Deckplans - What would you like to see?

CIC and the bridge are 2 different things on a modern warship
the Bridge is for driving the ship
the CIC is for intergration of sensor and fire control

Bridge in Traveller is a WW1 hold over


[/quote]I guess you've never been on board a modern warship. Ironically, what you descirbe is an antique warship.[/quote]
 
Beastttt said:
CIC and the bridge are 2 different things on a modern warship
the Bridge is for driving the ship
the CIC is for intergration of sensor and fire control

Bridge in Traveller is a WW1 hold over

And the manned turret is a holdover from WW2. Even B-29's had remote controlled turrets.
 
F33D said:
And the manned turret is a holdover from WW2. Even B-29's had remote controlled turrets.
I'm in complete agreement with F33D.

Maybe it's just a coincidence Traveller was first published about the same time we saw Han and Luke climb into turrets on the Millenium Falcon? :P

Fast forward 35 years and it's time for an (deckplan) update.
 
mr31337 said:
Maybe it's just a coincidence Traveller was first published about the same time we saw Han and Luke climb into turrets on the Millenium Falcon? :P

Fast forward 35 years and it's time for an (deckplan) update.

No doubt!
 
mr31337 said:
F33D said:
And the manned turret is a holdover from WW2. Even B-29's had remote controlled turrets.
I'm in complete agreement with F33D.

Maybe it's just a coincidence Traveller was first published about the same time we saw Han and Luke climb into turrets on the Millenium Falcon? :P

Fast forward 35 years and it's time for an (deckplan) update.

Many of the, erm, "features" of Traveller date back to the first version. Every ship in the rule book since then has been entirely based on the first plans with turrets being bubbles stuck on the sides and gunners who sit inside them. As you say good visual for star wars but a far more effective solution is central gunnery control to co-ordinate that fire.

All my deck plans generally will have a CIC/fire control area. On civilian ships it may just be at the back of the bridge but no one sits in the turrets. The one Dton fire control per turret I split to be 0.5Dton inside the hull under the turret ring where the power relays or auto loader sits and 0.5Dtons of workstation where the gunner sits.

Something else that deck plans cannot reflect is that they show 2D only, starship staterooms must be complex and multi function with a lot of options 3D but above and below things like the bed. No stateroom should have a fixed bed, it should fold up or away to become a sofa, a table area etc which would not show on a plan.

In terms of quality I like nice deck plans and will pay a reasonable amount for a book that includes decent ones. If the deckplans look like they are low rez that have been thrown together by the same person who designs some of the ships with 3 P-Beams in a triple turret then I am not happy to pay for that low a quality product.
 
Neither Serpent class or Kinunir laser batteries or Scout Cruisers use manned turrets. Manned turrets are efficient in smaller designs as take up less space. Just because they sit in them doesn't make them B-17 turrets or the Falcon's. No Trav turret is represented by bubble tops. all appear sealed so gunner is using computer interface.

Next is cultural. The current 3rd Imp is Vilani run and has been for 500 years. "If they had manned turrets 7000 years ago, why change such a recent innovation?" The Sollie power was BROKEN in the Imp. court. They were sent home and built the Autonomous zone as a result. New innovations are near dead and other than improved jump drives there is little change in the Imperium or pre-Imperium for centuries. Same major guns, same small arms, same laser power packs. Next to nothing changes and backward worlds stay that way.

Looking at the lack of progress is a modern western trait. The 3I is a stagnant culture pressing it's entropy on all around it. MgT has been a blast of fresh air compared to GURPS and GDW's solution was to stir the pot by tossing everything off a cliff (Rebellion), compressing the wreck (Hard Times) then tossing it in a black hole (Virus).

So worrying about manned turrets on small ships is not that high an issue on things that need to be done better on deck plans. Neither are bridges and CiC's. CiC's not needed till warship class DE+. Only major capital ships at sea needed worry about bridges they had navigation bridge, battle bridge and a CiC. A CiC is not a bridge either but a centralized combat information center, a resource to make the ship more efficient in battle.
 
Captain Jonah said:
Many of the, erm, "features" of Traveller date back to the first version. Every ship in the rule book since then has been entirely based on the first plans with turrets being bubbles stuck on the sides and gunners who sit inside them. As you say good visual for star wars but a far more effective solution is central gunnery control to co-ordinate that fire.

