Drawing Deckplans

klingsor

Mongoose
What factors do you worry about when designing deck plans?

Compared with some other games Traveller seems to make at least some concessions towards reality at least where deckplans are concerned but what do place emphasis on or what bothers you? I am curious to see how other people do it.


I blundered onto a nice looking ship here in the second frame:
http://www.2000ad.org/markus/travellers/image.php?page=23
and was roughing it out for possible deckplans. I was looking at the ship and wondering where the bulkheads would go, avionics and all the other bits and pieces and worrying about cargo handling. All concerns that seem to be blatantly ignored by many starship deckplans you see for other systems.

My own concerns came into stark contrast with those of Star Wars which at the time I was thinking of running. I was having a nasty reaction to the official deckplans in the Starships of the Galaxy book for the PC type ships, small merchantmen which just looked so wrong to me. I was thinking of using my own deckplans for a book ship but the way I would have done it was just not Star Wars, I still had my Traveller head on. I was thinking about what would happen if a section depressurised and where airtight hatches would go.


Just in case.
Yes, I know they are not real but I think we need to take them seriously and treat them realistically (for a limited value of realism) even if it is just a game.
 
My bigest concern is keeping those untrustworthy passengers cooped up in there own area :twisted:
 
Not in any particular order:
1. Ship security - The passengers don't have access to crew quarters, bridge, and engineering. High passengers have limited access to the cargo area with an escort to check on luggage or freight they are accompanying to destination.
2. Roll-roll cargo area - The cargo area should have easy access for forklifts/anti-grav lifters so that standard cargo containers (in 1 dton and 1/2 dton sizes) can be used for loading/unloading.
3. Smaller secondary cargo hold - For those items that need extra refrigeration/heating, possibly a different atmosphere than normal cargo. (Possibly a mail locker.)
4. Secondary craft - A lifeboat capable of carrying the passengers and most of the crew (except two to pilot craft) in emergency low berths. This isn't a requirement in the OTU but I think most decent sized ships (subsidezed merchants and above) would include such.

These ideas are reflected (to a degree) in my Aba-adakkur ship design and deckplans. (Click on a deck to read more and see a larger pic. If anybody wants a frontal, rear or cutaway view contact me.)
 
Hi,

Since Traveller Ship's are based on the ship's volume I guess a big deal for me is trying to make sure the layouts make good use of the space available. I think the ideas about keeping the passengers and the crew/operating spaces somewhat separated, also makes alot of sense. I also like to try and keep the passenger and main cargo spaces separated as well.

Below are links to three designs that I've messed around with where I've tried to include some of these features.

Regards

PF

300dton Merchant Ship built to GURPS Traveller: Interstellar Wars rules - http://members.cox.net/psjn/GTIW300.pdf
200dton alternate design of the original Traveller Free Trader - http://members.cox.net/psjn/CT200.pdf
100dton small trader based on some stuf that had been posted on another website - http://members.cox.net/psjn/M100/Pocket Trader.pdf
 
The concerns change priority with the plans, but the following are always on my list:

-Close to the right size
-Fits the configuration and streamlining
-cargo/passenger/subcraft accesses
-layout makes sense for purpose of ship.

Many of my more presentable examples are at: http://members.aol.com/gypsycomet/Shipyard.html
 
One thing that irks me is small starships of 200 or 300 tons with great big small craft attached. Take the standard Yacht as an example. It's unstreamlined and in most circumstances requires a Ship's Boat to ferry passengers to planetary surfaces at a cost of 30 DT of space and MCr 18. By comparison, streamlining the Yacht's hull would cost 0.8 MCr and 0 DT of space, and you get fuel scoops for free. If you're concerned about safety, 8 DT and MCr 1.6 would provide escape pods for every stateroom.

Admittedly this is an old Traveller design and not originally a Mongoose problem, but I see daft design choices like this all the time in Traveller ships. Escape pods are a great addition to the design system and go a long way to render the tenuous logic for this sort of design moot.

I think it comes down to the fact that many starship designs are primarily wish-fulfilment projects, which is fine I suppose because that's what roleplaying is largely about after all. Still, it irks me a bit when ship designs include extremely over-priced options that make little sense.

