Zeppelin Quest I: A New Adventure!

[X] Plan Airplanning

[X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
[X] Leave the bomb bays as they are. Maybe you'll find a use for them- perhaps your own lighters? (Pros: Free, no weight additions. Cons: No additional cargo room)
[X] Create a dedicated Navigator's study. (1 space)
[X] Create an office for your slowly expanding reams of paperwork (1 space)
[X] Create a dedicated passenger's quarters. (2 space)

I'd say the thing to do is to hit the road with a high unit value of passengers quickly and figure out what to do on a more permanent basis while up in the air earning money (as opposed to being on the ground spending money while figuring this out). After having a full shakedown, we'll have a better idea of what the ship really lacks and what purpose(s) we'd like to convert the bomb bays to. Hence office space.
 
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@7734 can we get some clarification?
@7734, can you clear this up? Is the Cargo slots the important part (6 vs 2) or the tonnage listed (56 vs 48)?

I actually have a rough chart of tonnage per item per cargo slot chart somewhere so I can model both values on your ship. Right now, though, volume is your limiting factor rather than weight, which is the reverse of the Carolina Anahiem's limitations. There, on your copper run, you were flying full on 56 tons of cargo, but only 5 of your 6 bays were full. On the weapons run, you were under max weight (32/56 tons) and only using 4 cargo slots.
 
So we have a ship that can comfortably haul heavy load with low volumen. Ideal for a combat vessel to stay afloat even damaged.

Refined metal would be our best bet to max out both room and weight. For most things the room would be better through...
 
VOTES CALLED.

Also, feel free to brainstorm places to go after Delhi/Annam.


EDIT: Tally's being weird, Plan Strypgia wins.
Adhoc vote count started by 7734 on Oct 30, 2017 at 9:12 PM, finished with 25 posts and 13 votes.

  • [X] Plan Beaverford
    [X] Plan Beaverford
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [X] See if you can deck them into subdivisions for cargo space. (Pros: Gains more cargo slots. Cons: Adds weight, which may bring a second Zeppelin device online and increase fueling costs.)
    [X] Create a dedicated passenger's quarters. (2 space)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create a sparring area and athletics zone (1 space)
    [X] Hire the bare minimum to keep this new, larger ship afloat.
    [X] name the ship Astrid
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)[X] See if you can deck them into subdivisions for cargo space. (Pros: Gains more cargo slots. Cons: Adds weight, which may bring a second Zeppelin device online and increase fueling costs.)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create an office for your slowly expanding reams of paperwork (1 space)
    [X] Create a sparring area and athletics zone (1 space)
    [X] Write-in create an emergency stores section for just in case you get stuck in the aether again.
    [X] Hire the bare minimum to keep this new, larger ship afloat.
    [x] Plan Trading Up.
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [x] Leave the bomb bays as they are. Maybe you'll find a use for them- perhaps your own lighters? (Pros: Free, no weight additions. Cons: No additional cargo room)
    [X] Create a dedicated Navigator's study. (1 space)
    [x] Create a second infirmary (1 space)
    [X] Create a dedicated passenger's quarters. (2 space)
    [x] Plan Trading Up.
    [X] Plan Airplanning
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [x] Leave the bomb bays as they are. Maybe you'll find a use for them- perhaps your own lighters? (Pros: Free, no weight additions. Cons: No additional cargo room)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create an office for your slowly expanding reams of paperwork (1 space)
    [X] Create a dedicated passenger's quarters. (2 space)

Adhoc vote count started by 7734 on Oct 30, 2017 at 9:13 PM, finished with 25 posts and 13 votes.

