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Safety equipment on spaceship

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Forseti Forseti's picture
Safety equipment on spaceship
I need to establish what safety equipment can be found onboard small spaceship (SLOTV). I mean small freight/single-container carrier used to deliver cargo between moons of Jupiter or Saturn. I could imagine that in emergency closets there could be spare space suits, oxygen tanks, nano-bandages but what more? Will hand fire extinguishers have a place there? Fire axes? Ectos? Some sensors? What would be considered system-wide (or Inner System-wide) standard? I expect the equipment would have more functions and be better than today. Fire extinguishers would be lighter, not metal, with better extinguishing agent but should they double as ad-hoc jet rocket or in 10AF some other dispenser mechanism would be used? I could also envision that all the safety equipment would have spimes reporting their position on some emergency channel. What else could you propose? Regards!
UnitOmega UnitOmega's picture
Crash suits and spare
Crash suits and spare vacsuits are a must. In that case, I think Air masks or spare oxygen bottles might actually be redundant. Maybe an either/or. Rolls of nanobandages make sense for a lot of polities, but you could also have an actual "Tool Kit" for Medicine: Paramedic or something as an actual first aid kit. Something else useful in a pinch would be a few rolls of Grip Tape. Emergency Bubbles are explicitly listed as lifeboats for small vacuum craft, so there's probably a few of those (in case of a cargo hauler, probably just the one) lying around. Conventional fire extinguishers aren't really handled by the system, but if you fill a Sprayer with NotWater, you've basically got one. NotWater is cheap as hell, so take as many cans of that stuff as you could need.
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Nerathul Nerathul's picture
I'd say it depends on what
I'd say it depends on what the crew is, it's space configuration (Fuel type and velocity). A ship staffed entirely by synth wouldn't need space suits and in fact could probably be kept in a vacuum condition to save on mass (Air and it's recycling systems aren't nothing) as well as remove the danger of fires breaking out. The contents would also vary depending on the owner. I'd wager hypercorp are pretty anal about the safety of their investment while low-income couriers, salvagers and the likes have the barest minimum. What I could see in the emergency closet(s): EVA gears (Suits, and EVA Sleds), Medical equipment (Nano-bandages, drugs/stimulants/painkillers) Weapons (For boarding parties, rogue crew members, etc -- Probably non-lethal or things that don't risk blowing a hole in the hull such as hollow points or energy weapons) and tools for emergency repairs (Flashlight, a tool box, Crowbar, Plasma Torch --Essentially a disassembler kit) as well as a few more survival things such as Emergency bubble, fabbers.
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Scottbert Scottbert's picture
Don't forget repair spray!
Don't forget repair spray!
ShadowDragon8685 ShadowDragon8685's picture
This depends entirely on who
This depends entirely on who's operating the ship, both in terms of who owns it and what sort of people are crewing it, if any. In terms of ships flying around Saturn? You are [i]not[/i] going to find much if any indentured crew, whether in bio-, synth- or infomorph, as it would be very easy for an unhappy indenture to fly the ship to Titan and claim sanctuary from slavery, where the Titanian Commonwealth is more likely than not to seize the ship as the profits of a crime against humanity, or at the very least impound it as evidence in the investigation of a crime against humanity, and if you want it back they'll likely demand you sign over not only the victim's indenture rights, but any others they can get out of you, too. Around Jupiter? Hoo boy. The Jovian Junta reigns supreme in the Jovian system, and they get squirrely if you're flying around in synthmorphs, as infomorphs, and as AGIs. They couldn't give a toss about indenture, though, so you're likely to see indentured biomorphs. Expect your ships to be hassled frequently, and depending on how corrupt the Junta is, emergency supplies may well mean bricks of gold or other resources in short supply in the Junta's enforced old-style scarcity economy, for bribes. In general, though... If the ship is crewed by biomorphs, you're going to want: * Spare spacesuits - the full versions, not light ones. * Fire extinguishers. They totally can double as emergency reaction mass. (Space Station 13 4 lyfe!) * Toolboxes/belts with built-in ecto containing an AI and sensors, pre-loaded to guide novices through emergency repair proceedures, and display schematics for more mechanical personnel. * Material for patching hull breaches to pressurized compartments. * Medkits with similar built-in Ecto containing preloaded emergency medtech AI capable of talking a novice through lifesaving emergency treatment, and assisting a more skilled medic. * Grip Tape. Oh gods yes, grip tape. Apollo 13 came home because