Forming a Play by Post Forum Game

Yes. So Cosima should be a later, Muster contact from when Nova is touring, or a contact from the early days? Tour Medics are a reality in the present day, and that is a brilliant idea. I look forward to working out the background details.
 
Ack! It is Monday and I promised you people some ships.

Spending too much time dicking around with my own design ideas and not enough time punching out options. :oops:
 
Hi
]]Cosmia character sheet updated with Nova contact and Medic advance.]]

Cosmia should now make a good ships medic and investigator. a medical private eye, should give access to to various situations.
 
Chronus said:
I was initially inclined to think that the Baron (a Naval personnel), with all his gambling skill, had beaten Evan (the Marine, no doubt) in a game of cards. However, I wonder if it should be the reverse, with Evan using his deceptive abilities to win the game. Either way doesn't really matter to me but why else would a stately Baron with high connections, money and skill would want to have anything to do with lowly Evan?

Hmmmm. Then again, maybe the Baron did beat Evan but had pity on him and decided to take him under his wing? Since it is the last term for both of them, could this be how Evan gets introduced to the group?

The Bishop isn't exactly the model of the modern Naval Baron. He's seen enough to know that high status people aren't much different than anyone else; they just have more power and wealth to make bigger mistakes for longer until they catch up with them.

How's this for connection: On the frontier Naval base, there's a joint gambling ring with Naval and Marine personnel. One of Captain Baron's enlisted men gets in a fight with a Marine, with each accusing the other of cheating. Evan and the Baron work together to sort out the mess, and patch up relations between the two camps. In the end, wounds and relations are healed, people get out of the brig, and the Baron makes money from setting up a fight night between the Navy and Marines.

Add Persuade-1.

For Ms. Nova, I'm thinking he met her during her tour - he helped arrange her personal detail when she played for the troops, and foiled a kidnapping attempt. Add Recon-1. Does that work?
 
How's this for connection: On the frontier Naval base, there's a joint gambling ring with Naval and Marine personnel. One of Captain Baron's enlisted men gets in a fight with a Marine, with each accusing the other of cheating. Evan and the Baron work together to sort out the mess, and patch up relations between the two camps. In the end, wounds and relations are healed, people get out of the brig, and the Baron makes money from setting up a fight night between the Navy and Marines.
Sounds good to me. Evan's skill has been boosted.

M. Lydius - did Evan assist Rebecca escape a bunch of thugs out in the streets, or are you still looking for a different connection?
 
I only have two PC connected Contact slots available. Who was first up? Was it Evan and Cosima? Or Bishop and Cosima? I lost track...

For my two extra skills I am going to take:

Streetwise-1
Vacc Suit-1
 
200 Ton Normandi Safari Ship
-200 Ton Streamlined Hull
-B J-Drive (Jump 2)
-A M-Drive (Thrust 1)
-B Power Plant
-Fuel Processor
-Bridge
-Model 2 Computer
-Jump Control/2
-Launch
-9 Staterooms
-ATV
-Luxuries 2
-Fuel 48 tons
-Full Kitchen
-5 Low Births
-1 Emergency Low Birth
-Cargo 41.5 tons
Total Cost: 58,789,000cr

*edit: Added Fuel Processor.
 
gerzel said:
200 Ton Normandi Safari Ship
-200 Ton Streamlined Hull
-B J-Drive (Jump 2)
-A M-Drive (Thrust 1)
-B Power Plant
-Bridge
-Model 2 Computer
-Jump Control/2
-Launch
-9 Staterooms
-ATV
-Luxuries 2
-Fuel 48 tons
-Full Kitchen
-5 Low Births
-1 Emergency Low Birth
-Cargo 42.5 tons
Total Cost: 58,734,000cr

Very temping :)
A streamlined jump-2 ship, with full kitchen and some luxury upgrades 8)

Questtions?
Is there a buyers or sellers market for used ships here? i.e.. How much bargaining room will we have to lower the price or get modifications made?
Would the ship broker or bank being will to finance minor modifications?
Are any subsidized routs / ships available and if so the min ship size and type?
Can we decline buying sub-craft to lower the asking price and increase cargo space?
Will the ships locker come with all required safty, maintance, and repair equipment or will we need to restock it?

