Mercenary Cruiser

phavoc

Emperor Mongoose
(1) The deck numbering is from the bottom up, a reversal from previous designs. This is confusing, as normally decks are numbered from “top” to “bottom”.
(2) A side view, showing the deck stacking, would be very useful. Also each page should have the same breakdown showing what the numbered items and compartments mean for faster reference.
(3) The maneuver drive is now moved to the bottom of the sphere, with the landing legs no longer having the drive units.
(4) At least one of the access points that provide movement between decks should be re-done as a lift. Also, there is no access point for cutter crew to board the ships while they are docked on any deck. Used to be on the bridge deck.
(5) Deck 10 - The space on the upper side of the owners suite is blank. What is supposed to go there?
(6) Deck 9 – Sickbay is located here, but there is no lift access for casualties on stretchers to get here. The old design had sickbay next to the air/raft docking bay. There is no air/raft docking here.
(7) Deck 8 – Space is at a premium on ships. Why would the captain need both his office and his cabin right off the bridge? His cabin should be wherever ‘officer country’ is.
(8) Deck 7 – In the Galley area there appears to be a double-airlock at the bottom-most lift access point.
(9) Deck 6 – The common area is too big and open. Space ships are all about compartmentalization due to the dangers of vacuum. And there is another common area on Deck 4. There shouldn’t be two zones for recreation of those sizes. There are also two ‘dead’ blocks on the illustration in the middle corridor. What purpose do they serve? The air/raft docking area is too small to hold a 4dton craft. The ‘entry’ area seems to be a huge waste of space.
(10) Deck 5 – The external access point from Deck 6 would be better suited on the cargo deck to facilitate moving cargo and things like ammunition.
(11) Deck 4 – No comments
(12) Deck 3 – No comments
(13) Deck 2 – Are those lower deck access points (4) next to the port and starboard cutter wells?
(14) Deck 1 – No comments
(15) In general, since this ship transports troops, I would have expected to see more troop berthing compartments rather than individual staterooms - especially for ground troops who should spend most of their time off the ship doing their job. Space crewmen would not expect that, so it's reasonable to leave them in separate rooms (though they could easily be in 4man rooms for ratings, and officers and senior NCO get 2 man rooms. Hey, the owner gets an entire deck!
 
Also, the Mercenary Cruiser is the only ship with drones that doesn't list the number of drones carried.

(The lab ship has 15 repair drones, the Scout/Courier has 10 probe drones, and the Seeker Mining Ship has 5 mining drones. The Mercenary Cruiser just says "Repair Drones".)
 
The radius for an 800 dTon sphere mapped to a 1" square grid is 9 inches. This allows for only 9 decks in theory, and only 8 reasonably sized decks, due to ceiling and floor curvature.

If you want more decks, rather than fewer and larger decks, you should give up on it being a sphere, and make it more ellipsoid. I think you should work better with what you have.

The following should exit to the most secure deck on the ship, and not the bridge: The Cutter Airlocks, the Ship's Airlocks, the Air Raft Bay

The airlocks going to the cutters should be two wide to match the height of the person exiting the Cutter.

The turrets should be placed around the sphere where the corners of an inscribed cube should be, to maximize coverage of the ship from all angles.

The sensors should be placed around the sphere where the sides of a dodecahedron would be. This guarantees sufficient and adequately redundant reference points for triangulation and trilateration of detectable objects.

One Cutter's cargo bay should open to the ship's Cargo Bay, while the other and the Air Raft should open to the Med Bay. This is a Merc Cruiser; odds are far too good that the first thing someone returning from combat needs is the doctor.

It should be possible to restrict the movement of troops coming back from duty. They should have immediate access to the Med Bay when relevant. They should be forced to go through the Armory to be disarmed, and then possibly forced to being confined to their quarters. When going on duty, troops should be forced to go through the Briefing Room before having access to the Armory, and only having access to the Cutter after that.
 
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