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Looking for ideas for space maps

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jasonbrisbane jasonbrisbane's picture
Looking for ideas for space maps
Hello All, So I am looking to take my players into a Gate and onto a space ship that shouldnt be where it is... And its got some Factors on it.... And it may* be infected with something worse. (* it is really bad!) Im looking for ship maps along the lines of System Shock 2 but with a distinctly EP feel. That is Im looking for ideas for decks, rooms, etc that fit the EP universe - ie what is actually on a ship that is in the EP universe that people would LIVE on... The ship is pre-fall but that is only ten years of development, which I believe wouldnt be that much (fabbers would be around, but certain synthmorphs wouldnt be, etc). Can I get some ideas from you very clever, wonderful people about the types of things that would be on a standard ship? * I will rip out and modify some of these "standard" things once I can get an understanding of what would normally be on them... Thanks muchly. :D
Regards, Jason Brisbane
jasonbrisbane jasonbrisbane's picture
Hi Again,
Hi Again, I was thinking of a few ideas: here are some to stir the pot... Engineering * reactors for ship propulsion * computers for reaction mass calculations, trajectory adjustments and minor ship calculations based upon gravity, etc * Reaction Mass - this would take up at least a third of the deck? Would it be more like half? Science * Medical bays * medical research * Nanotechnology development and research * Biology Lab * Botany Lab * Biochemstry lab * Xeno Biology Lab * Xeno-Botany Lab * Each Lab has its own containment facility on a separate power array * Botany Lab also contains food grown. * Psychology lab, including VR servers to connect to for psychology adjustment in VR. * Psychosurgery lab, servers and backup servers for crew undergoing rehab. Crew Quarters * Each station/lab would have 4 crew (for 3x8 hour shifts and one rotation person). * Like minded people would be housed in areas (science personnel, engineering personnel, etc) * Rec areas for half crew at any one time, including dancing, cinemas, VR lounges, Social meeting areas (think areas were you can go to use "facebook, twitter, etc") * waste reclamation stations between every eight staff/rooms. * cleaning stations (aka bathrooms) Command Deck * computers and servers for ship board requirements (astrometrics, astrogation, navigation) * systems checking for each deck (ensure life support, power systems, fabbers, etc working correctly) * Security stations for each deck (ensure all systems running secure and under standard Corporate operating requirements). * weapons lockers and armory * security personnel (for this deck only) Weapons Systems * I put this separate as weaponry would be a unique system, possibly on each deck (located 360 degrees around the ship, possibly with transit tubes to shunt people quickly to remote ship locations to weapons systems as located. * Weapon storage (Kinetic/Railgun ammo) * Weapons power (Beam Weaponry)? Science deck may have LESS stations if not a science vessel and Command Deck may require ts own large deck if a military vessel. The Crew deck may be larger or smaller with more staff if all are military trained (instead of civilians). People being human, I imagine a rec area of some size would be mandatory - some people like to exercise and would want to stretch their legs (or tentacles, or wings) - not just in a VR. What other areas (generic) would there be for a large space going vessel??
Regards, Jason Brisbane
ShadowDragon8685 ShadowDragon8685's picture
jasonbrisbane wrote:Hello All
jasonbrisbane wrote:
Hello All, So I am looking to take my players into a Gate and onto a space ship that shouldn't be where it is...
What size of ship are you thinking here? Not an LLOTV, obviously, but are you thinking like, long-haul freighter? Scum barge? USG Ishimura?
