21) Suggestion of composition of systems/rooms for Ships, Fleets, MEGASHIPS… (Based on the concepts developed in item 19.5 and extending to ships)
21.1) INTERNAL
21.1.1) Deflector Screen and Force Field Generator Room – Problems in this system can cause the deflector shield to fail
21.1.2) Structure Field Generator Compartment - Problems in this system cause failures in structural readings and in the identification of areas with damage
21.1.3) Array sensors Room – Problems in this system make it difficult or prevent the detection of objects, planets and ships.
21.1.4) Warp Engine Cells Room (Warp core) – Problems in this system shorten the jump distance or prevent its execution.
21.1.5) Impulse Engine Room – Problems in this system make it difficult to maintain orbits and navigate the current star system.
21.1.6) Communication Room (Subspace and internal) - Problems in this system prevent communication with external elements (reinforcement and distress requests) or internal elements (between crew members)
21.1.7) Subspace Radio Transceiver
21.1.8) Subspace Radio Machinery Room
21.1.9) Escape Pods Room – Can function as decompression and decontamination areas, if specific rooms are not created.
21.1.10) Battery compartment – Damage to batteries can spread toxic or radioactive elements throughout the ship and reduce the autonomy of emergency systems.
21.1.11) Battery Room - Problems in this system affect the duration of the ship's emergency systems
21.1.12) Life support room - Problems in this system cause lack of oxygen and temperature variations in certain areas of the ship
21.1.13) Captain's Accommodation
21.1.14) Crew accommodation
21.1.15) Restaurant – Take as an “inspection” the aircraft carrier restaurants
1.21.16) Bathrooms
1.21.17) Holodeck Support Machinery
21.1.18) Holodeck room - Problems in this system can cause problematic holograms to spread around the Ship (some that trick the player during combat and keep him shooting at nothing, or make the projection of explosive artifacts, disappear with doors, changing their projections to walls…). The only hologram that remains intact and functional will be that of the Ship's AI. (Defense always takes advantage of terrain.)
21.1.19) Medical Room – Problems in this system prevent the captain from knowing the physical state of the crew and their location. It also prevents the wounded from being healed.
21.1.20) Science Lab – Problems in this system can cause mechanical, cybernetic or biological elements to spread throughout the ship. Nobody really knows what goes through the heads of those who work there or what the AI is up to.
21.1.21) Stellar Cartography Laboratory – Problems in this system disable the visualization of the orbit lines of space objects.
21.1.22) Airlock System – Problems in this system create large areas of vacuum inside the ship.
21.1.23) Elevator – Problems in this system make it difficult to move between floors. The elevators are magnetic (they don't have support cables to move them and this makes the “Call of Duty” style movement unfeasible), but the elevator shaft doesn't have a gravity emulation system.
21.1.24) Manufacturing bay (equipped with a 3D printer for printing parts, equipment….) – Problems in this equipment prevent the manufacture of items, weapons, ammunition…
21.1.25) Astrometry Laboratory – Problems in this system prevent the identification of stellar objects in a precise way, and may completely make the warp exit in a location close to a station, for example.
21.1.26) Logistic Hangar - Storage of drones, materials, liquids, fuel… (This is the place attacked by Hatch Break Drones) - If the hangar gate is a problem, cargo, drones, machines and oxygen leak into space, as it happens in the game.
21.1.27) Servers Room (core of the computer and the systems and the Nave's AI) - Problems in this system can make it difficult for the AI to work, and may make it unfeasible, when it will take refuge in the backup room and disable all its functions in the room main. She will not be able to appear on the ship via the holograms when this occurs.
21.1.28) Backup Servers Room (distant room from the first one that stores a backup of the Servers Room – Accessible by password) – Last Refuge of AI, which starts to work in a restricted way there. The room has no atmosphere and is extremely cold (depends on cryogenic systems). It is from there that the ship's systems can be reset and read navigation logs, captain's logs...
21.1.29) Cryogenic Cooling System Room – Problems in this system result in the malfunction of the heat exchangers, which can completely stop working and cause critical failure.
21.1.30) Cryogenic fluid storage area
21.1.31) Gravitational emulation, compensation and inertial stabilization equipment room - Problems in this system can cause areas of the ship to experience weightlessness, or even the entire ship, depending on the failure. Inertial stabilization systems also stop working, making warp and thrust navigation unfeasible.