Simon Hibbs
 
I don't have a problem with high-percentage sub-craft unless I have to match a deckplan to existing artwork that doesn't show the subcraft. This is why the Yacht is so annoying. In-game economies are nice, but the people in the setting who design or buy a ship know what *they* want, and efficiency sometimes takes a back seat (or gets tied to the bumper to keep up as best it can).
 
GypsyComet said:
I don't have a problem with high-percentage sub-craft unless I have to match a deckplan to existing artwork that doesn't show the subcraft. This is why the Yacht is so annoying. In-game economies are nice, but the people in the setting who design or buy a ship know what *they* want, and efficiency sometimes takes a back seat (or gets tied to the bumper to keep up as best it can).

The Safari Ship is a good example for this. There is no need for a 200 dton streamline ship with a M-2 drive to have an air/raft and a launch. The design works for the role of the vessel, even if a different selection of subcraft might make more sense.
 
My biggest concern when designing deckplans is geeting everything to fit in the space I have to work with. Of course, this largely because I do drafting by trade.

As to actual design, I tend to seperate passenger and crew areas as much as possible. Cargo space is accessible from passenger areas, usually through iris valves (for security). I rarely use manual hatchs in my designs because they take too long to secure. I can see them in internal areas around engineering or on the inside airlock door, but secure access points should be iris valves for quick lockdown.
 
I'm working on a 1000dt vessel at the moment, quite a big project. I started by deciding on the rough dimensions of the vessel, number of decks, max width and length. Next I laid out the fuel and drive areas, big rectangles for the cargo holds and outlines for the small craft, then just shifted things around untill it looked about right. Next was blocks of staterooms, leaving gaps for coridoors and access spaces. I'm now working on details such as turret location and access.

This ship is made easier by the fact it's an unstreamlined configuration. I'd imagine a streamlined craft this size would be harder because I'd be more constrained by the hull shape.

Simon Hibbs
 
Talon Brightmane said:
As to actual design, I tend to seperate passenger and crew areas as much as possible. Cargo space is accessible from passenger areas, usually through iris valves (for security). I rarely use manual hatchs in my designs because they take too long to secure. I can see them in internal areas around engineering or on the inside airlock door, but secure access points should be iris valves for quick lockdown.

I often look at Traveller deckplans with a sense of despair ... some people have already noted that many of them simply make no sense at all ... but I think its worse.

It is some of the inherent assumptions that people make before they even start doing the layout.

I mean, as I have said elsewhere, the Imperium is an 1100 year old trade based state ... frankly, the chance of major league pirates still existing, even on the verges, is simply ... nonexistent.

No chance whatsoever.

Nil. Zero.

Why?

Well, for the same reason that Piracy became more or less a thing of the past with the end of the age of sail ...

Coal.

Steamships could outrun sailing ships for the most part, or, certainly, outmanoevre them ... but steamships needed coal.

This meant they had to buy it somewhere, by and large, most of the time.

Which meant that Pirate bases had to be fixed ... and fixed bases could be identified and destroyed easily by the major (and even minor) powers.

If the pirate tried to use regular ports for refuelling ... well, if the port's owners tolerated it, then they were soon pressured (by diplomatic notes or a "goodwill" visit from a gunboat ... or squadron) not to.

Piracy ended. Quickly.

Sure, there are pirates in the here and now ... guys with short range outboard powered small craft and AK-47's and the like, for the most part, who take craft going through a few choke points like the Red Sea off Somalia or the Malacca straits. Which has more to do with the lack of any real government to pressure in the former case and the lack of any real governmental will to do anything about it in the latter.

Now, in a Trade Based 1100 year old Imperium ... the same situation will apply.

And any "independent" worlds or small Interstellar states who support piracy ... well, unless there's a damn unusal reason for them surviving the last 1100 years, they stopped supporting it long ago.

Ergo, there is, for probably 99% of the Imperium, no such thing as piracy in any real sense (unless you believe Imperial tax collectors and customs officials are "pirates" :lol:).

Even on the margins, it is unlikely in the extreme for the same reason. It benefits no-one ... not even the Imperium's opponents ... so they will likely have as much reason to suppress pirates as the Imperium will ... certainly over the course of 1100 years.

The only exception will be where it isn't Piracy, but low level economic warfare or "commerce raiding", which is something else entirely.