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jKaiser jKaiser's picture
ENTER THE TEXTWALL
And if it's Ishimura-sized, is that the inside or the outside? Heh. Panopticon pg 60: "A standard dedicated habitation module comfortably holds individual cabins for up to 40 humanoid morphs. Each cabin typically has a sleeping sack, storage locker, and in some cases an ecto. This number can be doubled if cabins are eschewed in favor of open sleeping racks." A lot of the guidelines in the "Habitats" section of Panopticon will hold true for space ships, since the only real difference is that one has engines strapped on, and there's a sidebar on pg. 63 that discusses it in brief. This is doubly true for any kind of long-range/long-haul ship that needs to keep its crew alive and active. But some considerations in no particular order: The more crew you have and the less you're relying on hibernation mods or pods, the more self-sustainability you'll need. After a certain crew number x activity balance, you'd see hydroponics modules and other means of producing food and natural morale boosts (think the Ishimura's hydroponics bay, minus the undead horrors(?)) Longer range x larger crew also means more extensive medical facilities. The higher you go in that relationship, you'll see nanovats, all the way up to dedicated body part cloners, to fully-equipped cloning/biomorph growing bays. "Provisions in a tin can habitat can be as sparse as a single medical rack outfitted with first aid kits and an auto-doc that can perform simple diagnostics, wound treatment, and fluid infusions, while torus habs, cylinders, and Cole bubbles with large populations may have a full trauma center with a hypobaric chamber for decompression sickness and “healing vats” that stabilize the patient while high-quality medichines go to work." This would probably be rolled into the science wing, and if you have cloning, you'd have to have that section spun. (Pan. 83) If you have any sections of the ship spun for gravity, that means the overall shape is going to be based around a central spindle or otherwise symmetrical around an axis. The size and shape of the spun sections depends on how much gravity you need, but more gravity means that after a certain point (based on the coriolis effect, but for simplicity I think it's above .1g of effective gravity. Someone who does that whole math thing can correct me) you go from a cylinder to a torus (and that probably means you might as well have another, spun the other way at a slight imbalance to act as a simple gyroscope -- as a rule, if you have more than one spun section, then you'll have them in some multiple of two for that reason). Bear in mind that keeping it EP-like/realistic means that you're going to have low gravity at any rate, unless you're thinking the ship is big enough for a full 500 meter-diameter ring spun for 1g. "Decks" are more likely to be clusters in a microgravity ship and rings or cylindrical modules where obviously appropriate (habitation ring, science cylinder, etc.). If you want a more classic sci-fi flat-style deck, and especially if "pre-Fall" means "before 90% of the (surviving) species had been genefixed against the problems of microgravity," your best bet would be a design where you have long, flat "box" modules arranged in a symmetrical ring, spinning around the central spindle (which would have anything that doesn't need gravity, like the engines and such). Something like this this in broad idea, but obviously much larger and more spread out (and no perpendicular bridge.) In that design, each "deck" would be connected to the next one via walkways around the perimeter and by gravity-microgravity transition spars "up" to the central sections. You're not too likely to see many windows on a ship like that, since it would be akin to a glass-bottom boat in any gravity section (and that means a structural weakness without hull, of course), though you might have some in any gravity transition/microgravity zones. AR windows are more likely, but it's kinda hinted at in the books that the benefit windows give psychologically is mitigated by being artificial. Reaction mass/engines is, honestly, something I'd recommend not worrying too much about the particulars. Any large ship is going to have a very large set of thrusters and storage for reaction mass, but other than describing it in superlatives, you're probably good with just noting what kind of engine it is, be it antimatter, mass driver, whatever. It's only going to do anything if the ship needs to change its velocity, which means that if the ship's going anywhere, it's likely going butt-first for the eventual deceleration, having already burnt the >/= half its fuel. As for particular sections, you'd have the aforementioned habitat modules, whose arrangement depends on gravity/microgravity. R&R is another section likely to be in gravity (especially if it's an old enough vessel that it would expect to be crewed by flats: it's a lot easier to keep muscle mass with a rec room under some gravity). A big, open module or two for AR-based entertainment is likely if you don't want to have too much simulspace (which is a huge space-saver, but see above for one reason to keep things physical in older ships). A ship big enough for a proper