This post will be dedicated to the ITS-Orocin's different Internal Bays, and their respective cargo contents. This post is still under development.:P
General Description (//when you /showinfo the ship in-game):
Quote:The reason why the "Independent Trader Ship" Orocin is a "Freelancer" Liner is due to the ship's past being entirely shrouded in mystery: no written records of its construction exist, nor does it have any of the Houses' distinct influences in its design.
Anyone who's ever seen the Orocin up-close confidently attests that the vessel looks very old... so old, in fact, that much of its current technology is quite outdated. Many suspect it's been built somewhere in the early 7th-century, but some features hail even as far back as the 6th-century.
For whatever its original mission was, one thing's certain: the ship's designed to be self-sufficient, its passengers living in comfort, at home in the fringes of deep-space, far away from any form of civilization. The Orocin is divided into 3 main Sections: (front-back) [Bow] >> [Axis] >> [Stern]
[color=#33FF33]Bow: the front-most part of the ship, where the General Quarters Bay, GenE, The Park, and Hangar Bay are situated (it is important to note that the Hangar Bay is the large, fat bulge on the Liner, the entry-point being on the bottom side of the ship)
[GQB] General Quarters Bay: the bay that contains the housing units for the crew and passengers alike
[GESB] General and Emergency Supplies Bay: called GenE for short, the bay that houses essential life support commodities
[ARB] Agriculture and Recreational Bay: called The Park for short, the room where residents not only grow their own food, but also where they spend their leisurely-time
[HB] Hangar Bay: where both the Orocin's shuttles and guest ships are kept
Axis: as the name implies, the narrow-most and central-part of the ship, where Bridge Control, the SAS and the Research Bay are situated
[BC] Bridge Control: where the ship's master controls and the helm are situated
[SAS] Security and Armory Station: called SAS for short, the room that houses the protective weaponry and various vehicles for personnel use
[RB] Research Bay: the laboratory of the ship
Stern: the back-most part of the ship, where the Manufacturing Bay, Engineering Bay and MaP-Room are situated
[MB] Manufacturing Bay: the factory that, as its name states, manufactures much of the ship's tools, equipment, parts and even weapons
[EB] Engineering Bay: the fancy name for the Engine Room of the ship, and its Plutonium-powered Energy Core Array
[MPB] Materials Processing Bay: called the MaP-Room for short, the room responsible for processing harvested ores/scrap/other materials into their constituent elements and alloys in preparation for manufacture
Notes: usually, 1 Unit = 1 Metric Tonne/Crate, but large commodities like Ship Hull Panels and Military Vehicles are an exception, and instead show their real numbers.
Details: The General Quarters Bay is located on Bow-Deck-1, the bottom-most deck on the bow-side of the Prison Liner, adjacent to the Hangar Bay and right below the GenE Bay. There are 2 corridors that run parallel to each other, separated by a thick wall; the corridors contains 50 rooms on both sides each where 2 people can live in relative comfort, with a total of 200 rooms capable of carrying 400 people.
Each room has a two-person bunkbed, a tiny washroom, a built-in wardrobe and a large built-in touchscreen that acts as the Neural-Net Interface Panel for personal use or inter-ship communication purposes, or as a mirror when not utilised; the rooms adjacent to the external hull of the ship have transparent windows for viewing the outside, while the inner rooms, to compensate for this, instead have a massive panel that acts as an artificial window, portraying the exact same image of the opposite room's window.
Robotic Components: The ITS-Orocin, though under the command of Katarn Dragonbourne, is run mostly by non-autonomous machines and robots remote-controlled by the on-board AI, each one catered to a specific line of duty ranging from Manufacturing and Welding, to Medical Restoration, and even squads of 'marines'. Their only disadvantages are that they're all outdated models that would've been decommissioned by this century, and are thus inferior to current models.
