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Thread: The nitty-gritty of colony setup

  1. #16
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    hmm,
    sorry if that post confused people..

    I forgot to put down after the cargo transport/tug containers as used by the ptolemy class and a few other non cannon vessels...

    but lancer, he said that the previous colony world was devestated and so the colonists have to be relocated or perish.

    But something I just thought of is what do the colony survivors think of moving to the G-Q ?

  2. #17
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    Hiya, Guys,
    I have avidly following this post for a couple of days and I have been thinking about the problem a lot.
    First of, I have taken some ideas and inspiration from Anne McCaffrey's Doona, Pern and Freedom series of Novels and the Old, and now defunct FGU Other Suns game, as well as Stargate SG-1 to flesh out the program to Colonise an M-class Planet and it's Star System. This program would be the NORMAL Peace-Time Procedure and it is comprised of four or five, over-lapping stages.
    PHASE 1: Initial Discovery and Exploration of System by either and/or by a Long Range Unmanned Probe or a Rigel class Heavy Scout, duration of mission 3-4 weeks.
    PHASE 2: Extensive Exploration and Initial Survey of System and M-Class Planet by an Explorer or Exploratory Cruiser, Duration 4-6 Months.
    PHASE 3:Full Scale Survey of System, at this Stage, the Survey is taken over by a Task Force consisting of a Survey Ship, e.g. a Korolev Class, acting as a mother ship for a Task Force of Heavy and Light Scout Ships, Runabouts, Shuttlecraft and Pods, and possibly a Light Cruiser or a Light Escort/ Frigate for Defence, together with a Deneva class Light Transport. Amongst the personal assigned to the mission would be Starfleet Rangers and Engineers, would work alongside the Science Teams to Explore the System and build Temporary and Permanent Research Bases, the Exploration and Science Team could also include Aquatic Personal such as Dolpins, Mission Duration 3-5 Years.
    PHASE 4: Initial Colonisation, the Initial waves of Colonists would be brought in by Deneva class Transports, they can carry 1100 passengers and 200,000 sq metres of cargo in the ship plus up to six cargo pods, each capable of carrying 600,000 sq metre of cargo and/or passengers, together with up to 15 assorted shuttlecraft. This initial wave would work along side the Rangers and Engineers to set up the Colony, as well as the rest of the survey task force for a period of up to two years before most of the task force except for the Rangers and the Engineers. Apart from the Deneva, other ships that could be deployed permanetly to the system could be either a Light Escort or Frigate, along with a wing of 8 SAF, two light scout ships, 3-4 Runabouts and a dozen + Shuttlecraft and Shuttle Pods.
    PHASE 5: Full Colonisation of planet by a variety of Federation and other allied Races for a variety of reasons. This not only includes Farmers and Miners, but also could include, possibly Low Risk Convicts serving out prison sentences on a Penal Colony. The Force of Colony Support Ships established in Phase 4 would continue on post along with a Platoon of Starfleet Rangers. The force of Deneva class of Light Transports would probably increase to approx. 3 or 4, with an Escort Force consisting of a Cruiser/Frigate and a Couple of Escorts.
    During this process, I imagine you could run several different types of adventures, ranging from the crew of the orginal Scoutship, the Explorer or Exploratory Cruiser, or one of the Planetary Exploration and Survey Teams.
    Dave, I hope this disitation will help you in planning your game, especially in ideas for different types of ships you could use, another Ship you could possibly use would be an Ambassador class Heavy Cruiser nee Explorer instead of a Nebula or an Excellsior class, you could also use an Intrepid class instead of a Korolev as well, but the minimum I would recommend would be an Ambassador Hvy Cruiser, a Deneva Light Transport and a Squadron of 4 Heavy and Light Scoutships, either and/or Rigels and Talons, along with 3-4 Runabouts and 12 Shuttles, together with a platoon of Rangers on the Ambassador and a company of Engineers on the Deneva.

    ------------------
    "Those Klingons are up to something, I can feel it in my bones"
    Cmmdr JT Wayland
    Strategic Operations Officer, Starbase 415, Dragomer Sector, Klingon Border, 2372

  3. #18
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    Dave,
    Another possible source of inspiration for adventure ideas is the book Redliners by David Drake (URL below), the book is about a group of war weary Commandos who are sent with a group of colonists to protect and help them colonise a world.
    I hope this is of help, but I also strongly recommend reading Anne McCaffrey's books DragonsDawn and Decision on Doona.
    http://www.baen.com/library/067187733X/067187733X.htm


    ------------------
    "Those Klingons are up to something, I can feel it in my bones"
    Cmmdr JT Wayland
    Strategic Operations Officer, Starbase 415, Dragomer Sector, Klingon Border, 2372

  4. #19
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    <font face="Verdana, Arial" size="2">Originally posted by JALU3:
    Hmm . . . good point, and a good counter to my initial proposition. However, what would you say to an Excelsior (upgraded) and a large transport? Excelsiors would be able to be released from normal duties to help with a new colony, and is large enough to ward off most minor threats. Furthermore, a large transport/colony vessel, can more than carry the initial amount of equipment and the smaller craft aforementioned in my previous posting. Figure a Colony/Transport vessel about size 8, mainly comprised of cargo space.