hydroponics suite might split the load across multiple sections with little mini-farms and gardens, which again has the psychological benefits of natural surroundings. The command/control sections would most logically be in the deepest part of the ship, doubly so for the CIC of any military vessel. A lot of the controls are going to be mesh-driven (and empty most of the time - space travel is exciting at the very start, very end, and occasionally mid way for course adjustments, but otherwise extremely dull -- AI work), but you'd have central control and redundant controls for each section of the ship. Weapon mountings would be circumferential for anything that tracks (beams/DEWs, turrets, missile/seeker ports). If we're talking a serious military ship, there's likely to be a mass driver main gun along the central spine (another instance where the thrusters would be used, to counteract the recoil). Likewise, a ship meant for mining is going to have its heavy machinery central, since that way it doesn't have to worry about counterbalancing it all the way across the ship (and most mining/refining/manufacturing can be done just fine in microgravity.) There's probably a standard distance to a vacsuit locker/airlock aboard any proper ship (assuming just wearing your vacsuit isn't standard practice.) Ditto for fire suppression (on top of the automated systems throughout; redundancy is never a bad thing where fires in space are a concern, and a fire extinguisher in someone's hands can be aimed where the built-in system might not and is required by sci-fi convention laws post-Wall-E for any unplanned spacewalk scene). You'd also have a decent amount of EVA gear, like sleds and hardsuits, with a full stock of spare parts and scrap metal for any exterior damage from micrometeorites. The water tanks/reclamation would be as central as possible, since they're going to be doubling as part of the heat dispersal system. (See Pan 70 for things like hygiene and such in microgravity, though that probably extends to spun ships too, since water's a finite resource between iceteroids). Whew. Well, that's a start. EDIT: I forgot the most essential thing. The still. It'll be there, either squirreled away in the hull or just another part, depending on who built it.
ShadowDragon8685 ShadowDragon8685's picture
If it's a Scum barge, the
If it's a Scum barge, the still will be an industrial complex every bit as valuable and important to the crew as the mining decks. It'll be located next to the narcotics research and production deck, or the medical deck, or both. Want to freak the hell out of your players? Throw them onto a ship that looks like it was built by Transhumanity... But there's gravity. And try as they might, they can't figure out where the fuck it's coming from.
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sysop sysop's picture
Yep. That'd screw with me but
Yep. That'd screw with me but good - I like...
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jKaiser jKaiser's picture
ShadowDragon8685 wrote:If it
ShadowDragon8685 wrote:
If it's a Scum barge, the still will be an industrial complex every bit as valuable and important to the crew as the mining decks. It'll be located next to the narcotics research and production deck, or the medical deck, or both.
As if any scum barge/swarm with more than a dozen scum aboard would have only one still. Artificial gravity without spinning would be unnerving in the extreme to veteran EP players, yeah, though unexplained/handwaved A-grav is such a common trope in sci-fi that if you go that route I'd strongly encourage the prologue take place in a very obviously spun or microgravity setting. If you want to go Gatecrashing, that, I imagine, means the Vulcan gate or a second gate after the initial jump. Though thinking on it more...ever played Prey? Mediocre game, but having obvious artificial gravity walkways at odds with each other would do the trick, and has the advantage of being immediately sensible and phenomenally beyond anything EP transhumanity has developed. Just be prepared to destroy the ship if you're not prepared to completely upset the status quo of EP, but since when has there ever been a threatening, mysterious alien ship that hasn't blown up by the climax? ...Seriously, I'm having a hard time thinking of any. That are operational in the story, anyway. The opener in Alien came pre-blown up, arguably
ShadowDragon8685 ShadowDragon8685's picture
jKaiser wrote:As if any scum
jKaiser wrote:
As if any scum barge/swarm with more than a dozen scum aboard would have only one still.
An industrial distilling area would have a great many stills, sharing common resources for greater efficiency, brewing a great many brews simultaneously.
Quote:
Artificial gravity without spinning would be unnerving in the extreme to veteran EP players, yeah, though unexplained/handwaved A-grav is such a common trope in sci-fi that if you go that route I'd strongly encourage the prologue take place in a very obviously spun or microgravity setting. If you want to go Gatecrashing, that, I imagine, means the Vulcan gate or a second gate after the initial jump.
Yeah, that's the idea. Artificial gravity without spinning should pucker the waste extraction ports of anyone quite familiar with the setting.
