pbp traveller game

I am intrested in joining a tramp trader type PbP game here. I was thinking of playing a recycled. Retired Merchant 3rd Officer, Medic / Steward.

As for the ship something "cheep" in the 200 - 400 dTon range, with a jump 2 drive. So we can not go bankrupt to fast. Would work for me. :lol:

Will PM streamlined sheet tonight.
 
Well here are some designs I came up with behind the seen's in a previous game since I was playing an a filthy rich Noble based on this.:shock:
http://www.freelancetraveller.com/features/shipyard/analysis.html

stretchedobesefattrader.jpg

By subzero001 at 2011-05-11

joesfattraders.jpg

By subzero001 at 2011-05-11
 
the Hector design is interesting as well originally 1800 I upgraded it to 2000. Here is the stats to the 1800 one very similar to the two K one look at the pictures.

I used external attached pods as well as stretched the cutters. it would use 40 ton modules instead of 30 ton ones or it can use the standard 30 ton modules and the extra 10 tons on both cutters would contain umbilical hookups for direct fuel scoop/pump systems to the hector for processing and fronter deliverables.

The "jumper" I mentioned is a universal tow truck jump tender design.

http://www.freelancetraveller.com/features/shipyard/deckcargo.html

Now depending on how "psionics" works I was using one or two of the pods as time drive and jump augmenter (drive augmentation & internal relative dimensional adjuster) But this is a GM adjustment.

So for instance I was using both and would jump with hours differences and around 50% fuel consumption or could jump overloaded by 50% more at standard fuel consumption.While jumping at J1 paying for J1 and actually can jump 6 if I needed.

Hector Class Module Transporter

The 1800-ton Module Transporter is a specialist freighter with a novel approach to the problem of rapid cargo delivery. Instead of using a cargo hold, it carries 26 cutter modules on it's ring shaped hull. Two modular cutters are carried on docking grapples that traverse the inside of the ring to align the cargo modules, allowing the cutters to change their modules in three minutes. Hauling modules is less efficient than the traditional approach, but it allows much faster, targeted delivery, which can be a great advantage on frontier worlds. The Hector has attracted interest from the military, who see the Hector as a key asset in the deployment of armor and equipment for rapid reaction forces.

As well as carrying freight, the Hector operates as a passenger carrier, having the capacity to carry 40 passengers in state rooms, and 30 in low berths. There's a long-haul variant, the Hector-J, that sacrifices its passenger capacity in order to field Jump-3 range. These have proved less successful, as the Hector can substitute some of it's cargo modules for extra fuel tanks, allowing it to make the occasional deep space hop, should it need to travel beyond it's normal jump range.

Hector Class Module Transporter
1800-ton
Jump M (Jump 2) (360 tons for a 2-parsec Jump, or two 1-parsec jumps)
Thrust M (2G)
Powerplant M (72 tons of fuel for 6 weeks of operation)
Computer - Model 4
Electronics - Standard sensors
Hardpoints - 4 Triple turrets

Staterooms:
1 single occupancy (for captain)
6 double occupancy for crew

40 single occupancy for passengers
30 Low berths

50 tons of luxuries
100 tons of cargo module handling machinery
26 30-ton cargo modules
2 modules are fuel scoop

Crew:
4 Pilots, 1 Navigator, 3 Engineers, 4 Gunners, 1 Steward


Layout Description

Deck 1
1 Main lounge/dining area, offering comfortable dining and leisure area with three large viewing plates.
2-13 Passenger staterooms

Deck 2
14-30 Passenger staterooms

Deck 3
31 Upper starboard gunnery station
32 Upper starboard drives bay
33-36 Passenger staterooms
37 Starboard cutter dock. Overhead access tube mates with cutter when its docking cradle moves to connect with the docking arm on deck 3. Moving between the deck and the cutter requires a sudden shift in the direction of arificial gravity, as the crewman climbs down the access ladder and arrives through the wall rather than the ceiling of the cutter. These shifts are a rare design compromise as they can cause disorientation and or nausea in persons not experienced in space travel.
38 Upper starboard passenger common room. A small area for passengers to sit. Equipped with a table, sofa and wall mounted holovideo display.
39 Bridge, with crew stations for a pilot, navigator and an engineer. There is an access tube down to 60. on Deck 4.
40 Central access, with lift and access shaft. The access shaft runs to emergency airlocks on the top and bottom of the hull.
41 Stores and tooling. There are vaccsuits and emergency gear stored here, although the room is clear enough to be used as an informal lounge/meeting area.
42 Main airlock, often used for passenger boarding, rather than via the docking arms.
43 Upper port passenger common room.
44-47 Passenger staterooms
48 Upper port drives bay
49 Low berth bay with access to down to the port docking arm.
50 Upper port gunnery station