Takeing this Safari ship as an example..
New paint job and name change?
Not buy the Lauch and or ATV?
Upgrade the computer with Jump control specialisation ( BIS ), so the Library data base can be online all the time?
Upgrade the sensors / electronics to Basic Military / Scout levels?
Add fuel processers, due to all the backward systems around this sector?
Whatever someone else thinks of :?:
 
Zowy said:
Questtions?
Is there a buyers or sellers market for used ships here? i.e.. How much bargaining room will we have to lower the price or get modifications made?
Would the ship broker or bank being will to finance minor modifications?
Are any subsidized routs / ships available and if so the min ship size and type?
Can we decline buying sub-craft to lower the asking price and increase cargo space?
Will the ships locker come with all required safty, maintance, and repair equipment or will we need to restock it?

Takeing this Safari ship as an example..
New paint job and name change?
Not buy the Lauch and or ATV?
Upgrade the computer with Jump control specialisation ( BIS ), so the Library data base can be online all the time?
Upgrade the sensors / electronics to Basic Military / Scout levels?
Add fuel processers, due to all the backward systems around this sector?
Whatever someone else thinks of :?:

I'd have to think about what kindo market etc is open right now. There is some bargaining room. Also rp at the space dock will help you get a better ship, or at least give you a chance of seeing any flaws in a ship coming.

The Safari ship I posted is a standard design and has the 10% discount for that included. Further discounts for a used ship will also be available.

THe fuel processor was supposed to be on the ship, I just forgot to add it. Library software is rating 0 so it is already online all the time.

The ship will come with basic stocks included (ie ships locker) and a tank of gas.
 
gerzel said:
200 Ton Normandi Safari Ship
-200 Ton Streamlined Hull
-B J-Drive (Jump 2)
-A M-Drive (Thrust 1)
-B Power Plant
-Fuel Processor
-Bridge
-Model 2 Computer
-Jump Control/2
-Launch
-9 Staterooms
-ATV
-Luxuries 2
-Fuel 48 tons
-Full Kitchen
-5 Low Births
-1 Emergency Low Birth
-Cargo 41.5 tons
Total Cost: 58,789,000cr

*edit: Added Fuel Processor.

[[How about removing the low births and adding another Stateroom.
Also the Launch can be fitted out with 3 state rooms allowing the crew to live there and freeing up space in the normal ones. also allows it to be used as a life raft putting 9 in when needed.
If we intend to be a mainly people carrier another Launch added on the other side would increase the load again, leaving 20.5tons of cargo plus what you can carry in the 2 Launches. This way we can have 16 staterooms and 20.5 tons cargo.
Or each Launch can be a very posh suite with triple space for a group traveling together, private and self contained.
What do you think?]]
 
Army, Merchant, and Agent have Drive as a skill. None of us have it and none of the group skill packages have Drive as one of their skills.

Is it safe to be useing a small crafts power plant while in Jump space? Or would it be useing a conection to the Safari ships power plant to make the Launches systems run?

If we want more staterooms, if order to be mostly a Jump-2 High Liner. As the Safari ship allready has a full kitchen and Luxuries-2. Would it be better to just not buy the launch and use the 20 dTons of space for 5 brand new high class staterooms, with a private high class lounge?

With the +DMs for being a High ranked Navy officer with good SOC. All we need is a single weapon of some kind and a gunner to have a very good chance of geting Mail Drums at many stops. Add passengers and some of the lower value speculative / adventure cargo and the bank payments on a Jump-2 mini-Liner should be doable?

While a high G Navy ships boat might be usefull. I don't see much point in have a low G Launch?
 
Ok I have a question for the group.

What do you want to call this game?

Or rather what do you want the Forum this game will be in to be called?
 
Red Light of Antares

Even a low performance Launch smokes a grav vehicle for performance and pressurization., plus if armed, it would be armed with a ship weapon, and not a vehicle weapon. what about compromising and finding a good 20 ton Gig or something?
 