Quote:
Though thinking on it more...ever played Prey? Mediocre game, but having obvious artificial gravity walkways at odds with each other would do the trick, and has the advantage of being immediately sensible and phenomenally beyond anything EP transhumanity has developed. Just be prepared to destroy the ship if you're not prepared to completely upset the status quo of EP, but since when has there ever been a threatening, mysterious alien ship that hasn't blown up by the climax?
I'm not afraid to upset the status quo. The question is whether or not Firewall would just blow the ship up anyway, even if every exsurgent/TITAN/whatever scan is coming up goose-eggs. After all, they used antimatter on Alien Chatroulette, what're they gonna do with something like this?
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...Seriously, I'm having a hard time thinking of any. That are operational in the story, anyway. The opener in Alien came pre-blown up, arguably
I dunno. For some reason, Hollywood seems to like "it was evil/bad/terrible/corrupting, blow it up," more than "you've brought back something that can revolutionize humanity. Your job is done, heroes, the scientists who will reverse-engineer this bitch and improve the lot of all mankind can take it from here."
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jKaiser jKaiser's picture
TEXTWALL 2: ELECTRIC BOOGALOO
Yeah, Firewall would be one concern. Of course, if word got out to any degree, you'd probably have singularity seekers and exhumans swarming the thing. Or trying to. And Ozma going nuts, the Jovians getting twitchy, the factors probably having something to say on the matter... Obviously it wouldn't immediately happen, but unless the thing is destroyed, the tech will eventually get out to some extent, even if just as a rumor that some lucky argonauts are working on something particularly esoteric. My point was more as advice for Jason, though, since huge setting paradigm shifts aren't something to jump into without being absolutely sure. EP's a fair whack of work to get up to speed on as it is, and something like that being reverse engineered would be a lot of work to pull off, is me warning. Not a bad thing, just worth noting. And Hollywood's sadly had a distinct "science is bad" trend for a long time. I blame the USA's anti-intellectual streak of the last few decades, personally, but I also blame the fact that "everything goes back to how it was" is just easier to write, frankly. Going back to ship basics, though, one thing to keep in mind is that in terms of look and build, the ship will reflect its intended orbital range. Purpose-built, after all. Just using our system as an example: Ships meant for inside a Sol-Mercury range will have heavy radiation shielding and be as bright and high-albedo color-wise as possible, water layers and other absorbtive materials in the hull to deal with the radiation, relatively modest solar arrays for power due to the sun's proximity balanced by the everpresent problem of heat dispersal. Think the ship at the beginning of Avatar (one of the only good parts of that movie...) where the ship had the heat arrays that were glowing from how hot they were. It's likely any ships meant for near-Coronal activity would resemble Coronal habs, being a huge electromagnetic generators surrounding huge tanks of water surrounding the working interior to protect it. You might see a lot of ships that are basically shaped like a huge umbrella too, creating their own protective umbra behind a huge shield of heat sinks and reflectors. And every ship would have a ridiculously shielded panic room(s) for Coronal Ejections and solar flares. You're also going to see ships with truly massive amounts of reaction mass. Fun fact: it takes almost twice as much Delta-V to go from Earth to the Sun than it does to go the other way around thanks to conservation of momentum, so ships will have to boost through that. Vacsuits will be closer to Mercury suits or hardsuits, since EVA in this environment gets lethal fast without a lot of protection (and even then, most EVA is done through teleoperated or jammed bots for exactly that reason) Heading toward Sol-Venus, the rad shielding would abate slightly, but it's still a very high solar activity zone, so high-albedo ships with lots of radiation shielding would still be common. Further out, you'd see ships more like those meant for Sol-Earth, our "standard" designs. One note on overall design: large ships are going to have a lot of struts, particularly inside the Belt, since it's the structural reinforcement that, on top of being cheap and effective, offers the least surface area. Again, heat management is a big problem to overcome. Sol-Earth, Earth-Luna, and Sol-Mars orbits are where you're going to see the most ship diversity, and the most uglies, ships cobbled together from other ships. Conversely, this is the heart of the