    However, I would still think that the aforementioned task force would be more efficient.

    </font>

    A very large, old transport is actually a good idea. Include some cargo shuttles, and have the colonists break up the ship for building materials and equipment (powerplant, ect).

    A single Excelsior would work as a "guard ship" which stays in close proximity to the colony if there are other ships in the sector (and there should be... you don't stick a single colony in the middle of the quadrant by itself) that could be called upon to help out. If it's going to be the only ship within a few days travel it should probably be a Nebula.

    Another idea would be to have a Nebula exploring the sector, and assign a flight of 4-6 fighters to the colony. They could perform near-space patrols and sweeps.

    ------------------
    "I'd rather die standing than live on my knees..."
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  5. #20
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    <font face="Verdana, Arial" size="2">Originally posted by Lancer:
    Ahh, but the sweet thing about the Nebula is, that you have so many options with the pods. Not all of them are sensor modules after all.
    If you can use standard cargo modules from a transport ship dpends, on wether you really use transports for the colony setup or not. If you do that's certainly a good option.

    What should not be ignored is the fact, that after the Dominion War the Federation has a lot of rebuilding to do. I don't imagine that a colony in the G-Q would be high up on the resource allocation list.
    Even if you want to project an image of normality resources can only be stretched so far.

    Just a few random thoughts anyway.

    </font>
    They wouldn't (or shouldn't) be setting up a colony if they can't provide at least the minimum resources to do the job... otherwise you're wasting the resources you do allocate.

    That's not to say there couldn't be a SNAFU and the resources allocated for the colony get diverted to something else.


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    "I'd rather die standing than live on my knees..."
    Shania Twain

  6. #21
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    <font face="Verdana, Arial" size="2">Originally posted by calguard66:


    Another idea would be to have a Nebula exploring the sector, and assign a flight of 4-6 fighters to the colony. They could perform near-space patrols and sweeps.

    </font>
    I agree with your statement for the most part. But to clarify I already suggested placing a flight (3-5) fighters to the colony for defensive purposes along with a handful of Ventures and Danubes. As you have seen in our previous simulation, a "wing" of fighters with a little bit of help can take out even your toughest opponents (i.e. Romulan Warbird). But just in case, I would post at least 9 fighters, that should be more than enough take on anything except the a determined task force.

    However, I will not agree that a Nebula is necessary to this scenario. For it would overpower most minor threats without even trying, and be a good match to local major threats. Furthermore, I would say that the Federation in its current state would release a Nebula to colonization duty, let alone in the Gamma Quadrent. For they could be much better utilized for rebuilding back home, both core world and the Cardassian Union.

    However, I would say that they may release an Ambassador class Explorer. I say this due to their age, thus being replaced by newer more capable vessels. Thus Starfleet would be more inclined to remove it from normal active duty. Furthermore, they would be more than capable to do what the Nebula does, although the Ambassador has a little less firepower.

    I think that a Squadron of Fighters and an Ambassador can more that take care of themselves and a starting colony.

    As far as breaking down the Size 8 transport, I could see it, especially if it was built modularly. However, I wasn't thinking that in my initial contemplation on the types of vessels required. But why break it down? Can you imagine how much it would take to put something that big together. Furthermore, it can be used later on in the campaign, as previously stated by other posters.

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    "See Everything; overlook a great deal; correct a little." -Pope John XXIII

  7. #22
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    Calguard66 . . .

    Do you play here in the Sac Area? If so with what group. And if you don't how would you like to play with us?

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    "See Everything; overlook a great deal; correct a little." -Pope John XXIII

  8. #23
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    There's a fantastic source-book from the old Traveller: The New Era, produced by Games Designer Workshop (GDW).

    It's called the World Tamer's Handbook, and you'd probably be able to pick up a copy at Gamers Realm or a second-hand RPG shop. I've had it for a couple of years (and used it extensively in my now-defunct Traveller campaign) - and there's no reason you couldn't adapt it to LUGTrek.

    It's unrivalled, IMO, in the detail it goes into for setting up and maintaining a colony on a planet, either from a PC-level of play or right up to a "strategic" level (kinda like RPGed "Civilisation"), where you macro-manage the colony.

    Anyway, it's definitely worth a look!



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    "Every atom in our bodies was forged in the furnace of ancient stars - it is our destiny to return home..."

  9. #24
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    <font face="Verdana, Arial" size="2">Originally posted by Aldaron:
    There's a fantastic source-book from the old Traveller: The New Era, produced by Games Designer Workshop (GDW).

    It's called the World Tamer's Handbook, and you'd probably be able to pick up a copy at Gamers Realm or a second-hand RPG shop. I've had it for a couple of years (and used it extensively in my now-defunct Traveller campaign) - and there's no reason you couldn't adapt it to LUGTrek.