Deck 4
51 Lower starboard gunnery station
52 Lower starboard drives bay
53-56 Passenger staterooms
57 Low berth bay with access up to the Starboard cutter dock.
58 Lower starboard passenger common room. Equipped as a mini-gym.
59 Captains stateroom
60 Ships office/computer suite. There is a crew station at the cutter control system, that allows a crew member to load/unload modules from the docked cutters. The operation requires no skill is required, and each module change takes 3 minutes.
61 Main engineering control area. Most of the ships fuel and some of the drive systems are located in the hull ring, which provides no direct access for crew. This engineering station allows for the monitoring and a certain degree of automated maintenance and repair of inaccessible areas.
62 Crew common room
63 - 66 Crew double-occupancy staterooms
67 Port docking arm. When the cutter is docked, it can be accessed through the floor access tube. Moving between the deck and the cutter requires a sudden shift in the direction of artificial gravity, as the crewman climbs up the access ladder and arrives through the wall rather than the floor of the cutter. These shifts are a rare design compromise as they can cause disorientation and or nausea in persons not experienced in space travel.
68 Lower port drives bay
69 Lower port gunnery station

Deck 5
70 Crew stateroom
71 Crew stateroom
72 Common room/storage
73 Low berth bay

Deck 6
74 Low berth bay, informally called 'The Crypt



Uploaded with ImageShack.us[/img]



Uploaded with ImageShack.us

So far as I know we have a trader and pilot? I have read the Elisabeth Moon Vatta wars series as well and that was what my male "noble" turned into LOL. So I was thinking of something along the lines of "Raff" this time. So I'm making a spy with a megacorp "noble" background with interests in Scout, Pirate, Belt miner and Ship tracer. what do you think to complex? :wink:
 
OK. My model of a far trader is 200 tons, but I do really like the design. It gives us a nice number of passenger rooms, a 64 ton cargo bay (which isn't huge, but enough) and two hard-points for if we have some spare cash and decide we really don't like them pirates. It refuels in a day as well.

Total monthly cost (not with mortgage): 24,883

Mortgage monthly (full price): 214,106.25
Mortgage monthly (10% reduction): 192,695.625

What do people think?
Plus, with a steward, we can carry high passengers :D

Hey Mac, I was thinking about how characters meet, particularly ours. Were you ever given an award or a medal or something? You said you were an imp...
 
MAN I LOVE IT WHEN PLAN COMES TOGETHER!! hahahaha

I think its all good. the ship seems to be causing the most mischief. I am going to have no part in picking the ship so you all got to decide.

Welcome new players! send your character sheets to me and I want you all to decide the ship.

Dez-1
 
OK the 200 toner Far Trader sounds fine with me.(not here to cause waves) Dez-1 I'm assuming you want us all on one ship correct? :lol: I Do like the 300 toner LSP modular transport as well you can configure it any way you wish with 6x 30 ton modules it comes out of the Golden Age of Starships series. What ever the group prefers is totaly fine with me.

:idea:
 
What are you aiming to play subzero? Or did you mention that already and I'm an idiot....

ETA: Oh, and dez, do you have the merchants book?
 
Was just responding to Dez-1 comment that is all. his comment on "I think its all good. the ship seems to be causing the most mischief. I am going to have no part in picking the ship so you all got to decide." and was agreeing I have no issues with whatever ship is decided that is all. Sorry if you took offence to anything I said or if it was felt I implied wrongly.
 
Was looking to play a Raff style character from the Vatta series since it looked like we have a Trader style and pilot?
 
Sorry if you took offence to anything I said or if it was felt I implied wrongly
No no, no offence at all :)
I was just curious...
What sort of character is... he/she... I haven't got much beyond the first vatta book.
 
I was thinking about ships while I was in the shower:
The far trader at 200 tons. Jump-2 with 64 tons of cargo.
Costs: 51 Mcr

The fat trader, with Macs upgrades. Jump-2:
+10 tons J-drive
+6 tons P-plant
+ 40 tons fuel.
This would knock cargo space down too 149 tons
Costs: 131 Mcr

The hector, that big ring? I have two problem. One, it's enormous. We would be struggling to fill it, let alone pay for it.
Two... I want to be able to land really. It's cool that way :P

The fat trader above... lots of cargo space, but it's no cheap, not particularly anyway....
How about a 400 ton version of the far trader, like Mac suggested. Like an elongated version?
I'll have a crack at it on the train, see what I come up with :)
 