Details: The GenE, located on on Bow-Deck-2 that's in-between the Residential Bay and Agriculture and Recreational Bay, and in front of the Hangar Bay, is basically a large warehouse that houses all of the basic (and essential) life support commodities like emergency food rations, water and oxygen. The bay also serves as the Medical Station of the ship, where pharmaceuticals are stored, and the injured or sick, serious or otherwise, are treated.
Details: On Bow-Deck-3, the level that's the topmost on the bow, it serves two functions in one really-large hall: a farming unit and a place for its passengers to unwind.
The walls of the hall are covered in various aeroponically-grown flora, the layout designed to resemble a 'park', hence the name. Not only do they offer visitors a good atmosphere to relax, they also provide fresh food for the residents to enjoy.
The layout of the center of the hall depends on the occasion: it could either be an open plaza or several isolated rooms because the place comes equipped with walls tucked in the floor that slowly rise up when activated. There is also a small storage area at the very front of the hall where luxury goods and other entertainment products are kept, and then taken out when needed.
Fertilizers: Each unit represents a bundle of plants capable of feeding 1 person for an indefinite amount of time, which means the Orocin has an optimal population capacity of 100 people; however, as the Residential Bay attests, it can carry up to 400 people for a duration of 4 months before the passengers begin to starve.
Details: Located on the Axis-Deck-1, which is the bottom-section of the Axis-component, there are two parts in this Bay: the Garage, which contains the vehicles stored on the ready, with the armory lockers attached on the walls; and in the middle of the hall, elevated high above the floor, is the Main Security Room that controls the entire ship's internal Turret Array, Camera Array, etc. This single room is quite fortified, and the only way to get into it is through an elevator or an emergency ladder.
The Brig is also located below, which are the 'rings' on the ship. There is only one elevator which has a protective blast-door that leads to a corridor below which connects to these different prison cell rings. It's ill-advised to try to do any form of firefight in these rings, for they are thin-walled and are designed to be expendable (the Main Security Room can decide to unlatch one of these rings with the push of a button).
Light Arms: This commodity is actually divided into two parts:
Half of the crates (50 units) of arms are actually Katarn's personal sets of various personnel arms. One of his favorite hobbies is collecting exotic and both the most advanced, and those long-decommissioned guns, heavy or otherwise, armor, grenades, CQC-weapons and other implements made for war from all colonies and walks of life throughout Sirian Military History. Unlike conventional crates, each unit usually contains only one model of the specified weapon, while the rest of the space is used for their respective ammunition and specialized maintenance tools (particularly for those very old models). This rule doesn't follow for those that don't need ammo, like CQC-weapons like swords and daggers, which fill the crate anyway. In fact, he's made a small museum in the SAS Garage on the left side of the hall for Katarn to boast about his collection.
The other side holds the conventional crates and weapon storage lockers of sidearms intended for the residents to use: each unit is enough to supply a 5-man squad with enough gear to take down a small outpost.
Military Vehicles:
2 Military-Grade Tanks, each equipped with Twin Particle Cannons and an anti-personnel Gauss Gatling Mount
6 Transport ATV's, each equipped with a single Precision Rail Cannon Mount, for fast ground travel
2 Submersible Crafts, for deep-sea exploration
Details: The windowless-hump located directly behind the clearly-distinguishable Bridge on Axis-Deck-2, the Research bay used to be the most advanced laboratory complex of its time, where various experiments and intensive, small-scale studies could be conducted. However, the Orocin is an old ship, and therefore the lab is currently backwater by a century; the worst part of it is that most of the equipment on-board the vessel is permanently-installed into the ship, and is therefore near-impossible to update.
Nevertheless, the Research Bay equipment is quite reliable, consistent and sturdy, and so for those that know what they need to do the lab could still do wonders for the aspiring scientist.