  • [X] Plan Beaverford
    [X] Plan Beaverford
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [X] See if you can deck them into subdivisions for cargo space. (Pros: Gains more cargo slots. Cons: Adds weight, which may bring a second Zeppelin device online and increase fueling costs.)
    [X] Create a dedicated passenger's quarters. (2 space)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create a sparring area and athletics zone (1 space)
    [X] Hire the bare minimum to keep this new, larger ship afloat.
    [X] name the ship Astrid
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)[X] See if you can deck them into subdivisions for cargo space. (Pros: Gains more cargo slots. Cons: Adds weight, which may bring a second Zeppelin device online and increase fueling costs.)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create an office for your slowly expanding reams of paperwork (1 space)
    [X] Create a sparring area and athletics zone (1 space)
    [X] Write-in create an emergency stores section for just in case you get stuck in the aether again.
    [X] Hire the bare minimum to keep this new, larger ship afloat.
    [x] Plan Trading Up.
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [x] Leave the bomb bays as they are. Maybe you'll find a use for them- perhaps your own lighters? (Pros: Free, no weight additions. Cons: No additional cargo room)
    [X] Create a dedicated Navigator's study. (1 space)
    [x] Create a second infirmary (1 space)
    [X] Create a dedicated passenger's quarters. (2 space)
    [x] Plan Trading Up.
    [X] Plan Airplanning
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [x] Leave the bomb bays as they are. Maybe you'll find a use for them- perhaps your own lighters? (Pros: Free, no weight additions. Cons: No additional cargo room)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create an office for your slowly expanding reams of paperwork (1 space)
    [X] Create a dedicated passenger's quarters. (2 space)

Adhoc vote count started by 7734 on Oct 30, 2017 at 9:13 PM, finished with 25 posts and 13 votes.

  • [X] Plan Beaverford
    [X] Plan Beaverford
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [X] See if you can deck them into subdivisions for cargo space. (Pros: Gains more cargo slots. Cons: Adds weight, which may bring a second Zeppelin device online and increase fueling costs.)
    [X] Create a dedicated passenger's quarters. (2 space)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create a sparring area and athletics zone (1 space)
    [X] Hire the bare minimum to keep this new, larger ship afloat.
    [X] name the ship Astrid
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)[X] See if you can deck them into subdivisions for cargo space. (Pros: Gains more cargo slots. Cons: Adds weight, which may bring a second Zeppelin device online and increase fueling costs.)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create an office for your slowly expanding reams of paperwork (1 space)
    [X] Create a sparring area and athletics zone (1 space)
    [X] Write-in create an emergency stores section for just in case you get stuck in the aether again.
    [X] Hire the bare minimum to keep this new, larger ship afloat.
    [x] Plan Trading Up.
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [x] Leave the bomb bays as they are. Maybe you'll find a use for them- perhaps your own lighters? (Pros: Free, no weight additions. Cons: No additional cargo room)
    [X] Create a dedicated Navigator's study. (1 space)
    [x] Create a second infirmary (1 space)
    [X] Create a dedicated passenger's quarters. (2 space)
    [x] Plan Trading Up.
    [X] Plan Airplanning
    [X] Mount your 6pdr spinally, and the Gatlings in Waist mounts. (Pros: Some guns unaffected by boarding actions. Cons: Waist guns do not get Central Rangefinder bonus.)
    [x] Leave the bomb bays as they are. Maybe you'll find a use for them- perhaps your own lighters? (Pros: Free, no weight additions. Cons: No additional cargo room)
    [X] Create a dedicated Navigator's study. (1 space)
    [X] Create an office for your slowly expanding reams of paperwork (1 space)
    [X] Create a dedicated passenger's quarters. (2 space)
 
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Hong Kong is close, and there's always something to trade there. Same for Singapore. After that, depending on what cargo we pick up, I'm kind of feeling like we keep trucking east, and complete a circumnavigation of the world by heading over the Pacific back to the States. We're looking to fill out our empty gun mounts, and the two best places for that are the US and the UK, and the US has better, if pricier guns than the UK.

Plus the image of the (presumably) Beaverford doing a Hong Kong-Honolulu-San Francisco run, coming out of a setting sun to land at the Embarcadero in the shadow of the Golden Gate Bridge is just too awesome.

Then we buy all the classiest equipment Colt, Smith & Wesson, and Springfield can offer. Or whatever equivalent companies are manufacturing big guns in this world.
 
I do believe you are forgetting about Mr. Browning.
Who worked for Colt (and Winchester, Remington, Savage, Stevens, and Fabrique Nationale de Herstal :p ). I would hardly forget Saint John or his Gospel. Also, he did small arms, not the large mounted guns we're needing.
 
