X-COM/XSDF RP THINK TANK (part3)

DarkGemini24601

Well-Known Member
Don't know if this helps at all, but the USS Enterprise (NCC-1701-D) from Star Trek TNG, which housed over 1000 people, many of whom were civilians or non-Starfleet members, was 642.5 meters long, 463.73 meters wide, 195.26 meters tall, and weighed 4.5 million metric tons. And as it has been depicted, the Einherjar is a lot bigger then the Enterprise.

Enterprise_Forward.jpg
Yeah, but we have a crew of like... 600 people. Granted, we have hangers, but by my calculations the max length of those per side would be 400 meters. So either we have a bunch of space used for something random/there's a big room for something undefined, or we need to reconsider scaling.
 

DarkGemini24601

Well-Known Member
The crew numbers I specified would probably make a lot more sense for a battleship size 1. That said, I'd hate to change them, because if we go from 150 soldiers to... 500, individual soldiers seem to matter for a lot less, and people would want to kill people left and right. I'd rather not change the scale of warfare from what it was in SoD, lest we lose sight of how we tell the story.
 

ZombieSplitter53

Game Master
Staff member
Yeah, but we have a crew of like... 600 people. Granted, we have hangers, but by my calculations the max length of those per side would be 400 meters. So either we have a bunch of space used for something random/there's a big room for something undefined, or we need to reconsider scaling.
We have huge hangers with an entire fleet of fighters, not a few shuttle craft. We have a full infirmary, multiple engineering and laboratory bays, comfortable rooms, a fully functioning mess hall for 600 people and probably smaller rooms to eat, and the 600 people are almost all members of the XSDF, unlike the enterprise that had a lot of families and civilian staff. And armories, which the Enterprise really didn't need. Trust me, the larger size is needed.
 

DarkGemini24601

Well-Known Member
We have huge hangers with an entire fleet of fighters, not a few shuttle craft. We have a full infirmary, multiple engineering and laboratory bays, comfortable rooms, a fully functioning mess hall for 600 people and probably smaller rooms to eat, and the 600 people are almost all members of the XSDF, unlike the enterprise that had a lot of families and civilian staff. And armories, which the Enterprise really didn't need. Trust me, the larger size is needed.
Alright. (If you happen to be home, or when you get home, I'm on the Main Roleplay Document messing around with most of this, save for paint being external.)
 

ZombieSplitter53

Game Master
Staff member
Alright. (If you happen to be home, or when you get home, I'm on the Main Roleplay Document messing around with most of this, save for paint being external.)
In a bit, perhaps. Though to be honest, might need to lay down when I get home. Woke up today with the feeling like there was a knife in my back (please don't ask me how many aspirins and sodium noproxen I've taken) and I can't stop sweating or coughing.
 

Alzdude28

Active Member
Yeah, but we have a crew of like... 600 people. Granted, we have hangers, but by my calculations the max length of those per side would be 400 meters. So either we have a bunch of space used for something random/there's a big room for something undefined, or we need to reconsider scaling.

If it helps with the question of scale, after some quick googling, I found that the Galactica (From Battlestar Galactica), which I always think of when trying to envision the Einherjar, has a crew of 5000 and its dimensions are 1438.64m x 536.84m x 183.32m.
 

DarkGemini24601

Well-Known Member
If it helps with the question of scale, after some quick googling, I found that the Galactica (From Battlestar Galactica), which I always think of when trying to envision the Einherjar, has a crew of 5000 and its dimensions are 1438.64m x 536.84m x 183.32m.
Ehh, I've been beaten. Not gonna work on this tonight, too massive a project. I have a different idea of the size of the Einherjar now, and I will create an updated list of rooms accordingly at some time in the future. Just not now.
 

Adrammalech

Well-Known Member
You wanna know why I'm in that chair and you're not? For the exact same reason why North is North, why the handsome guy always gets the girl, and why every spaceship in the universe is shaped like a cock. It's destiny.
 

MarineAvenger

Operator 21O
Staff member
Well, Gem in his innocence was just trying to design a streamlined ship, But fuck that.
Just a joke, that one I have seen countless anounts of times. (Makes you wonder why people don't use one model of ship seeing as wind resistance is nill in a vaccuum, but I guess you gotta dress to impress :cool:)
 

DarkGemini24601

Well-Known Member
From what little I was able to accomplish yesterday, I've at least discerned a couple of things. One, our ship's probably 2 km long and in the main 'block' of rooms it's about 240 meters high. What that means is that the main rooms (which I'll list in a bit) are supplemented by large power rooms, storage rooms, and probably a large empty cavity at the bottom of the ship. Even with a big cargo hold some of the ship still isn't developed because there hasn't been a need for additional stuff yet.

Also, horizontal elevators in addition to vertical ones. Unless you want to spent half an hour or more getting across the ship.

Main Science Labs
-Weapons R&D
-Armor R&D
-Equipment R&D
-Biology Department
-Genetics Lab
-Psionics Lab
-Research Auxiliaries (+ Testing Rooms)

Main Engineering
-Cybernetics Lab
-Robotics Lab
-Aerospace Workshop
-Vehicular Workshop
-The Foundry
-
-Specific Offices

Medical Ward
-Biomedical Lab
-Disease Treatment Rooms (DTRs)
-Doctor’s Offices
-Immediate Care Center (IC2)
-Stasis Chambers
(Seperate) - Psychiatry Section

Aerospace Engineers
Hangar A - 12 Firestorms
Hangar B - 8 Seraphs, 4 Shifters
Hangar C - 2 Rows of 6 (12 total) Stingrays, 1 Tumbril, 2 Screamers
Hangar D - 2 Rows of 6 (12 total) Stingrays, 1 Tumbril, 2 Screamers
Hangar E - 3 Observers, 2 Wayfarers, 1 SL Collector, 5 Peddlers, 4 Vanguards
Hangar F - 2 Novahawks, 1 Skyranger Mk. II, 1 special “Clunker” Dropship

