X-COM/XSDF RP THINK TANK (part3)

MarineAvenger

Operator 21O
Staff member
Also I just realized what we can use some of our generous interior space for. Indoor pool anyone?
...yes. Though I think even so, we need an obligatory beach week where we just stop on this gorgeous planet for work purposes but the crew is allowed to frollok on the sands and in the water... It would be glourious.
 

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.)
RIP incase the page change hid this.
 

DarkGemini24601

Well-Known Member
I hope the gravity on the ship never gives out...or someone's getting fired :p
Ahhh, waterproof walls or something. But I handwave by saying each big room has an artificial gravity generator powered by its own minor power source, so if the ship's main power died the whole thing wouldn't go pitch black with zero gravity.
 

DarkGemini24601

Well-Known Member
Thanks for mentioning that though.

Artificial Gravity - Each large room has a gravity generator powered by a small fusion or elerium core that compensates for a chunk of the ship. This means that if the main power were to go out, the gravity of individual rooms would not be compromised, nor would their emergency lights. While these power sources are connected to the ship’s main power, in the event of failure the circuit is cut to provide autonomy.
 

MarineAvenger

Operator 21O
Staff member
I would suggest lore just to keep everything together imo. Makes it easier to,follow and keep track of rather than going to,a gdoc
 

DarkGemini24601

Well-Known Member
Right.

Also, Engineers with access to maintenance tunnels and lifts: Often they are hidden in the walls, but you have a way to find them and gain access if you are authorized. New-age Skeleton Keys. :D The drones do MOST of the maintenance though.

(I am wondering if I should double the civilian staff or at least 1.5x it...)
 

DarkGemini24601

Well-Known Member
One could say the same about what I'm doing but I'm not just going to leave it. The issue is that we might at least need more engineers considering how HUGE this ship is. (And doctors to accommodate more staff)
 

MarineAvenger

Operator 21O
Staff member
One could say the same about what I'm doing but I'm not just going to leave it. The issue is that we might at least need more engineers considering how HUGE this ship is. (And doctors to accommodate more staff)
Alright, just don't wanr you stressed over something so little. Or maybe you could say for every like 4 or 5 engineers, the ship hires 1 doctor to keep it an even ratio, while maybe doing something like lowering the number of security slightly and chip off the numbers of soldiers slightly, or could do so,ething where the XSDF is hiring more people trained in basic first aid so full fledged doctors arent needed with the influx of engineers, that way smaller injuries are handled on site rather than having rescources wasted.
 

ZombieSplitter53

Game Master
Staff member
Right.

Also, Engineers with access to maintenance tunnels and lifts: Often they are hidden in the walls, but you have a way to find them and gain access if you are authorized. New-age Skeleton Keys. :D The drones do MOST of the maintenance though.

(I am wondering if I should double the civilian staff or at least 1.5x it...)
The ship is outfitted maintenance tunnels running throughout the ship, meant for internal maintenance and for accessing parts of the ship should the transportation lifts and elevators be out of power. Their unofficial name is "Bajir Tunnels", as they are where many of said insectoids work, and are large enough for them to do so comfortably.
 

DarkGemini24601

Well-Known Member
The ship is outfitted maintenance tunnels running throughout the ship, meant for internal maintenance and for accessing parts of the ship should the transportation lifts and elevators be out of power. Their unofficial name is "Bajir Tunnels", as they are where many of said insectoids work, and are large enough for them to do so comfortably.
You know you just came up with the solution to my problem. The maintenance staff is the population of Bajir living in the ship that I totally forget about.
 

ZombieSplitter53

Game Master
Staff member
You know you just came up with the solution to my problem. The maintenance staff is the population of Bajir living in the ship that I totally forget about.
Total of thirteen Bajir in one pack, made up of Baka, his two sisters, Teefa and Nana, his nine brothers, and their Anati Tini.

Up to you whether thirteen is enough, or if there is a second group on-board.
 

ZombieSplitter53

Game Master
Staff member
Then I shall keep that in mind for future posts with my little big friend. Just let me know how many members are in the other pack... whenever. No rush if you're busy, which it sounds like you are.
 

Alzdude28

Active Member
With the issue of needing more staff, what about having people trained for secondary roles? To give an example, in the Navy (as I understand it), most people would be trained for a primary role, and several secondary roles, so a cook might also work as a firefighter or a nurse when they're needed.
 
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