Yes, it also stems from a lack of even TL 7 knowledge on the part of the designer. On small ships, having a "manned" turret will usually take more tonnage as you need full corridor access to a turret than is probably sitting over a space that has a fuel tank between it and the habitable part of the ship. Makes for less protection for the gunner also. Basically, illogical in most instances.
 
Saying it's so, doesn't make it so, just creates a Strawman argument. On small ships the turrets tend to be over/under the common area or in main corridors with a few just coming right out of a handy empty wall. Those that meet your extra corridor requirement indeed have waste but that means better placement needed and if not possible they still need access for maintenance.

I'm sure you've seen a Type S, Marava, Beowulf, Type R, Gazelle, Heavy freighter, police cutter, large freighter, Animal, Q-ship, Qasar/Macchi, so on and so forth ad nauseum.

The only ones I can think of that come close to your view is the Annic Nova, Leviathan, Centaur.

Broadsword an odd design and Kinunir's heavy guns are debatable.
 
Easterner said:
Only major capital ships at sea needed worry about bridges they had navigation bridge, battle bridge and a CiC. A CiC is not a bridge either but a centralized combat information center, a resource to make the ship more efficient in battle.

Uh, modern US Navy ships down to Frigate classes have a CIC. I've personally been in a few of them... ;)

Sea warships can be commanded from either of 3 center, Bridge, CIC or what the USN calls CCC("Engineering" in SciFi gamer terms). The XO is on the Bridge, the Captain is in CIC and the Chief Engineer is in CCC.

The biggest advantage having your Gunners in the turrets is for Damage Control. If there is a malfunction with the Gun System, then they are there for emergency repairs. Also, like has been pointed out before it separates your gun systems from bridge hits or damage to other parts of the ship. Sure you can put all your eggs in one basket by putting your Pilot, Nav, Gunners, and Engineer all in the same compartment ready to be taken out with battle damage, but if you are planning on being in battle at all it is smarter to spread them out. Like everything in ship building, it's a compromise between cost and reliability.
 
Since most players seem to accept that with a M Drive you can accelerate in any direction, I’m wondering why fixed mounts aren’t more common on the deckplans of small merchant vessels. Sure there are still advantages in a turret, but cost and displacement aren’t among them. We must assume there is some sort of separate fire control area, no doubt usually with the pilot on a fighter.
 
Some of the older non-Star Wars source material (Poul Anderson's Flandry stories, for example) assumes remote turrets with back-up manned access on military ships. Of course, the Flandry-verse also makes boarding actions possible and viable at FTL, so...
 
mr31337 said:
Since most players seem to accept that with a M Drive you can accelerate in any direction, I’m wondering why fixed mounts aren’t more common on the deckplans of small merchant vessels. Sure there are still advantages in a turret, but cost and displacement aren’t among them. We must assume there is some sort of separate fire control area, no doubt usually with the pilot on a fighter.

Point defense vs. missiles. But, missile "turrets" would not exist as they maneuver after launch anyway.
 
Greylond said:
Easterner said:
Only major capital ships at sea needed worry about bridges they had navigation bridge, battle bridge and a CiC. A CiC is not a bridge either but a centralized combat information center, a resource to make the ship more efficient in battle.

Uh, modern US Navy ships down to Frigate classes have a CIC. I've personally been in a few of them... ;)

Easterner said:
Neither are bridges and CiC's. CiC's not needed till warship class DE+.

Uh I have too. Next time read all posts before commenting and looking silly. I have one post on light ships a second on capital ships.
 
AndrewW said:
Agreed, having some areas more defined within the rules would be nice, but who knows if we will ever see anything like that.

The main airlock and mysterious rarely mentioned "life support" in Mongoose is generically part of stateroom side of "common space". In GURPS the main airlock is 3 tons, taken out of the total tonnage of the ship, but with the cost included in the base hull price. In Mongoose I simply draw the main airlock as a 3 ton box as part of the overall common area. For life support I just make up a rule that part of the power plant space also includes life support equipment. There is no hard and fast rule, but I generally have a small compartment off main engineering called "life support". So if you have a 20 ton power plant, I just say 2 or 3 tons of that space is main life support.
 
Easterner said:
Greylond said:
Easterner said:
Only major capital ships at sea needed worry about bridges they had navigation bridge, battle bridge and a CiC. A CiC is not a bridge either but a centralized combat information center, a resource to make the ship more efficient in battle.

