Starship Corporation

Support Forum
It is currently Fri 29. Mar 2024, 14:23

All times are UTC [ DST ]




Post new topic Reply to topic  [ 2 posts ] 
Author Message
PostPosted: Sun 25. Nov 2012, 17:43 
Offline

Joined: Wed 21. Nov 2012, 04:13
Posts: 29
All the below could be just a contact requirement for now and later be benefitical but they are just a contract requirement now, could possibly be used in future expansions


Rooms

Long range sensors (1 tech)
Lab (possible use in future expansion) (requires 2 scientist)
Scientist quarters (3 sizes)
Workshop (would speed up repairs by a small amount if manned.) (requires 2 techs)
Hydroponics (adds to morale of crew) (requires 1 tech or steward)
Gym/workout room (adds to morale of crew) (no crew needed)
Lounge (adds to morale of the crew) Needs 1 steward)
Guest quarters (3 sizes; single, double, single large) (Needs 1 steward per 5 rooms)
Luxury guest quarters (2 sizes; Single the size of the single large regular, Double twice the size of the single large regular) (Needs 1 Steward per room)
Steward quarters (3 sizes)
Office (single same size as small crew quarters, large same size as med crew quarters) (no crew needed)
Utility room (adds to morale, you know laundry, cleaning supplies, etc for those bigger crewed ships) (no crew needed)
Vault (for those very vaulable items, it is a very strong walled room) (no crew needed)
Drone storage (need to have a missle bay to use) (no crew needed)

All require power but not all require dedicated crew

The ideas for these rooms comes from 2 places:
I like designing spaceship (and I play the game Traveller)
The universe needs luxury liners, scout/explorer ship, Medical hospital ship, Merchant ships that do business on the ship, long range or family style ships, etc

Other possibilities are
Merchants
Cargo loaders (unless you have robots for this)
Robot storage (3 sizes)
Robot control center (unless you but the larger more exspensive Computer Core that also controls robots)
Special cargo rooms (frozen, self contained, liguid, etc)

I am sure that there are more, and please feel free to add to this list of possibilites. Of course it does not mean that the developers will add any or all of these. It is fun to talk and consider them.

Dave Chase


Top
 Profile  
 
PostPosted: Wed 12. Dec 2012, 04:39 
Offline

Joined: Sun 9. Dec 2012, 08:46
Posts: 11
I think the above rooms would be a good springboard, and i guess the number of rooms could really expand depending on what level of detail you want to incorporate.

For example, the office listed above could be expanded upon to a great degree. For example, whether its a civilian or military ship, people need to get paid, so an office for payroll would be necessary. Or an onboard legal team for dealing with disciplinary actions on ship, or legal representation if someone gets in trouble on leave. For larger ships, a staffing and human resources office would be necessary also. Essentially, any office that you would need on a ground side base would also need to be included on ship.

Hydroponics could help alleviate strain on life support plants, and also contribute to food supplies.

Though I suppose this isn't technically a 'room' there is a device called a Bussard ram scoop; effectively a giant magnetic funnel which scoops free hydrogen from vacuum; could help reduce the need for large onboard fuel tanks, but is very vulnerable to enemy fire (they have to be outside the hull to work).

As to the different types of living quarters, I might suggest moving away from that model. Maybe one for military and one for civilian; reason being it doesn't necessarily add much to the game, nor is it really necessary. A janitor doesn't need any different sleeping arrangements than a medic, or a scientist. As opposed to military, which tend to segregate themselves from civilians for sake of discipline.

A chapel could help promote unit morale.

Security rooms could help to restrict enemy boarder movement.

If there's going to be an option to do fleet engagements, then a Flag bridge might be usefull; essentially a second bridge where an admiral can sit and control the fleet, while the ship's captain controls the ship.

Armory; can't remember if this is already in or not, but a small arms locker.

Magazines: Storage rooms dedicated to holding ship's munitions (missiles, artillery and KEW shells, etc)

A brig.

Communications rooms which would control the actual communication arrays (radio antennas, laser emitters, etc).

Dedicated drone control section.

While the Workshop was mentioned, you could expand its functions a bit. It could be used to manufacture items onboard (new weapons, replacement parts, trade goods, etc).

The medical section could be elaborated on a bit also. While a sick bay could deal with general underway colds and sniffles, a dedicated operating room would deal with more serious issues. A medical lab section could handle the diagnostics.

Essentially, depending on the purpose of the ship, it would have more specialized facilities to go with it. A hospital ship would essentially have everything a hospital has, plus everything a spaceship needs to fly safely. A freighter would be basically an empty shell with crew quarters, entertainment and engines. A warship would, by necessity, be very large to accommodate weapons, military sensors, magazines, powerful engines, a small onboard hospital, a bureaucratic support section, various command and control elements, etc.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 2 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group