Muir Tree Ship
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| Cost |
5000
|
| Mass |
4000
|
| Tech Level |
6
|
| Duranium |
23
|
| Tritanium |
50
|
| Molybdenum |
17
|
|
| Large Weapons |
0
|
| Max Large Size |
0
|
| Small Weapons |
40
|
| Point Defense |
40
|
| Super Weapon |
nnnnn |
|
| Max Fuel |
1500
|
| Max Ord |
500 |
| Max Repair |
5000 |
| Max Cargo |
6000
|
|
| Engines |
4 |
| Generators |
6 |
| Power Bank |
5000 |
|
| Armor Limit |
10
|
| Shield Limit |
3000
|
|
|
| Crew Size |
6000
|
| Passengers |
10,000,000
|
|
| Fighter Bays |
0 |
| Fighter Bay Size |
0 |
| Construction Bay Size |
0 |
|
| Max Speed |
20
|
| Max Hyp Jump |
400
|
| Evasive Bonus |
0
|
| Attack Bonus |
0
|
| Warp Drag Factor |
110
|
| Warp Signature |
190
|
| Scan Range |
400
|
| Tractor Beam |
0
|
| Cloak Fuel Burn |
0
|
|
|
| Vulnerability To Weapons Fire |
| Parts / Hull |
60
|
| Control Systems |
30
|
| Engines |
110
|
| Hyperdrive |
100
|
| Lifesupport |
100
|
| Critical (Soft Spot) |
50
|
|
Hull ID: xxx
Ship Pack Name: xxx.spk
Pack Version: xxx
Pack ID: xxx
Idea : Peter Chambers
Artwork: Peter Chambers
Description
The Muir Tree Ship is the work of a cult variously called 'The Muir',
'Templars', 'Greenies' or 'Treehuggers' who fled crowded Earth during the
Neo-Victorian era. They were masters of biology but not of engineering. They
wanted to green the skies but were limited at first to standard engines and
drives.
They captured asteroids and ice moons in the belts of the
outer system and used genetically engineered "trees" to form space habitats.
Their domes were placed within the green area, lit by fusion mini-suns and
watered by melted ice.
Their enemies drove them off or tried to
capture these valuable new habitats. They jumped to Aldeberan and found the
Erg creatures. These were energy binders that could cloak the Muir Tree
Ships in fields equal to 3000 point shields.
The model of Muir Tree
Ship shown here is made using an C-type asteroid rich in carbonaceous
chondrites. To this an ice moon is attached using organic plastic fibres. A
long tritanium/diamond spine is grown along the major axis until it is
longer than the planned forest height. Fusion systems are placed at the far
end of the spine. Electrical power is sent back down the spine for heating
and to feed the Erg creatures. Then the GM "tree" is grown using the
liberated materials. This is phototropic and grows with programmed angles.
It begins to fill the space round the spine lit by fusion
light.
Unlike the larger Muir Orbital Forest the Tree Ship can move. Warp
speed is low but hyperdrive and jump technologies allow them to travel far.
Some have even been sighted in the Large Magellanic Cloud
(LMC).
Natural enemies include Klingons (who loot), Robots (yukkk, green
stuff, ukky) and IMT (of course). The Braphat scarcely notice them and the
Feds go all warm and cuddly when they see them, usually putting a big
bar-code on the side for wildlife tracking projects. The Arborians worship
them. The Peeps tend to break bits off and eat them and the Borg try to
incorporate them.
Boarding is tricky due to the large crew, the Erg
shield, the array of small weapons and PD mounted on the domes and the large
softspot. These valuable ships are widely coveted, easy to kill and hard to
own."
Previous Idea History
Previously called "Muir Forest Ship"
The original discussions on this idea.
A super-agro-ship. Very Green, very lush. Problem is the need for
gardners. The Creators (blessed be their names) did not really believe in AI
so millions of sentient beings are swept up (colonists, humanoids, all but
Chups really) whenever a "Muir Forest Ship" sweeps within X lyrs of a
system. They are teleported into the vast passenger list.
You *can*
get some of them back. You have to attack and board successfully. Depending
on how well this does the attacking ship gets passengers shifted over to it.
The Muir does not have offensive large or super weapons but many small and
PD weapons, a very good shield and self repairing armour and hull.
Semi-indestructible but not godlike. It cannot be captured though. There is
no bridge nor controls. Guidance is by distributed dumb hive minds within
the forest. It does not use conventional engines, Erg energy beings from
Aldebaran move it and also provide the big shield. So it does not have
supplies, fuel, metals, ord or repair units (as such) in board.
If
you reduce the hull, etc to zero points it will break up and remain as
wreckage in space. Guilty old you.
Some Muir Forest ships even have
sentient Zepplin creatures in the biospheres. Most have interesting winged
creatures. A few have hippies and Greenpeace swampies stowed away. These
latter sometimes paint their logos on the side.
Natural enemies include
Klingons (who board and 'recover' folk on sight), Robots (yukkk, green
stuff, ukky), IMT (of course) and (strangely) the Arborians who feel that
their franchise is being trod on. The Braphat scarcely notice them and the
Feds go all warm and cuddly when they see them, usually putting a big
bar-code on the side for wildlife tracking projects. The Peeps tend to break
bits off and eat them and the Borg try (and fail) to incorporate them (too
strange, also the USB-6 interfaces fail to connect).
It looks somewhat like the domed ship in that crappy film with bearded loser,
his two robots and a go-cart.
Not sure about the Arborian reaction? Anything Green is _Green_ I suspect?
I could imagine that they might be mesmerised by such a thing?
Waste effort/resources in protecting it maybe? They just can't help
themselves "Ooooh! It's so greeeeeeen. The Greeen-ness! Oooooh! My kecks! "
*thunk*
(Later..)
This one should just charge round. Say it hypes (fast) to a random co-ord and
then travels at a few 10s of ly/turn looking for gardeners. Then goes bored
or cautions and hypes out again. A bit like the Streib in B5.
The Muir Forest requires many quantities to be ZERO. Hooray. And passenger
space to be essentially unlimited. Cheers! So the "spooils" are carried
around as in a big carousel with special coded properties and some factors
quantified by engine and shield numbers and hull hit points (like D&D).
<GREG>....- < ??? >
This idea sounds hard to implement with the existing
code. something that is important to remember, as of right now, it is hard
to have ships or object behave on their own. Guidance is normally required
by a player. No granted, Tim is currently working on an AI, but we do not
know the scope of that effort. Perhaps once that is done, we can talk
about it further.
It also occurs to me about the Muir:
1) it must orbit worlds to work. The
dust-off stuff works from orbit. The AI must look for promising worlds
within 400 lyr and then go there and suck.
The AI must also set BUN(beam up
neut-fuel), BUR(repair) & BUO(ord) and somehow these must work from the
planet (or even player bases!). Note that with the grav well / mines about
that it will get dropped to normal space sometimes and crawl at 20 to the
next target world.
2) This is very desireable to capture, especially for
IMT. Even as wreckage, maybe it can be very much lighter?? (ETFE foils like
Eden). So I have upped softspot (use the force Luke...hit the exhaust...) to
50%, just for now.
Also crew must be high. (HG should be carried?) Just
imagine one appear over your HW. Either it nicks your people and natives and
you are stuffed or you capture it and you have a free space station with
free food and stuff on board...
Muir re-done as lightweight ship of spars and foils. It is *vast* but not much
more massive than a Fed battleship. It could even go lower...
Minor
stats tweaked.