (8) [4]
    ODN System (9)

    Navigational Deflector (12) [5]
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Forward ventral

    Sensor Systems
    Long Range Sensors (34) [5]
    Range Type 4
    Strength Type 6
    Gain Class Beta
    Coverage: Standard
    Lateral Sensors (14) [5]
    Strength Class 4
    Gain Class Beta
    Coverage: Standard
    Navigational Sensors (12) [5]
    Strength Class 4
    Gain Class Beta

    Probes (26 total) (3) [5]

    Flight Control Systems
    Autopilot 1(3) (10) [1]

    Navigational Computer
    Main: Class 3 (+2)(12) [6]
    Backup: 1 (1)

    Inertial Damping Field (14) [3]
    Main: Strength 9
    Number: 2
    Backup: Strength 2
    Number: 1
    Attitude Control (1) [1]

    Communications Systems (20) [4]
    Type 6
    Strength: 6
    Basic Uprating: Alpha (+1)
    Security: Delta (-2)
    Emergency Comms (yes)

    Tractor Beams
    Main: Class Gamma (9) [3/str]
    Accuracy: 4/5/7/10
    Location: Aft ventral
    Secondary: Class Alpha (3) [3/str]
    Accuracy: 5/6/8/11
    Location: Shuttlebay

    TRANSPORTERS
    Type: Personnel (34) [6]
    Pads: 6
    E/R Array: Type 6 (40,000 km)
    E/T Coils: Class H
    No.: 2 amidships
    Type: Emergency (15) [4]
    Pads: 12
    E/R Array: Type 3 (15,000 km)
    E/T Coils: Class H
    No.: 1 amidships
    Type: Cargo (11) [2]
    Pads: 4
    E/R Array: Type 3 (40,000 km)
    E/T Coils: Class H
    No.: 1 aft

    Security Systems (14)
    Rating: 2
    Anti-intruder System: Yes [1]
    Internal Force Fields [1/3 str]

    Science Systems
    Rating: 1 (+0) (6) [1]
    Labs: 1 (2)

    TACTICAL SYSTEMS
    Forward Pulse Phaser Cannon (41)
    Type: X
    Damage: 250 [20]
    Emitters: 160 (4 shots/rnd)
    Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000 km
    Location: Forward centreline
    Firing Arc: 90 x 90
    Firing Modes: All

    Dorsal Phaser Array (26)
    Type: VII
    Damage: 140 [14]
    Emitters: 120 (3 shots/rnd)
    Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000 km
    Location: Dorsal ring
    Firing Arc: 360 x 180
    Firing Modes: All

    Ventral Phaser Array (26)
    Type: VII
    Damage: 140 [14]
    Emitters: 120 (3 shots/rnd)
    Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000 km
    Location: Ventral ring
    Firing Arc: 360 x 180
    Firing Modes: All

    Aft Phaser Array (18)
    Type: VII
    Damage: 140 [14]
    Emitters: 80 (1 shot/rnd)
    Interlock: Accuracy 4/5/7/10
    Range: 10/30,000/100,000/300,000 km
    Location: Aft strip
    Firing Arc: 180 x 180
    Firing Modes: All

    Forward Torpedo Launcher (14)
    Standard Load: Type II Photon Torpedo (200 damage)
    Spread: 4
    Range: 15/350,000/1,500,000/4,050,000 km
    Targeting: Accuracy 4/5/7/10
    Power: [20] +[5] per torpedo launched
    Location: Forward centreline, above
    pulse phaser cannon
    Firing Arc: Forward (self-guided)

    Aft Torpedo Launcher (14)
    Standard Load: Type II Photon Torpedo (200 damage)
    Spread: 4
    Range: 15/350,000/1,500,000/4,050,000 km
    Targeting: Accuracy 4/5/7/10
    Power: [20] +[5] per torpedo launched
    Location: Aft centreline
    Firing Arc: Aft (self-guided)

    Torpedoes Carried: 60

    TA/T/T/S: Class Gamma(13) [2]
    Strength: 9
    Bonus: +2
    Backup: Yes

    Shield (Forward, Aft, Port, Starboard) (113) [124]
    Shield Generator: Class 4 (Prot: 310)
    Shield Grid: Type C (50% increase to Prot: 465)
    SFD Amplifiers: Class Delta (Threshold: 180)
    Recharging System: Class 1 (45 seconds)
    Backup Shield Generators: 1

    Auto-Destruct System (3)

    Shuttlebay(s): Capacity for 4 size worth of ships (8)
    Standard complement: 2 shuttlepods
    Location: 2 bays, on either side of dorsal ring
    Captain's Yacht: No

    DESCRIPTION AND NOTES
    Fleet Data:
    The RAPTOR class is a new design which has recently come out of
    Utopia Planitia. Originally designed to fulfil a light escort and
    fleet support role during the Dominion War, it has been reclassed as
    a heavy scout since the cessation of hostilities.