21.1.32) Decontamination and pressurization room – Enables the spacecraft to exit on planets without an atmosphere, or in places with different atmospheric pressure. It is also responsible for the contamination analysis and decontamination procedure. – I believe it would be better to keep scape pods with a dual function than to specify a space for one thing and another. This room has an independent system, no-breaks and emergency batteries to guarantee operation in any situation.
21.1.33) Weapons Room – Place where crew suits, weapons and items can be stored and modified. On red alert, this room will be password locked.
21.1.34) Brigde – Command, control and navigation area of the entire ship. As specified in item 19, it has a replica of all the ship's equipment panels:
21.1.34.1) Deflector shield systems - panel with external schematic drawing of the ship indicating total shield energy, shield status, recovery rate, average damage suffered in the last minute.
21.1.34.2) Sensor and air traffic control systems - Panel indicating the total number of landed ships, in landing procedure, in takeoff, ships that are in a radius of 7 to 30km, types of landed ships per bay, crew status ( normal, wanted, notoriety…).
21.1.34.3) Warp drive and impulse engine navigational control systems – status of warp and impulse systems, available energy and fuel, maximum jump estimate with current load.
21.1.34.4) Communication systems – selects the type of communication that will be heard in the control room (communication with external ships or crew talks about internal systems and events).
21.1.34.5) Escape Pods – quantity available and situation.
21.1.34.6) Battery and fuel level indicator system - Status of fuel systems (level and operation) and amount of energy stored in emergency systems
21.1.34.7) Life support and environmental control system - Status of the life support and environmental control system (energy needed / energy available), modules with atmospheric problems (mixture of gases different from the ideal or with contaminants of any kind -chemicals , biological, cybernetic…), modules with thermal problems, modules without life support…
21.1.34.8) Stellar Cartography and Astrometry System – Status of navigational information of the system and navigation options (the current system map).
21.1.34.9) Logistical control system - System status Number of drones available for activity and in activity (cargo, repair, defense of logistic lines) and indicative map of pressure on logistic lines (locations of lines with greater transport activity load, congestion, suspicious elements…)
21.1.34.10) Computer and AI diagnostic system - Hardware status (temperature, cooling system status...), energy (required/available power), software (firewall - intrusion attempts, unauthorized access, suspicious situations on the network, map with terminals that attempted unauthorized access…)
21.1.34.11) Cryogenic cooling systems (Mechanical system status, required/available power, spacecraft external thermal map)
21.1.35.12) Tactical Systems and Weapons
21.1.36.13) Diagnostic and damage control system (repair drones and fire extinguishing by atmospheric vacuum - uses logistic lines as a means)
In the case of Fleet Carriers, as already seen in the development of the game, it is necessary to provide elements that allow the player to monetize the ship by choosing and specializing in a type of activity:
1) areas for trade/service provision (it seems to me that this is already being done);
2) Extraction (of biological elements (animals, fossils, insects, bacteria, viruses…) and mining of asteroids and planets – for mining, be inspired by the game “Deep Rock Galactic” (you must keep the simulation style of Elite Dangerous) ;
3) Materials Refinery
4) Industrial – manufacture of equipment, vehicles and even ships.
5) Agriculture
6) High Technology (Medical Threatment, Mechanical or cybernetic implants, changes in the character's physical appearance, sex, or even the complete replacement of the body by a mechanic. Integration with man-machine (with drones, suit and titans...) etc.
7) Hospitality – Tourism / Political Conventions
8) Prison
9) Military
When thinking about the internal arrangement of equipment, it is necessary to remember that there must be an external correspondence… For example.
Fighter bay (or auxiliary craft), which can also be used for evacuation purposes (if the suggestion of independent navigation by the system is accepted), must have:
3D printer for building and repairing the fighter
Fuel tank for fueling the fighter
Fighter loading and unloading area
Other example... Kinetic gun turrets should have ammo storage areas, with panels reporting “damage status”, temperature, available energy, hit efficiency on target, type of ammunition used (whether normal or premium for example)…
21.2) EXTERNAL – access points, antennas, heat exchangers, weapon points, landing gear, windows, cargo doors (these are structural points most vulnerable to character actions)
21.1) INTERNAL
21.1.1) Deflector Screen and Force Field Generator Room – Problems in this system can cause the deflector shield to fail
21.1.2) Structure Field Generator Compartment - Problems in this system cause failures in structural readings and in the identification of areas with damage
21.1.3) Array sensors Room – Problems in this system make it difficult or prevent the detection of objects, planets and ships.