corporate solar system, so a lot of ships are made by the same shipyards and there's more uniformity of design here than anywhere else in the system (excepting perhaps the Corona and Jupiter). This band of orbits, due to population and size, is the busiest in the system by a huge degree. A lot of that region of space is still a junkyard from the Fall and any number of other conflicts, and you're likely to see ships here having more point-defense and active debris countermeasures than anywhere else in the system (military ships notwithstanding). This being the core of the PC, you'd also see some of the largest and most luxurious ships, though even these are likely to look more spindly than sci-fi ships usually do. Again, heat-management. That said, there's no reason you can't make your struts out of diamond nanothread latices and twist them into something pretty, or paint your hull in all the high-albedo colors you want. (Makes me realize, scum barges probably look like the early 90s on the outside...) Between Sol-Earth and Sol-Ceres you're going to see steadily enlarging solar arrays and more and more anti-micrometeorite armor. This is also where reaction mass:other mass is going to be at the lowest, at least for ships that are operating within this band or orbits as opposed to transferring in- or out-system. And you'd see more ships with landing claws in this band than elsewhere, though with how spread-out the Belt is in reality, don't bank on that too much. Sol-Jupiter, this is where you start seeing some serious dichotomy splits. If the ship is meant to operate within Jupiter's Magnetosphere (which takes up something like a third of this entire orbital band, I believe) you'd see the return of high-albedo, heavily rad-shielded ships to deal with the gas giant's insane radiation. Micrometeorite shields and debris countermeasures make a big return near Jupiter too: there's a lot of rock flying around that big red gravity well, and the Jovians being the Jovians, lots of wrecked ships who though they could get by without paying the gravity toll. And, of course, any actually Jovian ship is going feature the red cross and blue circle prominently, right next to their overcompensator array of weaponry. You won't likely see any but the most secure ships looking like coronal designs, and there aren't any umbrella ships, but if you're going to see designs anything like the sunships, it'll be here. Outside the magnetosphere, however, ships are going to have bigger and bigger solar arrays as you approach the edge of effective solar power. You'll also start seeing darker ships, though only just, for the same reason. It depends on if the operators feel style is worth a bit more thermal engineering (and since the Greeks and Trojans are largely autonomist, flip a coin if you're unable to decide). You're also seeing fewer and fewer homogeneous designs as we move from the more-Corporate shipyards to the more-Autonomist ones. This is also where you start seeing things like mines. Not the explody-kind, but the kind that made you curse the heavens in TIE Fighter with laser weapons up the wazoo. It's mathematically predictable what vector a ship going anywhere in the system will be going, so it's not that hard to seed a few hundred beam weapons with tracking capability, solar arrays, and basic orbit-adjusting capabilities with a relative handful equipped with something heavier to punch through laser-abated armor. Not really a ship design per se, but worth mentioning as something any blockade runner is going to have to figure out a way to deal with that. Sol-Saturn orbit, solar panels are at their proportional apex, and you might see a few with focusing mirrors on the bigger ships. The further out you go from here on, the more internal power sources you're dealing with, particularly hydrogen-based reactors. Saturn's magnetosphere is nowhere near as punishing as Jupiter's, but you'd still see appropriate amounts of rad shielding for ships meant to operate within it. The outer edge of this orbital band, you're going to start seeing the more non-conventional ship designs en masse, heralding that we're approaching the rim. Ships that are nothing but processor loci with engines, ships that are sleeved, ships that are nothing but an engine and simple superstructure and crewed entirely by synthmorphs. Comm arrays are getting bigger too, and ships are much more self-sufficient, particularly outside Saturn's Sphere of Influence. There's comparatively fewer opportunities to stop and resupply out here, and it's only getting more spread out. By the time you reach Sol-Uranus, you're well and truly in Autonomist space for the most part, and solar panels, when they exist at all, are heavily augmented with focusing arrays. Past here you don't get much in the way of busy traffic beyond long-haul ships (and anything not operating within Uranus or Neptune's SoI is going to effectively