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Who worked for Colt (and Winchester, Remington, Savage, Stevens, and Fabrique Nationale de Herstal :p ). I would hardly forget Saint John or his Gospel. Also, he did small arms, not the large mounted guns we're needing.
I mean, he did design the M2 HMG, which uses a .50 cartridge. That's getting into armor-piercing bullet territory
 
Smaller than the ship-mounted stuff we're looking for, is the idea, anyhow. I'd love if we could get our hands on something like the M1898, a 4"/50, or it's predecessor, the 4"/40 M1889.
 
If you have the weight to spare, there's always the big boom. Go for the 15 cm/40 (5.9") SK L/40, it's only 9,800 lbs. With a ROF of 4-5 rounds per minute.
 
If you have the weight to spare, there's always the big boom. Go for the 15 cm/40 (5.9") SK L/40, it's only 9,800 lbs. With a ROF of 4-5 rounds per minute.

Trying to cram anything over 12 cm or 5 inches onto an airship is really hard, because you're working with an amazingly unstable firing platform. Add in the tradeoffs regarding stability versus field of fire, and it's widely regarded the largest gun a cruiser can/should carry is a four-inch on the spine, or potentially a low-velocity five-inch on the dorsal broadside platforms. Guns up to eight inches have been mounted, mind, but most of them have needed to result in building the ship around the gun. The Germans at one point mounted a nine-inch naval rifle inside a specialized prototype, but the gun requisated building the forward third of the ship into a reinforced battery nest, and the engineering plant needed to be distributed in a frankly ridiculous manner to keep the frame-by-frame lift differences down so that the load shift wouldn't sheer the ship apart. Worse, on firing the gun at anything greater than five degrees of spinal transverse resulted in a strong skew on the ship, potentially warping latitudal struts and forcing backdrafts through the control surface. Reducing the gun to eight inches was able to extend the firing arc to eight degrees off centerline, but the ship still had inexcusably poor accuracy, being unable to effectively engage airborne targets.
 
Yeah, as far as the research I was doing for this, even 4-5" should be honestly scraping the limits of practicality just from ROF concerns. I'd imagine that a lot of engagements are decided by 6pdr or 1pdr Maxim fire from the broadsides. They're big enough to really hurt, and fast firing enough to effectively get a hit.

Ground-based AA doesn't have this limitation, and with QF guns is only getting better every year. Either way, it's not a fight a merchant ship can really win.
 
Yeah, there are reasons I said the M1889 or M1898, and not something bigger. We're a cruiser military hull, but we're a merchanter by trade, and we don't need to go insane on the guns. A 4"/40 is plenty of gun for us.
 
To bad we couldnt get a couple of 57mm boffors guns those are sadly a later development in this time period
 
Direct Current
Sitting in your new captain's cabin with Thomas, you looked over the Cruiser 12's deck plan carefully. It was a good design, with a few traditionally German features such as the location of the shafts, but in all other respects it was rather bland.

"So, these empty spaces…" you muttered, tapping the fore end, in the bow. "I'm thinking we put in a passenger section, a Navigator's office, and a salle. After that Black spot, I don't want to hit another Blank spot, and good navigation's been what's keeping us ahead of the averages on our deliveries."

Thomas shrugged, and pointed to the gunnery map. "And the guns? I've talked to the translator for the yard- they've already got the guns and their ammo out of the Annahiem, and they're waiting for directions on where to put 'em in at."

"Belt mounts, I'm thinking, on the fore end mounts. We do have the lift budget to do that, right?"

"Yeah, there's sectional lift budget for it. The Turks came up with some decent workarounds for their weight issues from a wooden frame."

Smirking, you pulled out a cigarette, before remembering you were aboard a ship and stuffing it behind your ear. Tapping the design, you looked over to Thomas, and checked your modifications to the plans. "Any last concerns?" you asked, gesturing over the documents.

A chuckle was what you were met with, and Thomas smirked at you. "I was going to ask you that, you know. Not nervous about a new ship?"

"I barely had time to get used to the last one, you know." You huffed. "We had her for what, three weeks tops? With most of that spent in port to boot."

Thomas nodded sagely, and pulled out a hip flask. Raising it to you, you responded with raising up your cup of coffee in an impromptu toast. After both of you drank a little, Thomas grinned slyly at you.

"You remember those passengers we had, right?" he asked, smile shifting over to shit-eating without blinking. "So, when were you going to get them and introduce them to the new ship?"

Snorting, you swore as coffee went up your nose as you ran over to the door to your bedroom. Ducking in, you yelled out quickly at Thomas.