they had duct tape aboard, and Grip Tape is the 22nd century version of it. Every tool box and locker on the ship should have a roll. * EVA maneuver pack(s) with built-in ecto (seeing a trend here?) pre-loaded to fly someone unskilled in piloting around the outside of the ship, and provide aid to a more experienced EVA pilot. * Probably a bunch of other shit I can't think of right now. Seriously, you could sit some NASA guys down with the EP core rulebooks, bring them up to speed on the setting, and then task them to make a comprehensive list of all the emergency gear a small craft should have aboard and they'd probably be a week doing it. Also, you'd probably want an unlocked nanofabber and some feedstock, because OF COURSE YOU WOULD! If the ship is crewed by synthmorphs and infomorphs, a lot of the stuff you want that pertains to biomorphs becomes pointless, but they're still going to want toolboxes, hull breach patches, grip tape, EVA maneouver packs, and such. And of course, a CM. All ships are going to want some repair drones aboard, too, and even a synth-ship might want some basic medical supplies aboard, in case they have need to render assistance to biomorphs.* * I actually wrote up one of the ships in the GYAtM Swarm as being like this. It's an entirely synth-only ship, not only is it unpressurized but in many places the hull isn't actually solid, facilitating rapid ingress/egress. But they have a sealed medical wing, containing two healing tanks and a vast pair of racks of much smaller healing tanks, sized just about right for a biomorph head. Sure, it sucks to be decapitated as a form of rescue, but on the bright side they're going to feed your body to the recycler so your atoms won't be lost, and you won't have to suffer resleeving penalties. You'll wake up in a healing tank on the Swarm, enjoying a freshly rebuilt body.
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UnitOmega UnitOmega's picture
You don't actually need a
You don't actually need a built in "Ecto" to AI equip most of that, any device with a computer typically has a device AI installed to do any heavy lifting if a transhuman operator can't do it better. And the ship has it's own internal network which can supply any necessary schematics on that end, provided by the ships built in AI, which has an interest in its own specs at like 80. Or, the smartest thing would just be for the whole crew to stash basic diagrams and instructions on the massive storage of their cranial computers so that with the right tools and taking their time, a transhuman might not completely botch the default. The best option though would to just give everybody a skillsoft or basic training in Aerospace and Paramedic and back them up with drones.
H-Rep: An EP Homebrew Blog http://ephrep.blogspot.com/
thepedant thepedant's picture
Ship type and fuel type important
There are two fuel types for SLOTVs in the main book (pgs. 348-349): hydrogen-oxygen and metallic hydrogen. The MH SLOTVs are convertible from high to low velocity versions, but the hydrox ones aren't. If you have an MH, low velocity SLOTV (the ideal type for hopping between small moons), there's a 100-person passenger capacity, not including cargo. So there's space for anything you need. At high velocity, you only lose 30 persons worth of space, so you can still probably cram in a literal metric ton of material should you need. However, if you have a hydrox high-velocity SLOTV, which would be the kind of thing Brinker and Scum characters would get their hands on third- or fourth-hand, there's just a 3-person crew capacity, which leaves basically no space for emergency equipment. Likely, this means that passengers wear whatever vacsuits they bring and emergency equipment is limited to a small fire extinguisher for the cockpit.
nezumi.hebereke nezumi.hebereke's picture
Remember, this stuff costs
Remember, this stuff costs resources and time to fab, and you're never expecting to have to use them. So I would NOT expect anything larger than a light space suit, unless it's a ship that's specifically expecting trouble. Also, bear in mind that putting on a space suit is not like putting on a hat. So yes, oxygen tanks with safety hoods would be reasonable. Safety hoods are used in our modern setting for dealing with smoke inhalation. I imagine in the EP setting, it would be handy to give it a rigid design to protect the face from the unfun of decompression. Axes or basic power tools, very basic medical kit, repair spray, fire extinguishers. Basically, emergency closets are the things you use so you can get to your tools. While I imagine a small ship like that has space suits, I don't imagine they have emergency vac suits on top of the standard vac suits. The ship will have an emergency beacon. It might have an emergency shelter or tent. And yes, if this is around Jupiter or something, there will be other concerns. Presumably, the ship is already shielded from radiation, but perhaps the ship is equipped with a full-sized escape pod to protect a person if the ship becomes unsafe (whereas further out from Jupiter, the radiation is low enough that a shelter can just ignore it for a few days with minimal negative effects).
