This one sounds reasonable to me, although the jump-2 requirement can be
achieved from TL11 onwards (this also happens to be the TL of the only
surviving A class yard in the Banners Sector). At this tech level I can have
new construction. A deep space salvage version would also be useful as I
have a neighbouring system which is now barren containing an asteroid belt
as the main "world".
Antony
From: []
On Behalf Of DED
Sent: Tuesday, 16 February 2010 12:27 PM
To:
Subject: [Traveller_TNE] Mining Vessel Contest (Part 1 of 3 - Rough Draft)
I figured that it would be best to separate the time periods to reduce the
likelihood of confusion and to make it easier to discuss the varying
specifications.
Use FF&S to design the ships, no matter which time period you choose. If
you've got design sequence modifications that supersede that, post them to
the list so that we can all make use of it or, if someone spots a flaw,
improve upon it.
CONTEST 1
Date - 31:1120 (I wanted this time period included as there's a chance
there will be some relics floating around in TNE)
The Coreward Mining Concern (CMC) has secured funding from Zirunkariish, the
preeminent Vilani banking and investment firm, to expand its operations
beyond the Gagzoe Cluster in Kagamira Subsector (Vland F). With this influx
of capital, CMC is looking to purchase a fleet of mining vessels that will
meet our production goals. Designs from all naval architectural firms will
be welcomed and open to consideration.
Requirements:
Minimum Size: 400 tons. It is our estimation, based on decades of
experience, that the vessels should have a minimum displacement of 400 tons.
Smaller vessels do not provide adequate storage space for bulk materials,
whether they be unprocessed ore or reconstituted metallic extracts. No
sooner do smaller craft arrive at the mining site than they have to return
to the processing facility.
Larger craft are welcome.
Jump Range: 2 parsecs. Longer ranged vessels are welcome, though the
designer should bear in mind the ROI required of these larger drives.
The ships are not required to streamlined as their primary work will be on
asteroids, comets and small airless moons.
Since the ships are expected to be on job sites for an extended duration,
some facilities should be present on board the ships to keep the crew's
morale high. Happy workers are productive workers.
Armaments: Due to the current level of unrest, there is the possibility that
conflict will arise. Corsairs, privateers and marauding navies may cause
trouble for our crews and seek to strip them of the fruits of their efforts.
While we are not proposing they be armed to the teeth, the vessels should
have sufficient offense/defense to hold their attackers at bay while they
make their way to safe jump distance.
Tech Level: We would prefer to work with the most efficient equipment
possible. However, we realize that technologically advanced worlds are
uncommon and that effecting repairs may be harder to achieve. If you feel
that you can fulfill our needs with a TL-12 design, then please submit it.
Cost: While we are open to different price points, the submitted design(s)
should provide for a return on investment (ROI) of five years.
Please provide full design specs and costs.
Due Date: March 21st?
========================================
Before I write up the others, what does everyone think about this one? Did I
provide enough requirements and background? I'm open to suggestions if you
see where this part can be improved.
\_/
DED
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