Post by Fraze on Jan 25, 2010 23:21:20 GMT -5
I figure we really should get some of this stuff nailed down. We used to have a map thread, but that's since been lost to the depths of inactivity, and to be quite honest, I think the old map was a bit outdated. It had everything as pretty much one single building, which--to me, at least--doesn't seem quite right. So, I would like to work out a more reasonable 'Fleet layout with the rest of the guild members.
Also, I think we should hammer out what the various jobs in the 'Fleet actually are. It's evolved far beyond "Find things that don't like us and kill them," and I think that fleshing out some of the inner workings of the organization would really help us with worldbuilding.
First, the map.
I think of 'Fleet HQ as something like a gear with very long, extended teeth of varying lengths. In the center of everything, you have a large, domed central nexus. This is the area open to the public--the mess hall, all the assorted shops, the primary sickbay, and so on. I think of it as something between a crowded airport and the Promenade from Star Trek: Deep Space Nine.
From here, different sections of the base extend radially outward. These arms include crew quarters, hangars, storage facilities, a hydroponics bay, a library, most of the labs, and so forth. Most arms serve more than one department, and most departments are spread over several arms (see below for the reason for this). This setup allows one arm to be expanded without interfering with adjacent arms. Rather than building up above the ground, most of the 'Fleet is below ground to allow for greater protection from outside attacks. Most arms are between 1 and 6 stories, except in cases where more protection is needed (such as some of the labs which need to operate under particular conditions). Concourses with shuttle services run along each of these arms, as well as between arms--however, a security clearance is needed to go on certain shuttles that lead from unrestricted areas to restricted areas.
Of course, this setup restricts the growth of the central nexus. If this area needs to be expanded, it will be built outward between the base's arms.
Each section of the 'Fleet base has its own medical bay, as well as weapons, assorted emergency supplies, food (approx. seven days' worth), and a small hydroponics bay. This way, if one arm is cut off from the rest of the base (in case of an attack or some other emergency), that section can function independently from the rest of the base for some time. Departments are spread over several arms for a similar reason: if a department were located entirely in one arm and that arm were cut off from the rest of the base, the rest of the 'Fleet would lose that department's capabilities.
The 'Fleet is about 2 miles/3.2 kilometers end to end, with the central nexus about half a mile/0.8 kilometers across.
The 'Fleet is quite securely protected from the outside. Most of the base is covered in armor paneling about 20 cm thick. Energy shields protect the entire station, especially the central nexus. Holes in these shields can be opened to allow routes for incoming and outgoing traffic.
Laser and missile turrets are located at intervals along every arm of the 'Fleet, as well as on the dome of the central nexus. Computers run these turrets automatically, although they may be operated manually. They will not fire unless they are given the order to do so, or they detect a definite hostile presence (where "hostile" means "has weapons loaded and locked on to the base"). They are primarily used for defense against air (er, vacuum) assaults, but could in theory be used against ground attacks as well.
This is the main base, and comprises the majority of 'Fleet HQ. However, there are several more installations at various places about 20 miles away from the 'Fleet (but nowhere near each other). One of these locations is the brig. Most of the others are some of the science labs, where the research being done is secret or particularly dangerous in one way or another. All of these locations are completely hidden underground and can only be reached by a secure underground shuttle. They still each have supplies of food and a medical bay, but no hydroponics or weapons (the guards at these places are already fully armed).
I'll get to the various jobs in the different departments of the 'Fleet some other time. For now, I want to know how this map sounds to my fellow 'Fleeters. If there are any suggestions for changes, additions, or such, go ahead. (The 'Fleet has been around for decades in-canon, so the original builders had years to think about an efficient design plan. We get a bit of slack in that regard since we've got to figure it out right now.)
Also, I think we should hammer out what the various jobs in the 'Fleet actually are. It's evolved far beyond "Find things that don't like us and kill them," and I think that fleshing out some of the inner workings of the organization would really help us with worldbuilding.
First, the map.
I think of 'Fleet HQ as something like a gear with very long, extended teeth of varying lengths. In the center of everything, you have a large, domed central nexus. This is the area open to the public--the mess hall, all the assorted shops, the primary sickbay, and so on. I think of it as something between a crowded airport and the Promenade from Star Trek: Deep Space Nine.
From here, different sections of the base extend radially outward. These arms include crew quarters, hangars, storage facilities, a hydroponics bay, a library, most of the labs, and so forth. Most arms serve more than one department, and most departments are spread over several arms (see below for the reason for this). This setup allows one arm to be expanded without interfering with adjacent arms. Rather than building up above the ground, most of the 'Fleet is below ground to allow for greater protection from outside attacks. Most arms are between 1 and 6 stories, except in cases where more protection is needed (such as some of the labs which need to operate under particular conditions). Concourses with shuttle services run along each of these arms, as well as between arms--however, a security clearance is needed to go on certain shuttles that lead from unrestricted areas to restricted areas.
Of course, this setup restricts the growth of the central nexus. If this area needs to be expanded, it will be built outward between the base's arms.
Each section of the 'Fleet base has its own medical bay, as well as weapons, assorted emergency supplies, food (approx. seven days' worth), and a small hydroponics bay. This way, if one arm is cut off from the rest of the base (in case of an attack or some other emergency), that section can function independently from the rest of the base for some time. Departments are spread over several arms for a similar reason: if a department were located entirely in one arm and that arm were cut off from the rest of the base, the rest of the 'Fleet would lose that department's capabilities.
The 'Fleet is about 2 miles/3.2 kilometers end to end, with the central nexus about half a mile/0.8 kilometers across.
The 'Fleet is quite securely protected from the outside. Most of the base is covered in armor paneling about 20 cm thick. Energy shields protect the entire station, especially the central nexus. Holes in these shields can be opened to allow routes for incoming and outgoing traffic.
Laser and missile turrets are located at intervals along every arm of the 'Fleet, as well as on the dome of the central nexus. Computers run these turrets automatically, although they may be operated manually. They will not fire unless they are given the order to do so, or they detect a definite hostile presence (where "hostile" means "has weapons loaded and locked on to the base"). They are primarily used for defense against air (er, vacuum) assaults, but could in theory be used against ground attacks as well.
This is the main base, and comprises the majority of 'Fleet HQ. However, there are several more installations at various places about 20 miles away from the 'Fleet (but nowhere near each other). One of these locations is the brig. Most of the others are some of the science labs, where the research being done is secret or particularly dangerous in one way or another. All of these locations are completely hidden underground and can only be reached by a secure underground shuttle. They still each have supplies of food and a medical bay, but no hydroponics or weapons (the guards at these places are already fully armed).
I'll get to the various jobs in the different departments of the 'Fleet some other time. For now, I want to know how this map sounds to my fellow 'Fleeters. If there are any suggestions for changes, additions, or such, go ahead. (The 'Fleet has been around for decades in-canon, so the original builders had years to think about an efficient design plan. We get a bit of slack in that regard since we've got to figure it out right now.)