Stardust Evangelion OOC thread
Moderators: th15, Moderators
*pokes head in*
are we getting any equipment?
are we getting any equipment?
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tl;dr-ers will be shot on sight.
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"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
tl;dr-ers will be shot on sight.
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"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)[/size]
Tsakara wrote:but its wrong, and I'd had that idea for a layout for a while, I really like it. it makes sense structurally, and it took me all day to make that design.

To be brutally honest..the ship design you made doesn't make that much sense (and this comes from someone who's been designing starships for years).
It took you all day to make that? Paint or Photoshop then aren't really strong points.
I'd hate my work go to waste too, but ultimately it's your decission..I think..you're something like a GM here.

(I'd propose a vote, but it wouldn't be fair..my pic is prettier

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B.t.w - I updated the image a bit:
DA SHIP
--------
MASS: 1605 metric tonns
PROPULSION: 4X Besmer-Koch HD-12 Fusion Drives
CREW COMPLEMENT: 10-24
ARMAMENT:
- 4 100mm railguns (forward fixed)
- 4 DX-10 Pulsar cannons (forward fixed)
- 4 Avenger cannon turrets (2 top, 2 bottom)

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When you first made that shipmaker image it looked like the thinner part was the front... I now see you wanted something like a winged Nebula Frigate (Star Wars).
Given that starships are big, and you need big engines to push all that mass, plus, when crossing vast interstellar distances you need lots of supplies and craploads of fuel..it made sense that a engine section would be big an bulky.
Ergo, I went with that...made a big engine section, fuel and ammo storages and a large cargo bay.
Next, crew quarters..putting all the rooms in one cluster would be a bad design idea (one hit and everything is gone), so I spaced the rooms a bit - 6 in the now thicker neck section and 6 in the head section - and both parts separated by thicks bulkheads. Then I went further and placed the rooms on the opposite sides.
Breaching the hull now has less negative effects on the main ship systems (loosing a room is no bog deal) and only a few rooms with items would be lost instead of most of them. In fact, to one has to cut trough the rooms to get to the core from the sides.
The armories are located in between all the rooms, so grabbing a weapon and heading towards the dock point to fend off intruders would be easy. Not to mention any potential intruder has to cut trough 3 doors just to get to the main corridor, 6 to get to the reactor/engines and 5 to get to the bridge. :twisted:
Next, the kitchen and the small storage area for food, on the opposite side, the MedBya with 5 beds and the doctors desk. In between, the Mess hall, and to the side the cryo-chamber and computer core, with acess to sensors (this is basicely the electronics hub) and the pulse cannons.
Note that there are 6 ways to go from deck to deck - 4 light blue marked stairs (2 in the head section, 2 in the engine section) and 2 turret acess stairs (purple) that also go trough both decks. the crew can move across the ship very fast with this setup
The rear is pretty simple - man cargo hold, fuel and ammo storage, the main railgun batteries, 2 engineering stations (for repairs, to tinker with stuff), 2 supply rooms with general supplies, the 4 engines, the reactors and the ramp for easy cargo loading.
And of course, the separation point. Instead of blowing the "neck/hallway" section in case the reactor goes critical or something, why not separate the ship? In case it doesn't go boom you can attach again later and the structural integrity is never put in danger by explosives. Not to mention it just looks cool.
And since the ship has forward facing weaponry, I made the front well armored.
All in all, I'm very satisfied with the design. Highly functional, no matter how you look at it.
8)
Given that starships are big, and you need big engines to push all that mass, plus, when crossing vast interstellar distances you need lots of supplies and craploads of fuel..it made sense that a engine section would be big an bulky.
Ergo, I went with that...made a big engine section, fuel and ammo storages and a large cargo bay.
Next, crew quarters..putting all the rooms in one cluster would be a bad design idea (one hit and everything is gone), so I spaced the rooms a bit - 6 in the now thicker neck section and 6 in the head section - and both parts separated by thicks bulkheads. Then I went further and placed the rooms on the opposite sides.
Breaching the hull now has less negative effects on the main ship systems (loosing a room is no bog deal) and only a few rooms with items would be lost instead of most of them. In fact, to one has to cut trough the rooms to get to the core from the sides.
The armories are located in between all the rooms, so grabbing a weapon and heading towards the dock point to fend off intruders would be easy. Not to mention any potential intruder has to cut trough 3 doors just to get to the main corridor, 6 to get to the reactor/engines and 5 to get to the bridge. :twisted:
Next, the kitchen and the small storage area for food, on the opposite side, the MedBya with 5 beds and the doctors desk. In between, the Mess hall, and to the side the cryo-chamber and computer core, with acess to sensors (this is basicely the electronics hub) and the pulse cannons.
Note that there are 6 ways to go from deck to deck - 4 light blue marked stairs (2 in the head section, 2 in the engine section) and 2 turret acess stairs (purple) that also go trough both decks. the crew can move across the ship very fast with this setup
The rear is pretty simple - man cargo hold, fuel and ammo storage, the main railgun batteries, 2 engineering stations (for repairs, to tinker with stuff), 2 supply rooms with general supplies, the 4 engines, the reactors and the ramp for easy cargo loading.