be a long-haul ship by design). Nuclear reactors of various sorts are the main source of power out here, and volatiles are about the only thing that you can say is plentiful, so that means milking simple hydrogen, methane, ice, and so on for all its worth. This is also one of the last bastions of ships that have significant portions spun for gravity, since so many out here live their lives mostly or completely in microgravity. This means that you see a lot more cluster-style ships rather than central-spindles. One note: ships that are designed for going to and from Uranus' SoI are going to have noticably more-than-average reaction mass to account for the delta-V to burn into or out of the vertical orbit correctly. From Sol-Neptune and out, you're unlikely to see any solar arrays, but comm arrays have taken their place. Ships out here are also lower-albedo -- most people who come out here don't want to be found anyway -- and increasingly designed for synthetic or vacuum-capable crews exclusively. Heat management isn't the camel on your back that it was inner system here, but its cousin Scarce Resources has moved in and isn't paying rent, so a lot of ships out here are either essentially micro-habs or conversely just meant to jump between habitats in Neptune's orbit or in the Greeks or Trojans. Insofar as brinkers and autonomists this far out have anything resembling standard equipment, extensive simulspace processors and hibernation pods have joined fire suppression and other essential systems. At least where those essential, life support-based systems haven't been done away with. Beyond that, while big ships aren't unheard of, the sheer lack of mass and vast distances involved, mean you're going to see more small ships that are glorified probes, taking their simulspacing or hibernating crews from rock to rock across the course of months or years. All power is internal; the Sun's just another, somewhat brighter star at this point. Of course, this is autonomist space, so any rule is going to be rife with exceptions just because fuck you, man, you don't tell me what I can and can't do out here. It does take comparatively little delta-V to move out here too without any significant gravity wells to deal with, too, as long as you don't mind taking the slow and steady. Obviously you mentioned your ship was on the other side of a gate, and it could well be of alien origin, but if you want to play the "familiar to transhumanity except" card, letting the PCs intuit the ship's intended range would be one way to amplify the strangeness. Especially if you blend two or more regions in interesting ways. A ship operating out beyond a gas giant 30 AU out but built like a sunship is a puzzle all on its own. You can also extrapolate from this for more exotic systems, like one built to withstand a star that is throwing out more CMEs than normal, or a truly long-haul ship meant to go between two binary suns, or skim a hot Jupiter gas giant...or hell, if you're giving it super tech and really want to awe some players, have the the PCs realize after a few hours that this ship is somehow protecting them from a fucking pulsar. (I am hardly an astroengineer, so if I got something off-base in all this, do let me know. I love learning this shit)
jasonbrisbane jasonbrisbane's picture
Thanks All!
Thanks All! I was going for a ship that is essentially prefall designed and designed for travel between mercury and uranus/neptune... So Shielding, cryotubes for non essential crew to sleep, hydroponic bays for growing food, crew areas for rest and recreation, fabbers for essential foodstuff production (soylent green anyone?!). I'm wanting a BIG ship, with at least 5 decks. I'm thinking of making it with certain areas, split the areas into modularized compartments and spread them over the ship (redundancy, protection of crew, etc) with airlocks between these compartments (to prevent total ship collapse in the event of micro/meteoroid strikes, etc). Also, if the PC's decide to get in with scrappers gel (a favourite at the moment!) then I can create anything anywhere.
Spoiler: Highlight to view
I am planning to put both a Titan Delta Fork (early Titan seed AGI?) and a Promethean in the ship and possibly other Factors (see what I did there?) - The Promethean (the ships AGI) is trying to prevent the ship from being taken over by the (early not fully active) Titan and has been fighting a war with it for the last ten years... Think System Shock 2 and your almost on the money! And I like the idea of Artificial Gravity (Titan Created) to mess with the players. They will go nuts trying to steal the tech for themselves and their corps but even if they steal every hard drive in the ship, they will be taking the Titan with them, so thats going to be a no-go!
Regards, Jason Brisbane
jKaiser jKaiser's picture
Did...did we just build a set
Did...did we just build a set for Spy vs. Spy in space?