    As early as 2370, with the destruction of the USS ODYSSEY by a
    Jem'Hadar attack ship, Starfleet realised the notion of a light,
    manouvreable, easily-produced and small-crewed vessel was something
    that had been neglected by the Federation for a long time.

    The success of the Klingon Bird-of-Prey series, and the recently
    observed effectiveness of the Jem'Hadar attack ship amply demonstrated
    the need to Starfleet that an equivelant to these ships was needed.

    The vessel itself is based on the design of the DEFIANT class hull, but
    scaled down to approximately 86 metres in length. The overall shape is
    almost the same, although the bridge is located in the probiscis-like nose
    of the ship, rather than the traditional "top-and-centre" common throughout
    Starfleet.

    Deck 1 contains the bridge, sickbay, mess and some quarters.
    Deck 2 contains the majority of quarters, the holodeck and industrial replicators.
    Main engineering passes through both decks amidships.
    The vessel's complement of 2 shuttlepods are stored in two small bays on either
    side of main engineering.

    Noteworthy Vessels / Service Records / Encounters:
    USS Raptor (NX-76440), prototype; USS Peregrine (NCC-76449); USS Harrier (NCC-76521);
    USS Kite (NCC-76545)


    ------------------
    "May I find you with peace, and leave you with hope."

    [This message has been edited by Aldaron (edited 12-04-2000).]

  7. #7
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    Post

    Tried the Borg Cube myself last night. Had to jury-rig some extra systems (more powerful shields - Class 10 as I recall [650 Threshold/2000 Protection] - considered making a normal shield multiphasic but not certain if that fit) but worked quite well. SU used is currently at about 9200, but I intend to go back and put in duplicates of several systems to represent the redundancy of the Borg design. Lowered the Crew Quarters cost to 1SU per 100 alcoves. Has two Class 10 warp cores for main power and five top-grade impulse reactors as backup. One question - how much damage do Borg torpedoes do? I was going to make them the same as Mark II Quantums.

    ------------------
    "We are the Borg. You will be assimilated. Resistance is futile."

    "Mr.Kalor, give them a full spread of Quantum Torpedoes - let's see if they're right on that last point"
    Captain Matt Hunter, USS Tempest NCC-81205.

  8. #8
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    Wow, you got off cheap, Capt. Hunter. The Borg Cube I wrote up for the SRM came away with 10,797 SUs. Clearly, your engineers are better than my engineers.

    Steve Long

  9. #9
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    Post

    Originally posted by Steve Long:
    Wow, you got off cheap, Capt. Hunter. The Borg Cube I wrote up for the SRM came away with 10,797 SUs. Clearly, your engineers are better than my engineers.
    Clearly, Steve, you must adapt to this challenge by giving your own engineers the cooler uniforms, and no SU cost.


    BJ

  10. #10
    AslanC Guest

    Talking

    Originally posted by Steve Long:
    And don't forget -- the SHIP RECOGNITION MANUAL is on its way. Why waste your time creating a whole canon ship from scratch when you can wait a few more days and just tweak my design to your heart's content? It'll save time and frustration.

    Steve Long
    Just a sort of OT Question Steve, will the SRM have images of the ships in it?

  11. #11
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    Actually Steve, I'd lay odds your stats are probably closer to the real thing than mine. I didn't do anything about coming up with better (ie: better than the maximum listed) sensors or communications. I also probably got the crew quantities wrong (I came up with 5000/0/200,000, based on the 192,000 drones aboard the cube 7of9's parents were studying). I'm also starting to think she should have way more fusion reactors and more than one torpedo launcher per "face". I gave her two energy beams per side, one cutting beam, the feedback pulse and shield drainer. Looking at the shields again, I reckon multiphasics might not be such a bad idea - a cube did last four days in a running battle with Starfleet and had only just suffered "major damage to her outer hull". The current Protection I've given her shields wouldn't last long against a single ship firing Quantum torps (although the shields are regenerative ). She has ablative hull armour too (I can see my players quaking in their boots)...

    ------------------
    "We are the Borg. You will be assimilated. Resistance is futile."

    "Mr.Kalor, give them a full spread of Quantum Torpedoes - let's see if they're right on that last point"
    Captain Matt Hunter, USS Tempest NCC-81205.