Details: Where the Axis-component section stops, the Stern-component starts, and where the Manufacturing Bay is situated. Located directly in front of the Engineering Bay, basically it's a factory where various raw materials are gathered up and manufactured into equipment and parts for the ship to use. In detail, it's as its name says, capable of manufacturing almost everything, ranging from basic consumer goods and optronics, to more complex things like gadgets, weapons, even whole vehicles and their individual parts.
Unlike much of the ship, the Manufacturing Bay has good updatability, and it currently employs one of the most advanced miniaturized mobile assembly lines in Sirius. Combined with the MaP-Room, it's capable of on-site alloy and raw materials fabrication. The only limitation this Bay has is its restrictive space: there's only so much a single bay could allow.
Details: The Engineering Bay is at the very back of the Stern-component of the ship, second only to the main engine, and with the MaP-Room directly above the Bay. The component-mark that notes the boundary between the Engineering Bay and the Manufacturing Bay are the two Heat-Exhausts on both sides, where the intense heat generated from both bays are dissipated into space.
The Bay is generally hot and bound with some radiation due to the Plutonium-base Fuel the Power Core uses. Although the place isn't too cramped and claustrophobic, it's still a very uncomfortable place, where Engineering Drones are more preferred to keep the place running.
Plutonium: The Orocin is an old ship that's mainly powered by a Power Core using the reasonably-energy-efficient, yet mildly-dangerous, Plutonium-239 fuel. Although it is possible to update the Power Core to utilize the safer, and also more abundant, H-fuel-type Power Cores, it would take hundreds of millions of credits to reinstall and adapt the Power Cores into the Orocin's Power Array, which Katarn Dragonbourne, being a middle-class Freelancer, doesn't have such luxury; despite this, he's been able to install backup Power Cores that utilize other fuel sources, but such cores are too small-scale and would only serve best in cases of emergency.
The maximum fuel capacity for the Orocin is 300 units, and Elizabeth will warn Katarn if the supply of Plutonium drops to less than or equal to 10%, and that the ship'll need to return to the nearest Plutonium Fueling Station to resupply.
Details: Directly above the Engineering Bay on the Stern-component, the MaP-Room is the smallest room of the ship. It's very distinguishable from the outside since it's the place where the Transport Mining Turret is situated above the roof for easy access to harvest minerals.
Although small, and thus is far lower yielding in its processing capabilities than a full-blown hegemon, the MaP-Room is quite remarkable in its operations, and allows for the slow gathering of ore minerals to be harvested, processed, and purified (and in the case of Scrap Metal, smelted) into their constituent elements for raw materials to be brought over to the Manufacturing Bay to create goods, or transported to the other sections of the ship for other uses.
Commodities not identifiable with conventional scans (but are still there), and the reasons why:
1 Unit of Gaian Wildlife[GQB]: The story goes that on his journeys Katarn met this abusive exotic-wildlife dealer who was selling this very malnourished Fenrir cub (cow-sized giant "wolves" that hailed from Planet Gaia; it was the size of a large dog at the time) at a very hefty cost of 10M Credits. Knowing the plight of the Fenrir, but seeing as how he couldn't afford to buy it, Katarn instead decided to steal the Fenrir from the owner without getting spotted. His plan was botched when the dealer found out, but Katarn was saved when the Fenrir realized what Katarn was doing: the first thing it did when Katarn freed it from its cage was to eat the dealer. Katarn, not knowing what to do with the Fenrir, decided to keep him as his own pet. Ever since that day, Katarn took good care of his new companion and has been intensively training him personally. Now almost fully grown and mature, Vanguard is powerful enough for Katarn to ride as a mount. Surprisingly intelligent, the Fenrir responds well even to casual talk by Katarn.
50 Units of Black Market Munitions[SAS]: Originally, they were meant to represent those personal armaments Katarn's collected in his journeys, which were banned from many major houses due to their unethical brutality and sheer destructive power. It would've been totally OORP for me to constantly give up his exotic weapons, so I instead decided to "store" these babies in a secret compartment hidden from even the best-laid ship scanners.