"Find me one of the officers, and call for a lighter!" you yelled out. "I need to get changed!"

"They're passengers, not anything important!" Thomas laughed back, the toast pushing him up a few notches in terms of almost-drunkeness. "C'mon, man!"

"I am not going out there without some protection from getting sucked into another drinking party!"

"How?"

"I just need to find something I can wear my sword with!"

---

About two-thirds of an hour later, you glanced idly at your pocketwatch to confirm it was just a touch after three in the afternoon. You had to time this carefully- too early would draw you into a hair of the dog and some maniac misadventure, too late and you'd be walking into a party, which would most likely involve tumblers of dark rum and some arcane fruit juice over ice. Fortunately, as your hand danced over the hilt of your sword anxiously, your backup plan stood up and stretched, drawing your eyes and that of every red-blooded male on the boat. Meandering over, she leaned on the rail and smirked at you slightly as you realized that maybe bringing a sword to a hotel was a little overkill.

"Captain." Czeslawa said, her smirk widening a little. "So why the long sword?"

Looking down briefly, you shifted a leg to get your sword out of the way. It was fairly long, the old cavalry sabre bumping your leg carefully.

"In my experience, gentlemen bringing swords either get no drinks, or all the drinks."

Your nurse's eyes glinted. "So what's the response to the second?"

"You." Was the response, followed by a wavy hand gesture. "I remember Toulouse very well, thank you."

"That wasn't so bad!"

"The bottles of vodka I saw on the receipt say otherwise."

Huffing, Czeslawa turned away in half-jest. Your response was a chuckle as the lighter came to the ground with a slight thud, throwing Czeslawa backwards. Catching her easily, your ass hit the deck about the same time you realized that she was heavy- more than heavy enough to overwrite your personal inertia. Still, it as you helped her and yourself up and off the boat, you thought to yourself that she'd handled most of the rough patches on the way over just fine. Eh, must just be her first time on a small boat in a while.

Stepping into the lobby of the hotel, you blinked carefully at the opulence. Truly, here did the east meet the west as you passed under arches and around columns, the area commanding an innate respect from it's pale, nearly golden stone polished to a luster. Carpets and rugs made the area homey, while your eyes were drawn to the magnificent facades and appointments.

"Monseigneur van Riebeck! Just the man I was looking for!" you heard a voice shout from the grand stair at the end of the cavernous lobby. Looking up, you saw Lee standing there, entcourage following him down enthusiastically. "I noticed a discrepancy at the docks- your ship was gone! Were you trying some mercantile trick, or were the winds of fate particularly strong that day?"

Rolling your eyes, you advanced up to the foot of the stairs in time to meet your passengers coming down. "I'll admit, business was afoot." You replied, grinning. "I doubt you'll recognize the ship overmuch when we get back- she's not the same one as last time?"

"No?"

"I might have been able to upgrade." You said, waiving your hand carefully. "It was a bit of an adventure, but good business is good business."

Behind you, Czeslawa chuckled. "I don't know if worming your way into the arms of the Turks was good business, but it was still well done."

Lee started, and shifted himself to bring Czeslawa into the conversation. "You cut a deal with the Turks? For what?" he asked, eager. The entcourage was starting to surround you, and in the distance you saw a footman filling up a tray with sniffers of brandy. Time to exit vous, si'vous plies.

"Nothing major, just some fairly equivalent exchange. The Caroline Annahiem was leagues over their own work, so they tendered an offer to buy her. I found their terms uniquely generous, and found myself accepting before I knew it."

"Are you sure it wasn't a trap, Captain?" Lee asked, pulling in conspirially close to you. "The Moslems here, they are devious creatures and canny in the ways of accounts. I have seen many of what they call the dhimmi homeless and destitute for their failure to ascern the pagan bookkeeping done here."

Your started smiling, as you patted the Englishman on the shoulder. "Lee, my friend, I will let you in on a small secret. My father's accountant, one Nathanial Gregarious, was a Jew in high accord with his synagogue, and he was who taught me the first of my numbers. I could read the house ledgers by the time I was eight, and could balance my own accounts at ten."

"You would challenge the Turk with the Jew?" Lee asked, stroking his chin. "Quite wise of you. Still, I am going to be worried for a while yet-"

"Aleksander!"