  12. #12
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    Clearly, Steve, you must adapt to this challenge by giving your own engineers the cooler uniforms, and no SU cost.
    Waitaminnit -- my engineers are geeks? They don't have the latest, coolest uniforms yet?

    This sucks. Time for a ship's visit to the haberdashers. [1]

    Steve Long

    [1] Piggish males may substitute "...to the Planet of Kittenish Haberdasher Babes" instead.

  13. #13
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    Just a sort of OT Question Steve, will the SRM have images of the ships in it?
    Nope. The same potential copyright infringement and timeliness issues apply to make this an impossibility.

    Perhaps later iterations of the SRM, if any, will feature pictures of ships for which we have no canon illos -- assuming I can find volunteers willing to draw them to my nit-picky perfectionist specifications.

    Steve Long

  14. #14
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    Smile

    Swampy - thanks for the bug report!
    I did miss a coupla things, didn't I? (Hey, I'll use the excuse it was my first Spacedock design! )

    - The officer/enlisted ratio seems off, I'd have though a couple of officers, 2-3 senior enlisted & the rest junior enlisted.

    I agree wholeheartedly - the only thing is, I originally designed this with my players in mind: a command officer, a medical officer, a security officer and an engineering officer. The idea was to give them their own ship, even though they're junior officers.

    I guess I could change the ratio and just make my players' ship a special case.

    - You'd probably also have all Spartan quarters as per Defiant. Small ships aren't renowned for their comforts.

    I was initially going to do this, but the RAPTOR has been reclassified from a warship to a long-range scout ship. The idea, I was thinking, would be to have them perform similar, albeit scaled-down, missions to explorers. Therefore the ship is likely to be on missions that are months long (especially considering the relatively low cruise speed). When the spreadsheet gave me those figures, I thought they weren't too shabby, considering its new mission profile.

    That's the reason, incidentally, why the thing also has a pretty nifty recreational rating. Six months cooped up on a space-going submarine would degrade crew performance, IMO.

    - Your medical facilities can't accomodate an EMH & seem a bit high for this sort of vessel. Particularly since it means one of your crew is a ship'd Doctor, that only leaves 7 for everything else! I think this is just a gap in the rules. I'd suggest fitting a class 1 facility to represent a simple first aid station with no assigned medical personnel. The EMH can be explained as a special case installation since they're ideal for small craft like these.

    Whoops! Good catch!
    I've done that - reduced the Medical to 2 and thrown in an EMH as a special case.

    - Your total comms security should be -4 not -2. You get a basic -2 for the Class 6 comms plus a further -2 from the Delta upgrade.

    Another good catch! Guess that's what comes of doing the thing at 1 AM! The spreadsheet showed -2 and -2; I just didn't think to combine them.

    - Your cargo transporter should be rated in mass capacity not the number of pads, ie. it can shift 400kg

    Ah...is that 400 per pad (ie: 1600 for 4 pads), or 100 per pad (400 for 4)?

    - Your pulse phaser should have accuracy 3/4/6/9 since you have to have a Gamma API, which I think you've done by the SU cost, but it should only be able to fire in Standard & Wide Beam modes thus reducing cost to 39 SU. The modes available is a bit confusing: page 67 suggests Wide Beam can't be used, but page 70 & the Defiant design says otherwise.

    Nope, I've used a Class Beta API, so the accuracy is okay. I've removed the wide-beam mode, however.

    - Your shuttlebay could hold 4 shuttlepods (Size 1) or 2 full sized shuttles (Size 2), I take it you just left spare capacity?


    Yep - I was originally toying with the thing carrying a couple of fighters (in the original, warship-like specs) so it had a sort of multivector assault mode (ie: deploy the fighters & work with them). I tossed that out early on, however. I kept the shuttlebays, though, 'cos I thought it'd be useful to have the spare space for visiting shuttles, etc to be able to dock.

    I still like it though.

    Thanks - give me a day or so and I'll post the debugged version.



    ------------------
    "May I find you with peace, and leave you with hope."

  15. #15

    Post

    Aldaron

    The cargo transporters effectively move 100kg per pad.

    Your pulse phaser must mount a Gamma API, it's a requirement of the model (last paragraph of the pulse phaser description page 67). Of course this could be a new cut-down pulse design being trialed on the Raptor-class

    I hear what you say about designing at 1AM, it's rather addictive isn't it? Every night so far I've been up until 2-3AM, I've got to stop, my boss is giving me dirty looks when I stroll in late.

    Swampy

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