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 Post subject: Dreamin of an ISD
PostPosted: Tue Mar 25, 2008 6:35 pm 
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Technician Assistant
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Joined: Tue Mar 25, 2008 6:29 pm
Posts: 3
I know it would be a gigantic undertaking, but have you ever considered making a deckplan for the dreaded Imperial Star Destroyer? I don't think I have ever heard of someone creating a detailed layout for the most infamous vessel of all time, might be really neat! (Though understandably difficult)

I absolutely love this site and commend you for all the hard work you have done to get it off the ground. I've been a follower for nearly a year now. The artwork is amazing and very entertaining. Keep up the Great work!!! Can't wait to see what comes next!


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 Post subject:
PostPosted: Tue Mar 25, 2008 10:17 pm 
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Design Assistant
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Joined: Sun Feb 03, 2008 9:11 pm
Posts: 55
Location: Flensburg, Germany
Highscores: 18
Moin, Thran...

If you want to have detailed plans, you should read the "Death Star Manual" from WestEndGames. You won't find ISD plans, but good descripitions and plans for all rooms you will need on an ISD. Making a deckplan would last some years, in Admiral quality, he won't have to do (including work) anything other than making deckplan for the next ten or twenty years...
So...
I don't know anyone, who made deckplans (And I've searched, believe me). I've a side diagramm, a bridge deckplan and many pictures from ISD Imperial Class. So... good luck, my friend. You will need it.
Or you start a world wide project, collect artists (200+?), organize it all and than you will get your ISD in a few years.

Good luck...


Bernd

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 Post subject:
PostPosted: Wed Mar 26, 2008 3:29 am 
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Director
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Joined: Sun Feb 03, 2008 3:57 pm
Posts: 49
http://colonialchrome.co.uk/Pages/requests.htm

Requests Page wrote:
The first guideline is that it must be plausible for the deckplan to be made. I've had requests through for star destroyers, super star destroyers, even the death star on one occasion. If you can't work out if your request is simply too large by all means ask, but a good rule of thumb is to say I won't do any ship over one hundred meters, and I am unlikely to do so over fifty.


Simple answer: No.


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 Post subject:
PostPosted: Wed Mar 26, 2008 4:02 pm 
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Technician Assistant
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Sue me...A fella can always dream, right? :P


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 Post subject:
PostPosted: Wed Mar 26, 2008 5:49 pm 
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Design Assistant
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Joined: Sun Feb 03, 2008 9:11 pm
Posts: 55
Location: Flensburg, Germany
Highscores: 18
Of course...

A dream can become true. But you will need many artists, a good coordination, a good plan and... well... time... much time...

again: "Death Star Manual", West End Games. With luck, you will find it in each well sorted RPG- Store. It will be never produced again, but some of them exist on the market.

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 Post subject:
PostPosted: Wed Mar 26, 2008 10:23 pm 
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Thanks for the tip!


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 Post subject:
PostPosted: Thu Mar 27, 2008 1:55 pm 
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Joined: Sun Feb 03, 2008 2:05 pm
Posts: 310
Location: Brighton, England
Highscores: 13
My best case model for deckplanning a Star Destroyer panned out to cover an estimated 73 year project using a design team of twenty, a management team of six and a development team of eight. This package would cost an estimated (not accounting for inflation) $21 million. That would include only a 1.5 profit margin, which is woefully cheap for such a time consuming project.

Short answer is - what Jordan pointed out, NO.

But also, I have request guidelines so that questions like these don't get asked - I find it tedious and frustrating pointing out what I would think was fucking obvious.

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 Post subject:
PostPosted: Sun Mar 30, 2008 6:45 am 
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Joined: Mon Feb 04, 2008 10:51 am
Posts: 17
Location: Las Vegas, NV, United States
What about some Key areas? Not a ship of that size, its way to big, But the bridge/ command area, some random sections of the ship that GM's can fit to the story that they are using, Barracks, Holding area, galley, etc. If film makers can use the same set with some minor modifications to depict different parts of a ship, why can't GM's? the other benefit of this approach is the whole thing does not need to be done at once (granted it does not "Need to be done" at all, but you get my meaning) It be done in spurts, when the whim arises.

What do you think?


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 Post subject:
PostPosted: Sun Mar 30, 2008 8:20 am 
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Design Assistant
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Joined: Sun Feb 03, 2008 9:11 pm
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Location: Flensburg, Germany
Highscores: 18
Again:

Death Star Manual, West End Games.



It was intended for used for all imperial capital ships and space stations, so you will find all critical areas beside Bridge and hangar. And for these, you will find enough sources, I think. (For example: "The Isis Coordinates", an Adventure for SWD6 from West End Games)

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 Post subject:
PostPosted: Sun Mar 30, 2008 9:21 am 
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Joined: Mon Feb 04, 2008 10:51 am
Posts: 17
Location: Las Vegas, NV, United States
Unfortunately the material you are referring to is no longer in print, making hard for anyone to just go pick up. Those that do have them are holding on to them. One can't simply go down to the local comic shop and grab one anymore. Second, frankly I would rather have the Admirals take on things over WEG. Chrome has corrected/ fixed/ expanded on countless WEG material thus far, and it might be pretty awesome to see. Just a far off "would be cool to have".

If I could find those Books (any WEG books really) at local shops I'd be delighted, but they are rare finds, and far between.


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 Post subject:
PostPosted: Sun Mar 30, 2008 11:03 am 
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Joined: Sun Feb 03, 2008 2:05 pm
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Location: Brighton, England
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I've done a few generic capital ship locations in a 6.4 tile format but ran into a root problem that led to me abandoning the capital ship tile system.

Essentially you're balancing large areas being better for tiles, but small areas make for versatility. It's difficult to manage where to draw the line because what you're needing is for them all to neatly tesselate with bulkheads, hatches lifts etc and that means you start work on a tile with pre-existing features that you just plain have to include. It cuts into the freedom you have to work in too severe a way to make it work.

The project REALLY got bogged down when working on the largest tile realistically possible - the ISD main bays. I got them done, more or less but then the angled hull is obvious and you find y'self having to do these giant wedges otherwise you can't drop other tiles in straight. But that's not all, then you realise you have to do a whole array of 'brim' tiles because they don't repeat at a neat size and you end up looking at doing the entire brim habitation levels and they're the vast majority of the ship in the first place. Hellish complicated project.

When you go to do just the key areas of a ship you're left with the problem of where do you stop? The bridge on its own isn't more than a single room, so you add the various annexes and sub rooms, and then if you want to storm the bridge you have the corridor outside, which in turn has doors and rooms and twists and turns, so when do you put a line in and say 'here be monsters'. From my own experience players have shown a disturbing tendency to assume not that 'here be monsters' lines are where you got too bored to do more work but magical portals to lands of adventure and walk over them with wild abandon.

In summary I've done as much as anyone could expect to try to make feasable projects out of Star ships - they're too big, especially considering they don't really need plans.

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