And of course, the separation point. Instead of blowing the "neck/hallway" section in case the reactor goes critical or something, why not separate the ship? In case it doesn't go boom you can attach again later and the structural integrity is never put in danger by explosives. Not to mention it just looks cool.
And since the ship has forward facing weaponry, I made the front well armored.
All in all, I'm very satisfied with the design. Highly functional, no matter how you look at it.
8)
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except that you don't get the backstory behind this ship and why its built the way it is:
this ship is a blockade runner, it has a large cargohold, a small crew and is fast as hell. consequently the drive systems are samll and hyperefficient (like overclocking your engines), making them rather volatile, if they go they risk taking the entire ship with them.
hence the long connector rod, which is the minimum distance necessary for the ship to survive a main core detonation. the way you rebuilt it, if the core goes, it takes with it a bunch or crew cabins as well as the shuttlebay. bad. the only reason the cryo chamber is in the engine area is because its power requirements make putting it anywhere else impractical.
next you split the crew areas up, this would seem like a good idea but in fact the crew area is designed to be used as a final defense. in the event of the armor being breached the crew sleeping areas would be hit first, this is actually a good thing. because of the small crew everyone would be downstairs during an engagement allowing the sleeping areas to be used as ablative armor in an emergency.
the thing you do have better then my model is the setup of the lower deck. however the lounge is the briefing area on the ship, it used to have a table but it was sold, and replaced with cheap furniture.
if you wanted to redesign the internal structure of the ship it would be alright but there is a reason for the ship being shaped like it is. just leave alone the exterior shape, leave the cryo chamber upstairs in the back and the crew chamber being the only part upstairs. oh and the shuttlebay and cargo hold are opposite.
this ship is a blockade runner, it has a large cargohold, a small crew and is fast as hell. consequently the drive systems are samll and hyperefficient (like overclocking your engines), making them rather volatile, if they go they risk taking the entire ship with them.
hence the long connector rod, which is the minimum distance necessary for the ship to survive a main core detonation. the way you rebuilt it, if the core goes, it takes with it a bunch or crew cabins as well as the shuttlebay. bad. the only reason the cryo chamber is in the engine area is because its power requirements make putting it anywhere else impractical.
next you split the crew areas up, this would seem like a good idea but in fact the crew area is designed to be used as a final defense. in the event of the armor being breached the crew sleeping areas would be hit first, this is actually a good thing. because of the small crew everyone would be downstairs during an engagement allowing the sleeping areas to be used as ablative armor in an emergency.
the thing you do have better then my model is the setup of the lower deck. however the lounge is the briefing area on the ship, it used to have a table but it was sold, and replaced with cheap furniture.
if you wanted to redesign the internal structure of the ship it would be alright but there is a reason for the ship being shaped like it is. just leave alone the exterior shape, leave the cryo chamber upstairs in the back and the crew chamber being the only part upstairs. oh and the shuttlebay and cargo hold are opposite.
Erm..no...if the core goes, the crew is perfectly safe..as well as the shuttle bay...but the cargo bay will go (unless you dump the reactors section out. Methinks it might be fesable to do it with the current blueprint, given that the reactor room is sealed away and at the rear of the ship)
Speaking of reactors and engines...having them sticking so painfully our doesn't seem like a good idea for a blockade runner...especially if they are as volitale as you say.
If you're a blockade runner you want to shield your engines..speed is your main advantage, once you loose that....
One stray shot and the whole engine section will snap away, leaving the rest of the ship dead in the water.
As far as crew quareters go, you might notice they can be used as a extra armor (of questionable quality, but still). You might want to add extra armor between each room, like I have.
Which reminds me..where are the weapons? You have a storage area (missiles?), but where are the weapons themselves.
Also, since you wanted GUNNERS, then the ship should have manned turrets.. we have 4 marines/gunners, ergo, 4 turrets would be nice to have..and ways to get to them too.
One thing that amuses me - I can't decide if it's better to have the shuttlebay and cargo bay BOTH on the front, or in different places, like I do.
On one hand, if the engine blows the cargo is safe. On the other hand without the engines it will be of little use anyway. You can't carry all the cargo in the shuttle and if someone else blew up your engines you'd be dead in water and at their mercy.
Another thing that just crossed my mind - having the shuttlebay and cargobay so close together means a single good hit could damage/destroy both.
Sorry if I'm overanalyzing things - I tend to do that when I build ships.
Hope the comments help to work out the bugs.
Speaking of reactors and engines...having them sticking so painfully our doesn't seem like a good idea for a blockade runner...especially if they are as volitale as you say.
If you're a blockade runner you want to shield your engines..speed is your main advantage, once you loose that....
One stray shot and the whole engine section will snap away, leaving the rest of the ship dead in the water.
