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Starship Factory Upgrades
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Wed Jun 12, 2019 9:32 pm    Post subject: Re: Starship Factory Upgrades / Luxury Charters Reply with quote

CRMcNeill wrote:
So, as stated here, I've watched a few yachting videos on YouTube, and it got me thinking about the possibility of an amphibious yacht (Whill, your Mon Cal freighter might tie into this). Since so much of yachting is centered around enjoying water sports and open air, imagine a star-yacht equipped to travel from planet to planet and actually land in the water, then open up portions of its hull so that it can behave like an ocean-going yacht for recreational purposes.

Something like this, but interstellar capable...

Like the DeepWater, my Mon Cal freighter does have a pontoon-mode for water-surface landing, but having a top deck is pretty far from my concept. I also designed a passenger variant of the ship that definitely has room for some internal luxury upgrades. Since I require an external image for every ship and I am not too artistic, a luxury yacht version is quite beyond what I will do.

After my Mon Cal freighter passenger variant is published, if you want make stats for a limited-run luxury version of it with a top deck, knock yourself out.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jun 12, 2019 10:47 pm    Post subject: Reply with quote

Probably not. The only reason it occured to me was because of the overlapping concepts of multi-environment operation. However, it's still nice to know that there is some precedent for the idea. The Lady Luck even had an external sun deck for use while the ship was in atmosphere, although I'd think something with a retractable roof would be more efficient use of space in the SWU...
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"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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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jul 06, 2019 8:47 pm    Post subject: Reply with quote

So, as part of the thought process for this, I've come to the conclusion that this system will also need an overhaul to fit with it.

For starters, all of the various weights will either need to be refactored as percentages of a ship's Cargo Increment or the ship's Cargo Capacity will need to be retained as a base from which to calculate the ship's new Cargo Increment once the new systems have been installed. I'm on the fence as to which way to go.

Also, pursuant to the Cargo Weight vs. Cargo Mass discussion, it would behoove us to look at the various ship systems not just in terms of how much weight they take up, but how much volume they consume, as well. The WEG generic formula of 1 cubic meter = 2 metric tons is acceptable for certain systems (shield generators, drives, weapons, etc), but it falls apart when accounting for other modifications, like Passenger Modification (modifying a 5 cubic meter space into a cramped cabin isn't going to cost the ship 10 tons of mass, since most of the volume consumed is going to be empty in order for the passenger to move around in it).

So what would you suggest as far as weight vs. volume calculations for after-market parts? It doesn't need to be specific, just enough to stick an estimate into the stats for lift/mass calculation purposes.
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