Uh, modern US Navy ships down to Frigate classes have a CIC. I've personally been in a few of them... ;)

Easterner said:
Neither are bridges and CiC's. CiC's not needed till warship class DE+.

Uh I have too. Next time read all posts before commenting and looking silly. I have one post on light ships a second on capital ships.

Sorry, misunderstood your post. DE+ is what confused me. I was in the Navy after they stopped using Destroyer Escorts. Class just doesn't exist any more...
 
A few of the deckplan examples shown get closer to what I'm used to. :) Some are a bit “cartoonish” but much better than blank rooms.

This comment goes beyond the initial intent of this thread, (but close), but I would like to see armor handled completely differently. If you have 5% or even 10% of your hull in anything, don’t you think it might show up on a plan? The problem is that it’s virtually impossible to show how “thick” the exterior “wall”/hull becomes on a deck plan. It all depends on the total surface area, shape, size etc.. of any given hull design. This is far to complicated for a rpg. But I have seen in past forums people calculating the thickness of the armor on typical ships, like a 200 ton far trader for instance. Normally you simply draw the ship, fill in the staterooms, engineering, cargo, etc… and ignore the armor, yet it still occupies 5% (or more) of the deck plan. If you look at the plan of a standard 200 ton far trader with and without armor, the plans don’t really change at all, yet where does the extra 5% go? Simply put, it is ignored for sake of simplicity. I know this is a minor issue but when tying to design options of ships with and without armor, it matters a lot. You lose 5% or more (and sometimes less) of your deck plan but it is never shown.
Sorry to sound like a broken record… but I would like to see armor treated the way GURPS Traveller handles it. Armor in GURPS does not add any appreciable tonnage (volume) but simply adds mass. The way GT describes it (The thickness of advance futuristic armor might be up to a meter thick in some cases, but for large capital ships, that thickness barely shows up as a heavier line on the deck plan.) So GURPS doesn’t remove available tonnage from a ship, but instead increases the total mass of the ship.
Unfortunately this system will never work with Mongoose or any other traditional traveller game mechanic. Because GURPS includes mass on everything, including the type/shape and composition of the hull. You basically add the mass of everything. All ship components have listed mass… staterooms, bridge, electronics, engines, everything… Then calculate how many tons of maneuver drives you need to reach the thrust you want. There are no cut and dry charts A through Z for drives. Higher tech level drives produce more thrust per mass than lower tech level drives. You simply divide your total ships mass by the rating of your TL drive, and you get the tons you need for a thrust 4 or 6, or 2 or what every you want. And yes, your thrust rating goes up and down depending on your cargo and even fuel load. So a ship empty of cargo and jump fuel will be much faster than when it is full of cargo and jump tanks topped off. When I ran GT back in the late 90’s I had 3 generic thrust ratings for each ship. Empty, average, and full. It is common for a free trader to have a thrust .5 for instance when completely full of cargo and jump fuel. It simply takes longer to reach orbit and a jump point when completely full.
In any case, Armor did not take away from internal space. The extra thickness of the armor on the hull simply does not reduce the total volume enough to me measure… at least in the GT RPG mechanic.
I know it’s a pipe dream but I would like to see something similar in mongoose.
 
With regard to showing armour on deck plans.

With smaller ships like a 200Dton free or far trader taking 5% of the volume and spreading it over the entire surface area gives you a layer or armour aprox 15cm thick. On a deck plan where a 3m by 3m stateroom is a cm square or less you are simply not going to be able to see the thickness of the armour.
 
I'm only guessing that your great example is why the brains behind Steve Jackson Games decided on treating armor as more mass instead of taking up critical volume/tonnage away from ship design. I've see on old threads (Mostly T20 around 10 years ago) some heated debates on armor based on your math. Two ships can have the same mount points in armor, but depending on size and shape (sphere, wedge, brick-in-space) the same type of armor might be 10 cm on one ship, 16 on another, and 5 cm on yet another. It makes sense that 4 points of TL12 armor would be the same thickness no matter what the size, shape, or surface area etc...
It's a moot point really. Mongoose is Mongoose, no rpg mechanic is perfect, but it works ok. But after a night of sleeping on it, I think my alternate proposed rule for armor might be the only way you can integrate the GURPS concept of armor (mass instead of tonnage) and integrating it into the Mongoose game mechanic.
 
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