Post by biske on Mar 12, 2012 23:47:26 GMT -9
General Terminology
Forward is the direction towards the front of the ship.
Aft is the direction to the back of the ship.
Starboard is to the right of the ship while facing forward.
Port is to the left of the ship while facing forward.
A bulkhead is a wall.
A deck is the floor.
An overhead is the ceiling.
A compartment is a room.
Berthing is a living space.
Manning something means to have someone there to work it hence, “ I'm manning the guns” or ,”go man the comms!”
Mooring means to tie up to something. In a space setting that would be like Docking without the airlock.
Hatch is the term for an air tight door that you close behind you.
Dog is the mechanism that secures a hatch to make it air tight.
Potable water is water that is capable of human consumption.
Space Terminology and systems
This section is for the basic ships systems and terms that we have for the equipment we use. Specialists will know what they are working with and do not need to post every part of running Navigation or Engineering but the general systems that everyone uses should be explained here.
Air lock- a pressurized room that allows someone to exit the ship into space without depressurizing the ship.
Grapples- Magnetic tow cables for connecting to other ships.
Inertia Dampner- the system that stops us from splatting against the wall whenever we accelerate.
Artificial gravity- so we don't float all the time.
Intercoms- each space has a PA system that you can use to talk to either the entire ship, or to a specific room in the ship. This includes personal compartments.
Reverse Osmosis Unit- Essentially a water treatment plant so that we recycle whatever potable water we use.
Crybaby- a modified distress beacon that mimics a ships signal.
Logistics Issues
1)we need to establish our method of piracy. Are we the smash and grab kind of pirates or are we the ambush and trap kind? I think that our crew is a little small for smash and grab to be too realistic since most ships will be bigger then we are. If we decide to go the route of smash and grab we will have to figure out the weapons systems much more. If we go the ambush route we could utilize an EMP net to trap the ship and then use the crybabies to confuse them further. This might get us a surrender at best and at worst it will give us enough time to board them.
2)We need to establish our level of finance. Are we a struggling ship living job to job or are we the scourge of the outer rim with all the best in equipment and supplies?
3)We need a friendly port. Regardless of if it is just a small drifter colony where we unload our booty or if it is an established planet that is friendly toward our activities we need someplace to sell our goods without getting shot on sight.
World Logistics
1) we need to start deciding on factions that are present in this part of space and think of ways to interact with them.
2) we need something to pirate! Why are we in this part of space preying on these particular ships?
3) what is the legal system like? Does someone control this part of space or is it pure no mans land?
4) if we have a captain does that mean we have some sort of pecking order? What is it and now do we decide?
Forward is the direction towards the front of the ship.
Aft is the direction to the back of the ship.
Starboard is to the right of the ship while facing forward.
Port is to the left of the ship while facing forward.
A bulkhead is a wall.
A deck is the floor.
An overhead is the ceiling.
A compartment is a room.
Berthing is a living space.
Manning something means to have someone there to work it hence, “ I'm manning the guns” or ,”go man the comms!”
Mooring means to tie up to something. In a space setting that would be like Docking without the airlock.
Hatch is the term for an air tight door that you close behind you.
Dog is the mechanism that secures a hatch to make it air tight.
Potable water is water that is capable of human consumption.
Space Terminology and systems
This section is for the basic ships systems and terms that we have for the equipment we use. Specialists will know what they are working with and do not need to post every part of running Navigation or Engineering but the general systems that everyone uses should be explained here.
Air lock- a pressurized room that allows someone to exit the ship into space without depressurizing the ship.
Grapples- Magnetic tow cables for connecting to other ships.
Inertia Dampner- the system that stops us from splatting against the wall whenever we accelerate.
Artificial gravity- so we don't float all the time.
Intercoms- each space has a PA system that you can use to talk to either the entire ship, or to a specific room in the ship. This includes personal compartments.
Reverse Osmosis Unit- Essentially a water treatment plant so that we recycle whatever potable water we use.
Crybaby- a modified distress beacon that mimics a ships signal.
Logistics Issues
1)we need to establish our method of piracy. Are we the smash and grab kind of pirates or are we the ambush and trap kind? I think that our crew is a little small for smash and grab to be too realistic since most ships will be bigger then we are. If we decide to go the route of smash and grab we will have to figure out the weapons systems much more. If we go the ambush route we could utilize an EMP net to trap the ship and then use the crybabies to confuse them further. This might get us a surrender at best and at worst it will give us enough time to board them.
2)We need to establish our level of finance. Are we a struggling ship living job to job or are we the scourge of the outer rim with all the best in equipment and supplies?
3)We need a friendly port. Regardless of if it is just a small drifter colony where we unload our booty or if it is an established planet that is friendly toward our activities we need someplace to sell our goods without getting shot on sight.
World Logistics
1) we need to start deciding on factions that are present in this part of space and think of ways to interact with them.
2) we need something to pirate! Why are we in this part of space preying on these particular ships?
3) what is the legal system like? Does someone control this part of space or is it pure no mans land?
4) if we have a captain does that mean we have some sort of pecking order? What is it and now do we decide?