ShadowDragon8685 ShadowDragon8685's picture
nezumi.hebereke wrote
nezumi.hebereke wrote:
Remember, this stuff costs resources and time to fab, and you're never expecting to have to use them. So I would NOT expect anything larger than a light space suit, unless it's a ship that's specifically expecting trouble.
That's pretty much the exact same thinking that lead to [i]RMS Titanic[/i] being launched with the minimum number of lifeboats then-allowable by law, as opposed to a number actually remotely approaching what would be required to save the lives of everyone aboard. Some lessons have to be learned in blood, I suppose, and have to be learned once a generation or so, I guess.
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nezumi.hebereke nezumi.hebereke's picture
The Titanic did not have
The Titanic did not have enough lifeboats for all of the people on board. I'm not suggesting that specifically (although now that you bring it up, I can totally see that being the case. After all, what's more expensive; vac suits and reaction mass for them, or a one-out-of-a-million chance of paying resleeving costs once the stacks are recovered?) Rather, don't pack a yacht when an inflatable raft will do the trick. 90% of ships are going to be in local traffic. That means rescue is at most a day or two away. That's as long as you need to survive. If you're around Mars, heat, air, and pressure are all you need. The radiation is negligible over that period of time. The next 9% are long-haulers. Rescue is years away, if it's ever coming at all. Upgrading your light vac suits to heavy isn't going to make a difference.
Bursting Eagern... Bursting Eagerness Soul's picture
nezumi.hebereke wrote:The
nezumi.hebereke wrote:
The next 9% are long-haulers. Rescue is years away, if it's ever coming at all. Upgrading your light vac suits to heavy isn't going to make a difference.
I'm just going to bring up that the most likely sleeve for long-haul crew is the hibernoid, as that is literally what it was made for. If you have a standard vacsuit and that sleeve, all you have to do is activate a distress beacon, set your suit to feed you automatically, and go into hibernation.
In other words, firing off a laser with a sufficient TWR for the recoil to be noticeable would require a post-miracle-tech laser weighing less than a disposable plastic spoon and powerful enough to shoot down Death Stars? -- ShadowDragon8685
thepedant thepedant's picture
Bursting Eagerness wrote:I'm
"Bursting Eagerness" wrote:
I'm just going to bring up that the most likely sleeve for long-haul crew is the hibernoid, as that is literally what it was made for.
Better to have a synthmorph for long hauls, I'd say. Just siphon a little energy from whatever your reactor is for charging, and you save tons on keeping life support going. Cockpit could be a small area with frames to hold the synthmorphs in place and a connection for the access jacks; ship control would be through jamming. When not engaged in ship control/maintenance, synthmorphs would be in simulspace.
UnitOmega UnitOmega's picture
thepedant wrote:
thepedant wrote:
Better to have a synthmorph for long hauls, I'd say. Just siphon a little energy from whatever your reactor is for charging, and you save tons on keeping life support going. Cockpit could be a small area with frames to hold the synthmorphs in place and a connection for the access jacks; ship control would be through jamming. When not engaged in ship control/maintenance, synthmorphs would be in simulspace.
Well, the obvious extension is then, why not use Infomorph crew? Then they can literally spend the whole trip in simulspace, use drones for physical interaction, and use time acceleration to speed up the trip. The, of course, ignores the fact that the Hibernoid has the explicit purpose of being useful for a long-haul travel, due to hibernation. For most is makes perfect sense to sleeve a biomorph crew, unless you have some particular reason to cut out what are probably standard environmental systems. Barring the gene tweaks of a Hibernoid, this is probably an example of using the most reliable, hardy, tested "technology" you can. And while Hibernoids have a higher cost to "make/buy" than a Synth, they cost less CP, lack negative traits and generally you can consider humans a better tested technology than robot bodies. There are probably some groups who go all the way with synth/info crew, but depending on what you're doing and how, it's probably simpler to utilize a bio-sleeve and keep all of the factory standard requirements to field biomorphs.