21.1.4) Warp Engine Cells Room (Warp core) – Problems in this system shorten the jump distance or prevent its execution.
21.1.5) Impulse Engine Room – Problems in this system make it difficult to maintain orbits and navigate the current star system.
21.1.6) Communication Room (Subspace and internal) - Problems in this system prevent communication with external elements (reinforcement and distress requests) or internal elements (between crew members)
21.1.7) Subspace Radio Transceiver
21.1.8) Subspace Radio Machinery Room
21.1.9) Escape Pods Room – Can function as decompression and decontamination areas, if specific rooms are not created.
21.1.10) Battery compartment – Damage to batteries can spread toxic or radioactive elements throughout the ship and reduce the autonomy of emergency systems.
21.1.11) Battery Room - Problems in this system affect the duration of the ship's emergency systems
21.1.12) Life support room - Problems in this system cause lack of oxygen and temperature variations in certain areas of the ship
21.1.13) Captain's Accommodation
21.1.14) Crew accommodation
21.1.15) Restaurant – Take as an “inspection” the aircraft carrier restaurants
1.21.16) Bathrooms
1.21.17) Holodeck Support Machinery
21.1.18) Holodeck room - Problems in this system can cause problematic holograms to spread around the Ship (some that trick the player during combat and keep him shooting at nothing, or make the projection of explosive artifacts, disappear with doors, changing their projections to walls…). The only hologram that remains intact and functional will be that of the Ship's AI. (Defense always takes advantage of terrain.)
21.1.19) Medical Room – Problems in this system prevent the captain from knowing the physical state of the crew and their location. It also prevents the wounded from being healed.
21.1.20) Science Lab – Problems in this system can cause mechanical, cybernetic or biological elements to spread throughout the ship. Nobody really knows what goes through the heads of those who work there or what the AI is up to.
21.1.21) Stellar Cartography Laboratory – Problems in this system disable the visualization of the orbit lines of space objects.
21.1.22) Airlock System – Problems in this system create large areas of vacuum inside the ship.
21.1.23) Elevator – Problems in this system make it difficult to move between floors. The elevators are magnetic (they don't have support cables to move them and this makes the “Call of Duty” style movement unfeasible), but the elevator shaft doesn't have a gravity emulation system.
21.1.24) Manufacturing bay (equipped with a 3D printer for printing parts, equipment….) – Problems in this equipment prevent the manufacture of items, weapons, ammunition…
21.1.25) Astrometry Laboratory – Problems in this system prevent the identification of stellar objects in a precise way, and may completely make the warp exit in a location close to a station, for example.
21.1.26) Logistic Hangar - Storage of drones, materials, liquids, fuel… (This is the place attacked by Hatch Break Drones) - If the hangar gate is a problem, cargo, drones, machines and oxygen leak into space, as it happens in the game.
21.1.27) Servers Room (core of the computer and the systems and the Nave's AI) - Problems in this system can make it difficult for the AI to work, and may make it unfeasible, when it will take refuge in the backup room and disable all its functions in the room main. She will not be able to appear on the ship via the holograms when this occurs.
21.1.28) Backup Servers Room (distant room from the first one that stores a backup of the Servers Room – Accessible by password) – Last Refuge of AI, which starts to work in a restricted way there. The room has no atmosphere and is extremely cold (depends on cryogenic systems). It is from there that the ship's systems can be reset and read navigation logs, captain's logs...
21.1.29) Cryogenic Cooling System Room – Problems in this system result in the malfunction of the heat exchangers, which can completely stop working and cause critical failure.
21.1.30) Cryogenic fluid storage area
21.1.31) Gravitational emulation, compensation and inertial stabilization equipment room - Problems in this system can cause areas of the ship to experience weightlessness, or even the entire ship, depending on the failure. Inertial stabilization systems also stop working, making warp and thrust navigation unfeasible.