As far as crew quareters go, you might notice they can be used as a extra armor (of questionable quality, but still). You might want to add extra armor between each room, like I have.
Which reminds me..where are the weapons? You have a storage area (missiles?), but where are the weapons themselves.
Also, since you wanted GUNNERS, then the ship should have manned turrets.. we have 4 marines/gunners, ergo, 4 turrets would be nice to have..and ways to get to them too.
One thing that amuses me - I can't decide if it's better to have the shuttlebay and cargo bay BOTH on the front, or in different places, like I do.
On one hand, if the engine blows the cargo is safe. On the other hand without the engines it will be of little use anyway. You can't carry all the cargo in the shuttle and if someone else blew up your engines you'd be dead in water and at their mercy.
Another thing that just crossed my mind - having the shuttlebay and cargobay so close together means a single good hit could damage/destroy both.
Sorry if I'm overanalyzing things - I tend to do that when I build ships.
Hope the comments help to work out the bugs.
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TrashMan wrote:Erm..no...if the core goes, the crew is perfectly safe..as well as the shuttle bay...but the cargo bay will go (unless you dump the reactors section out. Methinks it might be fesable to do it with the current blueprint, given that the reactor room is sealed away and at the rear of the ship)
their not close to safe, if the reactor goes, everything could go. right up to the bridge. it NEEDS to have the long connector.
well first off the ship has a lot of armor on all the sections, just cause it looks thin doesn't mean it is, but it also needs to be light so it isn't loaded down. but remember its not the engines that are dangerous, its the reactor systems. it also has engines under the wings (powered via the large conduits visible in my bpo) all the engines have one time use fire and pray battery systems, that hold a large energy reserve capable of blind jumping the ship in an emergency, so losing the engines doesn't doom the ship.TrashMan wrote: Speaking of reactors and engines...having them sticking so painfully out doesn't seem like a good idea for a blockade runner...especially if they are as volitale as you say.
If you're a blockade runner you want to shield your engines..speed is your main advantage, once you loose that....
One stray shot and the whole engine section will snap away, leaving the rest of the ship dead in the water.
they are pretty well armored as is, remember the more weight you have the slower it getsTrashMan wrote: As far as crew quarters go, you might notice they can be used as a extra armor (of questionable quality, but still). You might want to add extra armor between each room, like I have.
the storage area holds all the ammo, not just missiles, the missile launchers are at the joint where the wings meet the hull, the guns are mounted on the body and on the wings.TrashMan wrote: Which reminds me..where are the weapons? You have a storage area (missiles?), but where are the weapons themselves.
armaments are:
4 wingtip mounted 250 mm railguns (small wings on tail assembly)
6 hull mounted 225 mm gatling ion cannons ( 4 on the sides 1 pair front 1 pair aft and one on the top and bottom
4 rapid fire release missile launchers\
TrashMan wrote: One thing that amuses me - I can't decide if it's better to have the shuttlebay and cargo bay BOTH on the front, or in different places, like I do.
On one hand, if the engine blows the cargo is safe. On the other hand without the engines it will be of little use anyway. You can't carry all the cargo in the shuttle and if someone else blew up your engines you'd be dead in water and at their mercy.
Another thing that just crossed my mind - having the shuttlebay and cargobay so close together means a single good hit could damage/destroy both.
actually their designed with high intensity inertial dampening to stop cargo movement, this provides a strong amount of armor resistance and allowing it to act like a bullet shield for the habitation area.
nah this is an interesting discussion.TrashMan wrote: Sorry if I'm overanalyzing things - I tend to do that when I build ships.
Hope the comments help to work out the bugs.
Really sorry to interrupt this, but I've just got to throw in my two cents. This looks like a great RP and it'd be terrible for us observers to miss it.
First, why even have weapons ? If it's a border runner, it either needs : speed, or stealth. They don't go tanking straight into patrols :D. You could, however; load man portable rockets, gauss cannons or directed energy weapons into the cargo bay then allow pressure suited members to climb out onto the hull.
Second, combined cargo and ship holds are proven designs (Serenity). :).
And lastly, why not either allow the creator of the RP to decide or just run a poll ? Arguing just dimishes your chances of getting onwards promptly.
First, why even have weapons ? If it's a border runner, it either needs : speed, or stealth. They don't go tanking straight into patrols :D. You could, however; load man portable rockets, gauss cannons or directed energy weapons into the cargo bay then allow pressure suited members to climb out onto the hull.
Second, combined cargo and ship holds are proven designs (Serenity). :).
And lastly, why not either allow the creator of the RP to decide or just run a poll ? Arguing just dimishes your chances of getting onwards promptly.
The preferred outcome of war, is peace. Ironic; huh ? -[citation needed]
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I'm having fun with this:

Speaking of which, since when does chatting away in another thread stop the RP?

Speaking of which, since when does chatting away in another thread stop the RP?
Last edited by TrashMan on Sat Feb 02, 2008 9:38 am, edited 1 time in total.
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