It seems to me that some of the clunky rules in the ship design areas of KHs stem from a desire of the authors to prevent players form developing Uber ships that twist game balance into a pretzel. For instance a decoy only takes up 4m<sup>3</sup> but min hull size is 5 and a ship can only carry its hull size/5 in total. So while on average an Assault Scout has 2512m<sup>3</sup> of space it cant even carry 1 of these 2m long rockets. Despite the fact that an assault scouts armament only takes up 75m<sup>3</sup> out of 2500. Naturally someone would want to just pack 100 decoys onto a ship and just launch any number each turn and dare an opponent to score a hit.<br />So all of the MIN hull size stuff is ok as it protects the game from craziness like a 100 decoys.<br /><br />I was pondering the possibility of trying to stream line the ship design rules to alleviate some of the clunkiness though i suspect as my ideas developed I've only complicated matters but here goes the half bake:<br />NOTE: all rules concerning min hull sizes must be observed.<br /><br />First off I noticed that some of the equipment for a ship had a specified space in cubic meters required for that equipment. and I thought why not compute the cubic volume of each hull and you add equipment till you run out of space then your done. naturally we'd have to work up numbers for the required space for crew quaters where quarters for a single berth (officer or captain) would be X, quarters for a double berth would not be 2x in space but 1.5x so that it give a savings for doing double berths and a 4 berth compartment would be 2.5x a player could still have single berth for everyone but most would have a mix depending on the rank of the crew. <br /><br />I'm estimating the height of each deck at 2.5m as yazerians are the tallest at an average of 2.1m <br /><br />The rules say 1st class passenger accommodations are 6m<sup>2</sup>. and journey class 4m<sup>2</sup> or 4mx6m<br />you'd have to specify that for so much in crews quarters you have to have a minimum of y in space for the galley and recreation. 1st class accommodations would be totalled and multiplied by a % to determine the amount of space dedicated toward recreation, dining rooms and shops. likewise the same for journey class but if the amount for journey class is less than for 1st class then nothing is added to the ship but if its more than for first class than the difference is added in shops and amenities.<br /><br />Sick bays would be z times the number of beds and that space would include everything to do with the sick bay- the surgeon's office, pharmacy, etc.<br /><br />The numbers for the wt. of the life support equipment which are in Kg would simply be changed to meters<sup>3</sup><br /><br />A certain amount of space would have to be devoted toward control & engineering calculated by V times the hull size.<br /><br />fighters would have a lot of exceptions in this system <br /><br />Curiously when I started running numbers I discovered that with volume computed as a cylinder a hull has a lot of space and since a HS 3 hull could be modified up or down 25% in length and diameter it could have from 1073.9 to 4945.5m<sup>3</sup><br /><br />Of course a designer could go beyond the minimum amount of space for something if he wanted to really lavishing a starliner with lots of amenities. <br /><br />The end result of all my number crunching was for the classic assault scout figuring: lifesupport for 7-12 with a back up for 7-12, videocom radio with 2 screens, subspace radio, radar, intercom panel and 8 mikes, half size external camera system, assault rocket launcher, 4 assault rockets, a laser battery- all of which have numbers for space 'cept the lifesupport but its kg was simply changed to m<sup>3</sup> all totalled upto 119m<sup>3</sup> out of the standard 2512m<sup>3</sup> of a regular hs 3 hull. which makes my idea seem to just add more complication?<br />
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