Barracks
-Lounge
-Armory
-Shooting Range

Misc
-Department of Acquisitions
-Staff Morale Office(r)
-Records Room
-Main Computer Room
-2 Backup Computer Rooms
-The Brig (Special Containment Rooms)
-Supply Rooms and Janitorial Closets
-4 Holo-Rooms (4th being for training)
-2 Primary Gyms and 3 auxiliary ones
-Lounge w/ Executive Rooms
-Bar (Pool Room and General Games Room)
-Mess Hall
-Agriculture
-Engines
-Generators
-Weapons Arrays
-Communications Room
 

DarkGemini24601

Well-Known Member
Scientists ~100
Engineers ~100
Soldiers ~150
Security ~100
Doctors ~100
General Staff ~50
Bridge Crew ~50

Total: ~650

Wing A - Scientist Quarters
Wing B - Engineer Quarters
Wing C - Soldier/Security Quarters
Wing D - Soldier/Security Quarters
Wing E - Temporary Staff/Civilian Quarters
Wing F - Medical Staff Quarters
Wing G - General Staff Quarters
Wing H - Essential Staff Quarters

(Modified a little. Bridge staff have a wing in the 'bridge' portion of the ship so their rooms are close)
 

Adrammalech

Well-Known Member
Thanks.

Also, a little suggestion, I think there should be two communications rooms, one for hailing and contacting planets, ships etc (built for talking across the room, like with superiors) and then one for personal contact (that's built for privacy, like what we talked about).
 

DarkGemini24601

Well-Known Member
Her'es what your boy Gem has for you so far.

Notes:

Bow (front of ship) = Ship North
Stern/Aft (back of ship) = Ship South
Port (left side of ship) = Ship East
Starboard (right side of ship) = Ship West

Invisible Floors are levels that consist of plumbing, electrical wiring, and other underlying functions of the ship. These are accessible through ventilation shafts, service shafts, and service elevators.

Floor 1: Main Bridge

The Command Deck is an octangular room that makes up the majority of the bridge proper. It is the central hub of leadership on the Einherjar. It has upper levels along the walls of the room, where banks of computers are accessed by staff controlling the ship’s functions and monitoring its operation. This can range from commanding weapons arrays, directing shield concentration, monitoring hull integrity, manning communications arrays, checking life support, managing staff activities (civilian or combat personnel), observing sensor data, and so on. The lower banks of computers are for more mundane tasks such as assigning maintenance teams and drones. The other portion of the upper level is the helm, where the ship’s pilots direct the ship’s course and control FTL functions. In the middle of the room there is a raised portion where the commanding officers can give orders and see all the view-screens on the walls and roof.

Off to the right through a door is the Commander’s office, while off to the left is a storage room for a variety of things (mainly for emergency defense), including security weapons and armor, Outsider crystals, and more. The door in the back of the room (relative to the direction of the ship’s bow) leads to an elevator. This first leads down to the wider portion of the bridge.

Floor 2: Bridge Commons

The Bridge Commons consists of several different components. The elevator arrives in a central executive lounge area that has lavish couches, TVs, personal computers, tables for different games, a small bar area (doesn’t actually serve much alcohol due to regulations about command staff drinking), and other amenities. The doors facing ship north and ship south lead into residential sections of the ship.

Facing the bow of the ship is a smaller section devoted to rooms for the ship’s commanding officers and other essential staff. This includes the Commander’s quarters (Room H-1), the First Officer’s quarters (Lieutenant Commander, Room H-2), the Second Officer’s quarters (Central Officer, Room H-3), the Third Officer’s quarters (Field Commander, Room H-4), the Fleet Coordinator’s quarters (Room H-5), the quarters of the Engineering Chief (Room H-6), the quarters of the Head Scientist (Room H-7), the quarters of the head doctor (Room H-8), the quarters of the Chief of Security (Room H-9), the quarters of the Intelligence Correspondent to the Overseer (Room H-10), and a room reserved for any special VIPs (Room H-11). The rooms are organized as such: Rooms H-1 through H-5 on the right, Rooms H-6 through H-10 on the left, and room H-11 at the end of the hallway to accommodate its large size.

Facing the stern of the ship is a larger section devoted to the rooms for the bridge staff, rooms H-12 through H-12 through H-39, organized into two hallways with 6 rooms on either side of each. Each room is meant to accommodate 2 bridge crew members, with two individual beds and furniture slightly above standard issue. To the right and left are rooms with viewscreens out into space, outside of which are three (per side) of the ship’s pulse laser defensive batteries.

(Below Level 2 is piping and such for the residential room showers, toilets, etc. One of many ‘invisible floors’)

Floor 3: Bridge Auxiliaries

The elevator leads down another level to the last floor of the bridge, the Bridge Auxiliaries. The central area has access tunnels and elevators to the subsystems above, as well as some Elerium Obelisk generators that power the bridge (and are both above and below). A door facing ship south leads to a public communications room for contacting Earth and other colonies, as well as the Council. It is also used to monitor the current state of affairs, making it much like XCOM’s Situation Room, right down to an identical name. Facing the other 3 directions are executive holo-rooms for recreational purposes.

(The elevator then goes down the rest of the bridge’s “neck”, where power and other subsystems are stored. It is also here that all the service shafts connect. With the right authorization, the elevator can be stopped on this “Floor 3.5” where the ship’s maintence drones come to roost along the high walls laden with charging ports. Engineers that visit here for any repairs the drones can’t do for each other get around using service elevators to catwalks, and typically come equipped with jetpacks or grappling hooks… just in case.)
 
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