21.1.32) Decontamination and pressurization room – Enables the spacecraft to exit on planets without an atmosphere, or in places with different atmospheric pressure. It is also responsible for the contamination analysis and decontamination procedure. – I believe it would be better to keep scape pods with a dual function than to specify a space for one thing and another. This room has an independent system, no-breaks and emergency batteries to guarantee operation in any situation.
21.1.33) Weapons Room – Place where crew suits, weapons and items can be stored and modified. On red alert, this room will be password locked.
21.1.34) Brigde – Command, control and navigation area of the entire ship. As specified in item 19, it has a replica of all the ship's equipment panels:
21.1.34.1) Deflector shield systems - panel with external schematic drawing of the ship indicating total shield energy, shield status, recovery rate, average damage suffered in the last minute.
21.1.34.2) Sensor and air traffic control systems - Panel indicating the total number of landed ships, in landing procedure, in takeoff, ships that are in a radius of 7 to 30km, types of landed ships per bay, crew status ( normal, wanted, notoriety…).
21.1.34.3) Warp drive and impulse engine navigational control systems – status of warp and impulse systems, available energy and fuel, maximum jump estimate with current load.
21.1.34.4) Communication systems – selects the type of communication that will be heard in the control room (communication with external ships or crew talks about internal systems and events).
21.1.34.5) Escape Pods – quantity available and situation.
21.1.34.6) Battery and fuel level indicator system - Status of fuel systems (level and operation) and amount of energy stored in emergency systems
21.1.34.7) Life support and environmental control system - Status of the life support and environmental control system (energy needed / energy available), modules with atmospheric problems (mixture of gases different from the ideal or with contaminants of any kind -chemicals , biological, cybernetic…), modules with thermal problems, modules without life support…
21.1.34.8) Stellar Cartography and Astrometry System – Status of navigational information of the system and navigation options (the current system map).
21.1.34.9) Logistical control system - System status Number of drones available for activity and in activity (cargo, repair, defense of logistic lines) and indicative map of pressure on logistic lines (locations of lines with greater transport activity load, congestion, suspicious elements…)
21.1.34.10) Computer and AI diagnostic system - Hardware status (temperature, cooling system status...), energy (required/available power), software (firewall - intrusion attempts, unauthorized access, suspicious situations on the network, map with terminals that attempted unauthorized access…)
21.1.34.11) Cryogenic cooling systems (Mechanical system status, required/available power, spacecraft external thermal map)
21.1.35.12) Tactical Systems and Weapons
21.1.36.13) Diagnostic and damage control system (repair drones and fire extinguishing by atmospheric vacuum - uses logistic lines as a means)
In the case of Fleet Carriers, as already seen in the development of the game, it is necessary to provide elements that allow the player to monetize the ship by choosing and specializing in a type of activity:
1) areas for trade/service provision (it seems to me that this is already being done);
2) Extraction (of biological elements (animals, fossils, insects, bacteria, viruses…) and mining of asteroids and planets – for mining, be inspired by the game “Deep Rock Galactic” (you must keep the simulation style of Elite Dangerous) ;
3) Materials Refinery
4) Industrial – manufacture of equipment, vehicles and even ships.
5) Agriculture
6) High Technology (Medical Threatment, Mechanical or cybernetic implants, changes in the character's physical appearance, sex, or even the complete replacement of the body by a mechanic. Integration with man-machine (with drones, suit and titans...) etc.
7) Hospitality – Tourism / Political Conventions
8) Prison
9) Military
When thinking about the internal arrangement of equipment, it is necessary to remember that there must be an external correspondence… For example.
Fighter bay (or auxiliary craft), which can also be used for evacuation purposes (if the suggestion of independent navigation by the system is accepted), must have:
3D printer for building and repairing the fighter
Fuel tank for fueling the fighter
Fighter loading and unloading area
Other example... Kinetic gun turrets should have ammo storage areas, with panels reporting “damage status”, temperature, available energy, hit efficiency on target, type of ammunition used (whether normal or premium for example)…
21.2) EXTERNAL – access points, antennas, heat exchangers, weapon points, landing gear, windows, cargo doors (these are structural points most vulnerable to character actions)
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