    It's unrivalled, IMO, in the detail it goes into for setting up and maintaining a colony on a planet, either from a PC-level of play or right up to a "strategic" level (kinda like RPGed "Civilisation"), where you macro-manage the colony.

    Anyway, it's definitely worth a look!

    </font>
    I've still got it in my collection somewhere, and if you can get it do so as it is a very good source of ideas.


    ------------------
    "Those Klingons are up to something, I can feel it in my bones"
    Cmmdr JT Wayland
    Strategic Operations Officer, Starbase 415, Dragomer Sector, Klingon Border, 2372

  10. #25
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    I think the Nebula would be find for the Colony mission. The Starfleet Recognization Manual had many starships that would be good for this mission.

    How long does this ship need to stay in system? What is its overall mission parameters in the Gamma Quad. after the colony has set up?

    The Treaty of Bajor, I personally feel, left enough of a hole in it to allow colonization efforts within Gamma. The Dominion have to set up diplomatic and trade routes (a stipulation of the treaty), plus they can not attack a Alpha Quadrant race again. Once the colony is set up, you might have a rush of traders, both Alpha and Gamma Quad., to begin setting up business opportunities. The colonist would have to deal with the on rush of people, as well as the Ferengi.

    Another thing, after the first generation is born on the colony, they are no longer Alpha's, they are Gamma Quad. born, a large loophole for attack by the Dominion.

    Being the first colony since the war, I think the Federation would put as much resources that they could into it. The colony would be foundation for further efforts that is going in the Quad. If they construct a full out starbase, I can see that the Starfleet Corp of Engineers setting up a possiblely a small station, possiblely like the Amagosa Observitory in Star Trek: Generations.

    You can also set the stage for a future war between the Dominion and another race that has been waiting in the wings. Considering the Dominion has shown it can be beaten, this race or races might take the opportunity to strike back at the Dominion for the centuries of brutality (or to impose their own brutality upon the region.)

    You have a wide open frontier to exploit out there.

  11. #26
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    Jake said:

    "Once the colony is set up, you might have a rush of traders, both Alpha and Gamma Quad., to begin setting up business opportunities. The colonist would have to deal with the on rush of people, as well as the Ferengi."
    ---------------
    I didn't think of that. This would not be like any other back water colony. It is going to be a success, fast. Unlimited ships visiting; Ferengi all over the place (and the Gamma Q. version of them!). This would NOT be an isolated back water! It would quickly become the Gamma Q. version of DS9. This could be a good story to follow, having to deal with a hardly established colony becoming a very big, very successful colony very fast.

  12. #27
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    As for ships:

    What about:

    a bunch of Intrepids for exploration(security / patroll (fast, well armed yet good explorers and small/cheap)

    Danubes for local transport/exploration/security (highly flexible, mass produced, small crew, solid ship)

    Both can take care of themselfs without beeing overly agressiv. Both are small and rugged. Both can land.

    As for colonies:

    I agree with the multi-phase model.

    But I would send in a team of specialists to "break in" the new world (learn it's dangers & problems, develop methods against the most dangerous predators, develop basic infrastructure etc.) When those beeings are done, they write a training curicullum and holodeck programs for the future colonists of the first wave of colonists (about 500, only one species for medical reasons)

    After the initial wave has expanded the infrastructure enough, more colonists are send in, now living in a "dude ranch" style colonie.

    Gives you the chance to run "colonie adventures" as a series based on the "First team"


    Michael

    Sensors: Romulan decloaking at port bow
    Cpt Picard(Enterprise): Open hailing frequencies
    Cmd Hardman (Agamemnon): Launch fighters

  13. #28
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    Cool

    boy... I been following the postings and some of these posts are well thought out full scale exploration and colonization, which is ok. Me on the other hand would be very limiting on what the characters would have to work with. A Nebula Class is perfect for the job. 100 to 120 people is more than enough. They will need prefab structures that the Nebula could deliver in one trip. Power generators, Operations / Communications Hut, Motor pool for transportation (simple weeled vehicles only) the more complex the easier to tear up and harder to repair. A combination Science and Medical Facility. Communial Houseing. 3 Runabouts. NO REPLICATORS, the replicators need a supply of base elements to produce what is required, and will need constant resupply from freighters or need Large bulk storage facility with a complete waste recycleing plant as in Starships. I like the idea of an orbiting station, maybe the Starfleet corp of engineers could drop of a modified saucer section of a Ambassodor-class ship to act as a base of operations and stageing area for the colony. (kinda like jupiter station Again NO other space ships. The point is to make it on their own by their selves. It's no fun if you have fighters and starships at your beck and call.
    And when the Nebula clas did stop by to check on the colony the coloniest would love to come abord the Nebula ship for contact with civilazation while the Nebula crew cant wait to get onto the planet just to get off the ship.

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