But even that cuts both ways ... if the Zhos are handing out "Letters of Marque and Reprisal" to random private shipowners to attack Imperial ships then the Imperium will, if it doesn't declare war, at least do the same thing ... offer Letters of Marque and Reprisal to their privateers. So, not very likely.

The only place where it may happen semi-regularly is along the border with the Vargr extents. Which always makes my head hurt ... there's no way the Imperium would put up with it if it is as common as is sometimes implied (or as some people seem to think it is implied) ... not for 1100 years.

The Vargr extents would be quickly gobbled up and put under Imperial administration ... and quislings (in the nicest possible sense) like Brzzk (?) would, possibly, end up in charge, but with Imperial forces making damn sure no charismatic newcomer would have a snowball's chance of overthrowing them or going off raiding for the hell of it.

Sorry, not gonna happen.

Then, I suppose, there's the question of hijacking ... within the Imperium, except in very unusual circumstances, it isn't viable and simply won't happen often, if ever. There simply isn't anywhere in an 1100 year old interstellar state that will certainly welcome a 'jacked ship and "rebadge" it ... not on a regular basis. It's too risky.

On the margins? Yeah, slightly more possible ... but if it is regular, then the Imperium gets pissed and finds out who is doing it and ... stops it. Dead. Often literally. So, not really. Not on any large scale or regular basis.

Political hijackings? The Ine Givar?

Yeah, again, possible. But these guys are doing it to make a political point, and aren't imperium wide anyway. So, again, limited frequency, and nowhere really to run.

How's this relevant to ship design, you ask?

Easy.

With no pirates you don't have to design the ship for anti-pirate measures.

So, just like modern merchantmen, if they have passenger cabins, they're likely in the main superstructure with the officer and crew accommodation and eat with them in the officer's mess. They may be on a separate deck, but will have access to the same facilities as the officers do ... if there's a lounge, it serves both, for example; if there's a gym, likewise and etc.

Sure, they'll discourage the passengers from going anywhere near the engine room and holds, and, probably, from being in the radio room unless they are sending a message and the like, but, no, for the most part, they don't segregate them.

Now, if the ship serves only those parts of the world noted for piracy and carries a lot of passengers, cheaply, steerage-class (probably in the holds or on deck in the open), in effect, then they may have the access to the main superstructure walled off behind wire (razor and/or barbed) for security. Or not.

However, even that would be a retrofit.

So, in Traveller class merchant class tramp vessels there isn't likely to be any segregation between crew (or, at least, officer) facilities and those used by the passengers. There is no economic rationale for it ... except, perhaps, barely, on some specific known "trouble" runs ... and that would be handled by ad hoc measures, I would guess, rather than Imperium wide design changes.

However, no-one is going to allow the passengers easy access to the cargo bays even if Piracy and Hijacking is rare to nonexistent. Any access will likely be through crew country, not the other way around. And the same goes for access to the enginerooms.

YMMV, of course, but the "standard" traveller response simply never made any sense to me. And still doesn't.

Phil

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon;
Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------------------------------
Email: aspqrz@pacific.net.au
 
aspqrz said:
With no pirates you don't have to design the ship for anti-pirate measures.

Moot point. Traveller universum has pirates and ergo anti-pirate measures would logically be developed.
 
Not the place I would have expected to see an anti-piracy post...

The coal analogy doesn't quite work. There are these things called gas giants, you see...

That said, Phil seems to be saying that the cultural assumptions of ship layout are a big deal for him. Can't argue with the underlying point, even if the specific case is an ongoing sore point.

For what its worth, I tend to think "flying hotel" when I design passenger liners. A passenger incensed over a sub-standard canape can almost certainly stalk into the kitchen and confront the chef, but there will be a locked door or two between him and the controls that could kill everyone in the ship, at least in Imperial, Vargr, and Solomani space. The Zhodani are a different bunch, with a very trusting and accessible culture, while the Aslan will alter a ship based on whether it is intended for clan/family use or wider commercial use. The Hivers, oddly enough, probably have the same criteria except that the dividing line is Hiver Client vs Outsider. The K'kree don't use walls, so...
 
tneva82 said:
aspqrz said:
With no pirates you don't have to design the ship for anti-pirate measures.

Moot point. Traveller universum has pirates and ergo anti-pirate measures would logically be developed.

