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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16282 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 01, 2016 4:35 pm Post subject: New Concept for Escape Pod Design... |
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A friend of mine just re-posted this video on Facebook. If you can't see it, it's a demonstration of beds designed to automatically (and very quickly) convert into survival capsules (complete with emergency supplies) in the event of an earthquake. Since I love Star Wars and deckplans so much, this got me thinking about an option for deckplan design in the SWU. Since it is so hard to fit in both escape pods and living quarters into small-floorplan starships, why not make the living quarters into escape pods?
-In the event of trouble, and during the time of day when your character's reaction times are at their worst (sleeping), they will already be in the pod.
-All of the belongings about which they care most are likely to be kept in their quarters.
Just some thoughts. Responses? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 02, 2016 12:54 am Post subject: |
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Big issue is where would the 'thruster/fuel' and other systems normally on an escape pod be? Also how much air would it have? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16282 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jan 02, 2016 1:19 am Post subject: |
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garhkal wrote: | Big issue is where would the 'thruster/fuel' and other systems normally on an escape pod be? Also how much air would it have? |
My thinking is that it would have the same capacity as a Star Wars standard escape pod (for simplicity's sake), but the interior would be fitted out as a small living quarters. It wouldn't necessarily be equal to a standard-sized escape pod in size, but would simply be an ejectable module built into the hull. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10406 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Jan 02, 2016 1:29 am Post subject: Re: New Concept for Escape Pod Design... |
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crmcneill wrote: | Since it is so hard to fit in both escape pods and living quarters into small-floorplan starships, why not make the living quarters into escape pods?
-In the event of trouble, and during the time of day when your character's reaction times are at their worst (sleeping), they will already be in the pod.
-All of the belongings about which they care most are likely to be kept in their quarters.
Just some thoughts. Responses? |
I think that seems like an efficient design feature for smaller ships. I'll keep that idea in mind for any originally designed ships, or modified ships with non-stock deckplans. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 02, 2016 3:21 am Post subject: |
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In the sparks campaign, someone made a recommendation for a rule, to have the cockpit of a ship BE an escape pod..
Escape Pod Cockpit that would launch automatically if the ship was ‘destroyed’
Cost: 14,000 (6,600 for the custom escape pod cockpit connections and linkage; 8,000 for sensory system)
Installation/Retrofit Time: 1 month
Tons: 39 tons of cargo space or capacity required
Notes: The sensors run throughout the hull and if a hull breech or significant damage is detected (starship damage ‘Destroyed’ result – difference of 16+), then the escape pod cockpit launches. If the damage is over the destroyed amount by more than 10, but less than 20, the escape pod cockpit must soak half of the ‘unresolved’ damage. If the damage is over the destroyed amount by more than 20, then the escape pod cockpit does not have enough time to launch and it is destroyed with the ship. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10406 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Jan 02, 2016 3:44 am Post subject: |
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garhkal wrote: | In the sparks campaign, someone made a recommendation for a rule, to have the cockpit of a ship BE an escape pod..
Escape Pod Cockpit that would launch automatically if the ship was ‘destroyed’
Cost: 14,000 (6,600 for the custom escape pod cockpit connections and linkage; 8,000 for sensory system)
Installation/Retrofit Time: 1 month
Tons: 39 tons of cargo space or capacity required
Notes: The sensors run throughout the hull and if a hull breech or significant damage is detected (starship damage ‘Destroyed’ result – difference of 16+), then the escape pod cockpit launches. If the damage is over the destroyed amount by more than 10, but less than 20, the escape pod cockpit must soak half of the ‘unresolved’ damage. If the damage is over the destroyed amount by more than 20, then the escape pod cockpit does not have enough time to launch and it is destroyed with the ship. |
That seems like a nice feature too. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 03, 2016 12:07 am Post subject: |
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It does, so some cockpits based on the ship drawings from various books, seem to only show a cockpit as having enough space for 2-3 people, while other cockpits can be ok to carry a dozen or more people... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16282 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Jan 03, 2016 1:21 pm Post subject: |
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Maybe you could take it a step further and have the cockpit also serve as a mini utility tug to help recover the other pods and keep them together in a group. I know the Star Trek: TNG Tech Manual described the life pods on the Enterprise as being able to link up and "raft" together for mutual support. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 03, 2016 4:19 pm Post subject: |
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I could see that for some of the larger cockpits..
Just using the ship schematics given in complete starships guide, i would say the following ships might be ok for that if they had a cockpit escape pod...
Starwind pleasure yacht.
Barloz freighter
Citadel civilian cruiser
Nella 330 heavy scout
Nella 342/352 freighter
Ghtroc 440 freighter
Ghtroc 720 freighter
Lantilian short hauler
Corellian XS-800 freighter
Gymsnor-2 freighter
Gymsnor-3 freighter
HT-2200 freighter
TL-1800 freighter
YT-2000 freighter (it already looks like its made for the cockpit to be an escape pod) _________________ Confucious sayeth, don't wash cat while drunk! |
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