Originally posted by Re'k
Thank you for these deckplans of outstanding quality!!
Our RPG group is using a ship that's adapted from the Nova (adapted from a "surveyor" role to a "superscout"), so we're using your deckplans. We've run two sessions so far. Having a map of the Jeffries Tubes is helpful, especially when you have to fight a guerilla battle to take your ship back from a team of mercenaries.![]()
Thank you, glad to be of help. I am also within a few days (maybe a week considering how things have been going recently) of putting up the plans for the Rhode Island style, which is actually not all as different as I thought in terms of structure (just a 'cap' over the end) but those lifeboats are a real bitch, centered as they are right now right in the way of the corridor -- warning, I am this close to just giving up and just leaving the lifeboat access where it is (um yeah, the lifeboats are here and they angle upward over there when they are used, yeah, that's right...). The other changes are moderately minor and gave me the chance to fix the whole probe configurations situation too.
On deck 4, how does one access cargo bays 2 and 3? Is it transporter access only (plus J-tubes)?
In most places on the plans, I have attempted to show the door locations. Unfortunately, these two were left off for some reason. It could possibly be because of my #$@%%$ monitor which has these dark black streaks across it whenever there is a dark line somewhere. This can be a major pain and makes some of the doors hard to see. However, it is just as likely I simply forgot to draw them in in the first place. In either case, I will attempt to fix this when I touch up the plans in the near future and incorporate some changes suggested here.
On deck 3, what is the semirectangular space that seems to straddle the bulkhead between the main cargo bay and the shuttle high-bay?
The short answer to that is I have no idea. Not very useful I understand, but the MSD was not very helpful here. The only thing is that the MSD shows something, I'm just not sure what. You can use it as an elevator platform, ramp to the Shuttle bay which moves up and down or simply ignore it as you wish. I'll take suggestions too
Deck 6, starboard side, there's "Operations". What's the similar chamber on the port side?
Deck five right? This is the same thing, and so should have been marked (P/S). Like the doors, I shall endeavor to remember to fix it before I post the updates.
If a Galaxy-class starship with only 1,000 people aboard can survive with only one set of washrooms, why do 80 people need washrooms on every single deck?![]()
Every time I think I went overboard with the washrooms I also try to think about whether I would want to be stuck on Deck Five without anyplace to go in "time of need" and then wonder if I do not have enough. When that sort of thing happens (vacillating between thinking I have too many and too little in other words) I tend to think I have more or less 'arrived' at where I need to be.
Couldn't have said it better myself. I enjoy working on them too of course, which makes them satisfactory in the planning and execution phases as well, but a nice set of deckplans does do wonders to help the suspension of disbelief. Even if it is Sci-Fi stuff in these locations, it is sci-fi stuff that we are familiar with through the visual medium in which the series is presented to us.I think deckplans assist in roleplaying games in two ways... for me, a map helps to make the imaginary locations we're working in seem more real. And even if you feel you don't need that help, it's a good way to synchronize your idea of a location with everyone else's.