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Bursting Eagern... Bursting Eagerness Soul's picture
UnitOmega wrote:thepedant
UnitOmega wrote:
thepedant wrote:
Better to have a synthmorph for long hauls, I'd say. Just siphon a little energy from whatever your reactor is for charging, and you save tons on keeping life support going. Cockpit could be a small area with frames to hold the synthmorphs in place and a connection for the access jacks; ship control would be through jamming. When not engaged in ship control/maintenance, synthmorphs would be in simulspace.
Well, the obvious extension is then, why not use Infomorph crew? Then they can literally spend the whole trip in simulspace, use drones for physical interaction, and use time acceleration to speed up the trip. The, of course, ignores the fact that the Hibernoid has the explicit purpose of being useful for a long-haul travel, due to hibernation. For most is makes perfect sense to sleeve a biomorph crew, unless you have some particular reason to cut out what are probably standard environmental systems. Barring the gene tweaks of a Hibernoid, this is probably an example of using the most reliable, hardy, tested "technology" you can. And while Hibernoids have a higher cost to "make/buy" than a Synth, they cost less CP, lack negative traits and generally you can consider humans a better tested technology than robot bodies. There are probably some groups who go all the way with synth/info crew, but depending on what you're doing and how, it's probably simpler to utilize a bio-sleeve and keep all of the factory standard requirements to field biomorphs.
You would likely see the Inner System powers (and JJ) using biomorphs more, and the Outer System powers using the synth-/info-morphs. The distinction of tried-and-true vs. experimental-but-might-be-better fits with their ideologies well.
In other words, firing off a laser with a sufficient TWR for the recoil to be noticeable would require a post-miracle-tech laser weighing less than a disposable plastic spoon and powerful enough to shoot down Death Stars? -- ShadowDragon8685
Forseti Forseti's picture
On various morphs used onboard of ships
It's really interesting what you say about various morphs that could be used on such SLOTV. I agree that probably the infomorph using remote drones is the most optimal option as it comes to using a ship. However, I can readily imagine that some crews use sub-optimal solutions. Prime reason IMO should be the cost of dedicated morph. That would of course make hibernoid unavailable to many low-end traders and couriers. This could also apply to infomorph - the crew members would be severely handicapped if they'd rely on remote transmissions to communicate with their customers and drones to get physical work done. So they'd rather need a morph - if not on board (because the ship is meant for infomorphs and lacks life support) then at every port. That means money/rep to rent one and resleeves can be tedious rather quickly. Also, ship without life support lacks versatility - can only be used as cargo delivery not as passenger ferry. But I think that many of independent freelancers in courier business would be akin to Frontier Elite types - little, versatile ship capable of serving diverse roles as dictated by current mission. Having life support - why not using morphs and save on specialized drones? Sure, pilot can go infomorph since that yields bonuses but why others? For my adventure I envisioned SLOTV used by smugglers like Nine Lives (but smaller, less resources). It had to move a virtual sweathouse from New Quebec (Titan) to smaller Extropian outpost near Doom Mons (Titan). Sweathouse was in fact a server center housed in normal container and the SLOTV had external cradle to lift it. The adventure begins when the ship goes down and crashes. Before total power-down the VR server has enough time to resleeve players into spare morphs smuggled on the same transport to a new place of operation. Now, they awaken and what emergency equipment shoud they have access to? I settled on spare suits, diamond axes, hand fire extinguishers, repair sprays, nano-bandages, and breadcrumb. Then I thought that I've restricted the available tools too much. Hence I asked here and your answers are really helpful :)
Chernoborg Chernoborg's picture
Thinking about the hibernoid,
Thinking about the hibernoid, I wonder if most of them were made pre-Fall when biomorphs weren't considered an exclusive commodity. Also, don't forget to throw a few bots aboard. A DoctorBot and some automechs to fix up whatever happens on the trip. Just be sure your Eclipse Phase R2-D2 has a good motivator before you go!
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Forseti Forseti's picture
I don't want to give away too much
but actually I can get away with no-bots situation - they were all disposed of by what happened after the crash. Yes, TITANs. Still I want players to survive the frozen badlands of Titan so some emergency equipment is needed :) I like this adventure very much, it's very crazy but very rational (I hope). When my players from both teams finish it I intend to publish it somehow, perhaps even translate into English. Its nice scenario suited to both players and GM that are novice to EP with potential for a campaign.