My bigest concern is being able to pay the monthly overhead. If we can do that with a Jump-2 mini-Liner of 200-400 dTons, with just a little cargo and takeing a mail drum every chance we get. I am fine with haveing a 20-30 ton small craft with at least a 2-3G MDrive. After all they will have room to put stuff in allso. It's just the launch / lifeboat with only a 1G MDrive that seems not worth the extra monthly payment to the bank.

Edit:

If *gerzel* is ok with leting Baron-Captain Artemsus Bishop downgrade his Ships Boat to a Navy Gig that would work out nice. High G acceleration, a single laser mount, 6 or so couches, an emergency low berth or 2, maybe 1 small craft cabin and fresher, with the leftover ton or so as cargo space?

*
gerzel

Don't bother with the 100dTon scout conversions, to mini- fartrader. That I asked for last week, it looks like we have enough players that a 200 dTon ship will be the smallest we will go?
 
High Road to Antares

Have we figured if we can charge a premium based on the entertainment? If there's not a market for premium voyages based on entertainment/lectures/etc., we could fill that niche.

I'm thinking we will probably need to work the economics on a base case, and then consider any premium as gravy.

Could you have a ship based on Modular Cutter modules? You could have a passenger pod with 6 staterooms (and a ton of cargo for each stateroom), and a 1-2 cargo pods with 30 tons cargo. During transit, one of the pods stays inside the Cutter, and any others fit into a compartment in the ship.
 
I would only do a Modular Cutter / Pod, Starship as an unstreamled or disperesed structure ship, where you would stick them on "pod racks". A 30 ton pod stuck inside a normal cargo bay can take upto 40 tons of space, depending on how you are shifting the pods around? Inside the ship or outside? Are the pod bays optimized to cut down on waste space or left with their corners, so you can switch them out for 5 and 10 ton cargo container cans?

Are you going to ship a Cutter around with you or just use the moduals to add staterooms in a fast and fexable way? Modular Cutters are not cheep, but many worlds have them as their locial workhorse ship, due to modual customization

Edit: Allso Modules are 6M in diameter, so you need a double height cargo bay. While some free traders have them, 400 Fat traders are more of a "big load" cargo ship.
 
Zowy said:
I would only do a Modular Cutter / Pod, Starship as an unstreamling or disperesed structure ship, where you would stick them on "pod racks". A 30 ton pod stuck inside a normal cargo bay can take upto 40 tons of space, depending on how you are shifting the pods around? Inside the ship or outside? Are the pod bays optimized to cut down on waste space or left with their corners, so you can switch them out for 5 and 10 ton container cans?

I'm imagining a fairly wide ship, similar in shape to the old Safari Ship. On the underbody, to either side of center, are bays each designed to hold a 30 ton module. In the center is a berth for the Cutter itself, with a module included. The bays and berth would have clamshell doors that allow for an overall streamlined structure.

I believe that, in the basic rules, cutter modules only take up their base size on a ship - I don't have it with me, but doesn't the Broadsword have spare modules?
 
Supergamera said:
I'm imagining a fairly wide ship, similar in shape to the old Safari Ship. On the underbody, to either side of center, are bays each designed to hold a 30 ton module. In the center is a berth for the Cutter itself, with a module included. The bays and berth would have clamshell doors that allow for an overall streamlined structure.

I believe that, in the basic rules, cutter modules only take up their base size on a ship - I don't have it with me, but doesn't the Broadsword have spare modules?

Yep, the Broadsword had custom fitted bays and no waste space. Same thing with the old Vargr Corsair, it fitted a Cutter and 1 spare module in a hold.

Are we going tobe changeing around our stateroom / cargo space % mix so much that the extra cost is going to be worth it?

Allso, this is a mostly a Vaili cultural area. How would passengers veiw a moduler set-up?

Edit: With fitted bays and no waste space you are useing 110 tons. You get 90 tons of passenger / cargo space, plus a little extra in the fixed cutter cabin. It's not going to be cheep, which is why I would not do it on a ship that is allready streamlined and under say 600 tons in size. Maybe on a biger ship to be able to load / unload passengers when the Starship is moveing along at a slow G rateing?
 
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