I made a ship while I was on the train:
400 ton self sealing hull
2 points armour
thrust 1, jump 2, power plant rating 2
1 jump 2 and 4 weeks of fuel
computer with jump software
Basic civilian electronics
4 crew rooms, 6 passenger rooms
ten peoples worth of escape pods
177 tons of cargo

total cost: 109,210,000 credits
Life support: 20,000
Maintenance: 9,100

It's about as cheap as I can get it. I can swap more cargo space for more passengers and stuff. However, I wouldn't advise too much. This is still not cheap.
I'm gonna do a stretched far trader later as well (take the far trader,add 200 tons :P)
 
Subzero001 - can you please reduce the size of those images? they blow the width scroll completely out of shape.

barnest - as for awards (this version) didn't get anything particularly high ranking. what are you thinking?

the new 400t looks good to start. let's see what you get with the stretched 200t +200. It's getting close.
 
what are you thinking?
Meeting your character whilst making the rounds at the social circles. I thought If you had got anything fancy they could have met at a party or ceremony of some sort. My character is a bit of a socialite
(I almost wrote socialist then, which is a bit different :P)
 
This is a modified far trader. It keeps most of the far traders bits, in a similar hull, with bigger engines and a bigger cargo bay.

400 tons, streamlined: 17.6 Mcr
Crystaliron armour (4 points): 20 tons, 3.2 Mcr
Jump D (2): 25 tons, 40Mcr
Manouvre B (1): 3 tons, 8Mcr
Plant D: 13 tons, 32Mcr
Fuel: 1 jump-2 and two weeks: 88 tons
Bridge: 20 tons, 4Mcr
Model 1/bis computer with jump control/2 software: 0.245Mcr
Basic civilian: 1 ton, 0.05 Mcr
4 crew staterooms: 16 tons, 2 Mcr
6 passenger staterooms: 24 tons, 3Mcr
6 low berths: 3 tons, 0.3Mcr
fuel processors: 4 tons, 0.2Mcr
Cargo: 166 tons

Total cost: 110,595,000 credits
Life support: 20,600
Maintenance: 9,216

Hmm...
This on has advantages and costs only a little more. For instance, this can scoop fuel, it can carry low passengers, and it can fly in atmosphere with ease. Also, I want the front end to look exactly like a far trader :P (though the bridge will have to be a little bigger.) I quite like it to be honest.
What do people think?
 
barnest2 said:
what are you thinking?
Meeting your character whilst making the rounds at the social circles. I thought If you had got anything fancy they could have met at a party or ceremony of some sort. My character is a bit of a socialite
(I almost wrote socialist then, which is a bit different :P)

Socialite is good. Cirocco plays a mean violin:

Artisan-1 : musical instrument: violin - a collapsible, electronic, tl 12 version

She could be playing for a small party (as one of the guests, not a hired performer).

so this new ship is a stretched 200t with the nice captain's cabin on one side of the cargo door and the bridge on the other? I'm sure I've seen plans for a stretched version, although it wouldn't be hard to hack one out.
 
That sounds pretty cool. I think we have a reason for knowing each other :D
Sophia likes music, she just can't play any :P

what do you think of the ship?
 
I may have modelled the stretched far trader, mainly because I can. Here it is:
http://i877.photobucket.com/albums/ab336/barnest2/fartraderstretchedmodel.jpg?t=1305208004
That is very basic. It doesn't have any streamlining or anything. But it gives a good idea of the size of the thing (Hint, it's not little)[/img]
 
Whoops, I made a mistake. It should have been more stretched still. Here is the fixed version, with a normal far trader for comparison.
(btw, the incorrect one is correct for 300 tons :))
http://i877.photobucket.com/albums/ab336/barnest2/fartradercomparisoncorrect.jpg?t=1305209127

It's not actually that bad looking, and it's much slimmer than the normal version.

220 ton lower deck
-Bridge
-crew rooms
-Fuel processors
-M-Drive and power plant (split, 8 tons to each rear side)
-146 tons of cargo

160 ton upper deck
-Passenger rooms
-Fuel
-Low berths
-J-Drive (upper rear, separated from passengers by fuel)
-20 tons of cargo space

That's how the plan works out.
 
I like it. maybe one more thing, since we don't need a shuttle/ship's boat: take the 4t air raft pod and extend it backward to put in a 6t g-carrier.

oops. just looked at the Core book and a G-Carrier is now military. I believe back in the Classic, it was just a larger, enclosed grav vehicle. I'm thinking for more passengers and cargo hauling. The 4t AR is pretty minimal.
 
Back
Top