Alien Starship Designs

By Does it matter? ·

TML message #5312From bundle 450

Since the group has been fairly slow lately, I thought I'd take a tangent
  off the military thread (a very sharp tangent :).  How about
  a discussion of layout concepts for non-human races?

Looking at the designs in Vilani&Vargr, the layout is fairly coventional.
  What about some differences?  Here are some ideas...

  For Hiver ships, since they tend towards 'hives', the access panels
  and passages would obviously be more like tunnels.  Perhaps the
  ship would even lack an organized bridge, being either a conglomeration
  of the bridge officer staterooms (controls integrated into the stateroom
  computers), say organized in a ring around the main computer core.

  The name 'spinal weapon' suggests that the ship is basically mounted
  on the weapon.  What about having a cylinderical power plant organized
  in the center of the ship, with the spinal weapon (if any) built
  directly into the power (aka Star Trek (first movie) 'we can't fire
  the phasers in the worm hole because they channel directly through
  the warp engines').

  If the crew members can run their stations from their staterooms,
  the bridge is entirely psychological.  So who needs a bridge?

  On the control side, since there are multiple backup computers on board,
  what if a race decided to have instead each computer control a section
  of the ship (either logical (engineering), or physical (foreward bulkhead).
  Imagine the troubles hijackers might have.

  Or better yet, having ships that are naturally modular in design
  (intended to fragment due to battle damage to facilitate escape/combat).
  Of course, this could exploit the turret limitations rules, unless
  someone wants to try explaining the intent...

Of course, my favorite attempt to add novelty involved jump drive
  technology.  Try explaining this to your players:  Each of
  the 6 jump dimensions is a stable universe.  The reason no natives
  of these universes have been encountered could be
    1)  The location we enter at is located between galaxies
    2)  The average distance between stars is far greater (even in
         a galaxy).

Anyway, none of these suggestions (except one) could really be used
  to disrupt game balance, and might enhance flavor (atleast in all the
  campaigns I've run, the major action happens around star ships
  and tends to involve aliens).  Anyone else have some suggestions/ideas
  which might help me get my GM's block rolling again?

- --Brad