So, Canon over-rules common sense? :lol:

If that's what floats your starship, then take it up with the designers who made the thing ... silly ...

You can quote Canon as much as you like, but an 1100 year old Imperium with scores of Fleets each consisting of scores of "Trillion Credit [or much, much, more] Squadrons" simply doesn't tolerate piracy.

Worse, the technology of star travel makes it ... economically unviable ... for the reasons pointed out.

You don't like that? Like I said, whatever floats your starship :o

It annoys me because I know enough history to know why its ... silly ... :roll:

Phil

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon;
Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------------------------------
Email: aspqrz@pacific.net.au[/i][/b]
 
GypsyComet said:
Not the place I would have expected to see an anti-piracy post...

The coal analogy doesn't quite work. There are these things called gas giants, you see...

Well, actually, it does ... unrefined fuel, y'see, is probably the equivalent of wood, not coal. Mucks up the furnaces something awful (as does poor quality coal) ... which means the ship has to put into ... somewhere ... more frequently for repairs. And you can't repair a fusion engine with odds and ends picked up on the interstellar equivalent of a desert island :D

Well, I'm pretty sure you can't ... given the general consensus we seem to have achieved as to what TLs mean ... :)

So you still need bases, and those bases have to be high tech, and they have to have a way of marketing your ill gotten gains ... to whom?

The Imperium?

That 1100 year old Mercantile based empire with those vast fleets?

Not for long. Certainly not for 1100 years. And certainly not all over the place.

The Spinward Marches? Well, the Sword Worlds or the Darrians or some of the other independents might, I suppose, try it ... but they can't have done it too often or for too long or there wouldn't be any independent Darrian or Sword Worlds!

Sure, the Zhos might issue Letters of Marque and Reprisal, but, well, you might like to understand why no-one does that in the modern world any more and why the practise ceased. In any case, if they did, the Imperium isn't gonna sit there ... they might do the same in reverse, but, more likely, you'll get commerce raiding and, soon thereafter, a full scale "border incident" of Frontier War.

Simply makes no sense, Canon or no.

Hijacking by the Ine Givar is more likely, but likely to be rare.

Phil
 
aspqrz said:
So, Canon over-rules common sense? :lol:

Common sense also tells us there's no FTL since it's impossible. Ergo we might just as well limit traveling to less than speed of light.

If you don't have pirates in your background fair enough but then you aren't playing in OTU.
 
aspqrz said:
Well, actually, it does ... unrefined fuel, y'see, is probably the equivalent of wood, not coal.

Except wood couldn't be turned into coal. Unrefined fuel is quickly turned into refined fuel however.

And as for base. What's the problem? Have it in small hard to locate place. How is Imperium going to crash down on it when it doesn't know where it is. Imperium isn't all-mighty all-knowing all-capable organisation.
 
I do not disagree with the design assumptions for tramp freighters that aspqrz mention. It makes sense on smaller vessels, especially those that operate in safe regions closer to the core ot the Imperium (or, to a lesser extent, the region around a sector's capital).

The frontier regions of the Imperium are still dangerous. In some ways, the Imperium is like the Roman Empire. At its extents, it cannot quickly respond to threats. Mass communication is handled by X-boat. Combine this with Jump travel and pirates can operate well away from their base without making it obvious. Add occasional comerce raiding to this and it becomes time conssuming for the local Arch Duke or sector admiral to send ships to locate any pirates.

Simply put, the Imperium is too big to effectively control and trying to hunt down every priate is a wate of time. Now pirates that grow too bold WILL be made examples of, but that still leaves a lot of room for pirates to operate.
 
I've got to agree there;'s a lot that doesn't make sense in the OTU, but that's the default setting and it isn't going to change.

Let's look at this practicaly. Do you want a setting with pirates, tramp traders and rugged frontiers? I do! I've seen two ways to do this that would work quite well.

One is to compress the OTU timeline by a factor of 5. You have to do some fudging when it comes to the length of wars and reigns of Emperors, but it works out quite nicely.

The other is to make it a "Book 2" - or MGT Core Book only - universe. No spinal mounts and the biggest star destroyers in the fleet max out at 5,000 dt or so (with a little stretching of the tables). It's all turrets and fighters, with maybe a few bay weapons on the capital ships.


Simon Hibbs
 
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