Starting at the shout, you looked across the lobby in surprise. Dressed in a silk morning dress was Ayse, cigarette smoldering in a holder. She was shocked to see you, and likewise you to see her. Striding over, her smoke cloud parted the sea as she carefully cut in between you and Czeslawa, the nurse letting her in with a look of trepidation. That changed to mild incredulity and slight shock when Ayse kissed you three times on the cheeks in a pleasant greeting.

"Aleksander, what on earth are you doing here? You're still supposed to be in Dardanelles!"

It took a moment to throw your brain over to French, and another moment to marshal your thoughts so you didn't sound like a Quebecois rube. "Ayse, please! There was still work to do on the transfer, and I had to talk to one of my financiers."

A raised eyebrow met you carefully. "Your financiers… are English."

"Some of them, yes. Considering how much money he's payed, I'll be happy to cart him around until he gets to where he's going."

Screwing up his face and responding in some of the worst French you'd heard in years, Lee finally tried to step into the conversation. "Your accents are terrible."

You looked at Ayse, who looked at you, before you both looked at Lee and started laughing. A couple of the French girls tittered politely, before Lee got the idea he might want to shut up.

"There's a decent restaurant at the Dardenelles I was hoping to see you at tomorrow." Ayse mentioned carefully, looking over at Czeslawa. "Bring some of your officers- Mustafa wants to talk a little business. Your time in Istanbul is coming to a close, after all."

You nodded carefully. "That it is. I've still got a few things to handle here, but once those are done, we'll be out on the morning thermals."

With a smile and a wave, Ayse left with one last parting gift. "I'll see you tomorrow, then, Aleksander. I hope you're ready."

You hoped you were ready, too. Soon, you'd be making way again at last.


VOTES

The Jacob Problem
[] Jacob dies
-[] Legally
-[] Subtly
-[] Obviously
[] Jacob lives
-[] In prison
-[] In the hinterlands
-[] In misery

Future Areas of Interest
[] Egypt
[] Arabia
[] Palestine
[] Crete
[] Persia
[] Chaldea
[] Kurdistan
[] Omar

(Note: Your job offers next update will be in the three most popular Areas of Interest)
 
[X] Jacob lives
-[X] In misery
Jacob is an uncouth ass but not deserving of death.Yet.
Future Areas of Interest
[X] Egypt
[X] Arabia
[X] Persia
Those are some interesting areas we could go but given our current association with the turks i wouldn't want to near Kurdistan. Persia because its exotic Arabia because its broad af and Egypt well its Egypt they have some interesting
 
[X] Jacob lives
-[X]In Prison

[X] Egypt
[X] Arabia
[X] Persia


I think having our new Turkish friends hold Jacob in an Ottoman prison until we can legally buy out/seize his shares will solve that issue nicely, and teach him a lesson about double-crossing :p.

Also, I can get behind tooling around the middle-east for a bit, see the sights, go on an adventure.

Edit: though part of me does want to see if Jacob really can learn to fly without an airship-from 3000ft up :p
 
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Could we mayhap have a wee bit more info on 'The Jacob Problem' options? Particularly the rest of the crews likely reactions.
 
How in the hell do we kill him legally!? Am I misunderstanding something here?

Dueling is not officially banned yet for the most part. Add in your friends, and its very much not an issue.

Could we mayhap have a wee bit more info on 'The Jacob Problem' options? Particularly the rest of the crews likely reactions.

The "kill" vote set is the big one. If you go legally, with a duel or medical malpractice in a Turkish hospital, then its not really a huge terrible thing. If you say subtly, like he gets stabbed in a back alley or missing by the docks, there's some slight concern and worry. If you choose obvious, with obvious being a relative term, there'll be a lot of shock, and depending how the dice go/you handle the issue it could be a nostarter or a major point of contention.

For the not kill options, "in prison" is the obvious solution of giving him to the Turks on trumped up charges and letting him rot. "Hinterlands" is similar, except then he gets a parachute and a knife so he can jump ship over a convenient lake. "Misery" is a full court press with a stacked deck in order to make sure he's trapped in the slums.

Each of these also has an ammount they're liable to work versus not. The only hint I'll give is that "Kill obviously" is the only one that's 100% sure to work.
 
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