Quite, but what if we need to carry another scientist or two. Where do we put a few Middies?Bardicheart said:For the noble passengers and their staff I could see this, for the rest of the crew quarters, no. The captain might have the occasional "guest" but so far as normal ship operations the only resident of the captains cabin should be the captain, same with the rest of the crew.
We know that a gunner will retire in a month, so we hire a new gunner and carry an extra gunner for a month, where does he bunk?
The subsector navy ask us to let a rating hitch a ride to a posting where we are going.
Crew size is fluid, not quite matching the theoretical org chart.
Hence a stateroom or two and a few extra escape capsules would come in handy.
Staff, servants, eh, peasants... Not the kind of people the nobles want to rub shoulders with at the breakfast table. They should be below decks, that's the proper feudal spirit.Bardicheart said:
I would probably do something like a private Noble deck, middle-class guest quarters (scientists, aides, etc), officer country (all ship's officers), separate tighter quarters for POs, ratings, and servants grouped by department (civilians, line, engineering, gunner, marine) basically as you have done.
Civilians should not have access to sensitive ship's functions like bridge, engineering, or weapons. Perhaps they could have their own deck or elevator shaft?
A "stateroom" is not a single room, it's 4 Dt furnished space with life-support for two (or four in a pinch). The total "stateroom" space can be arranged into rooms as you see fit, and includes basic common areas. If you get half-a-stateroom over, add it to the extra common areas. So four staterooms could become a squad bunk room, a mess, a common fresher, and some corridors for a total of about 16 Dt.Bardicheart said:They aren't smaller, but they are more flexible. I needed bunks for 7 people and one stateroom for the N/CO.
Barracks costs kCr 50 per Dt, "staterooms" costs kCr 125 per Dt. The difference is kCr 150 per trooper, it has to be noticed somewhere... Likewise life-support cost is lower for barracks, so they get worse food?
Sure, see later post.Bardicheart said:It needs 32 passengers (marines) plus six additional passengers (chairs) plus armor and speed and any weapons (still mulling weapons over). Its primary role is putting the marines and any "away team" on the ground which will usually include the XO, scientist, medical and technical personnel as needed (up to 6 total). Boarding is a secondary function, mainly for customs inspections, its not really set up for combat forced boardings but it can do it.
But if you want to stat out a 30 dT marine launch that can do the above, I'd love to see it.
Plasma barbettes are a bit range challenged, consider a Long Range upgrade.Bardicheart said:Change the particle beam barbettes to plasma barbettes due to the "no radiation weapon" restriction for huscarle fleets.
No, that might be a bit excessive, even for the noble cargo.Bardicheart said:Now to figure out what to do with that noble launch (20 or 30 dT so I should get back another 11 dT, possibly 22 dT there)
Q: If the noble launch is capable of carrying all passengers on that deck and SOP is to ready it for launch in alert status, do I really need the escape capsules?
But Count is likely on the bridge in an emergency, and needs a quick escape route?
The Damper does not stop all radiation, it just stops matter from producing new radiation. Any radiation coming from the sun, any gas giant, etc. is unaffected.Bardicheart said:Still feel a lil anxious removing the damper screens since that would stop any radiation damage at all. But I guess the radiation shielding will have to be enough.
And now a single Damper only stops a single attack or instance, not all attacks.