I tried designing the Argo as a Space station instead. Essentially it takes up to two Leopards and stores them in a single cargo bay for when it is Jumped, and during normal operations the Dropships dock externally. The bay can only handle up to 2 Leopards due to shape, it will require a refit if you want the bay to handle a single Union instead.
The primary usage of this station is keeping it on-site for multiple missions, instead of quick raids. It is best used when dealing with guerrilla rebellions, disaster assistance, pinpoint strikes during a large attack (as long as it is protected), planetary uplift (change the cargo bay to industrial equipment), etc.
The basic design below allows lots of areas for it to expand. Several customers have often taken one look at the components, and made changes before ordering.
Type: Argo-class Space Station Tons
Tonnage: 99,500 tons
Engine: 1,194
Type: Fusion
Safe Thrust: Station-Keeping (.2)
Structural Integrity 1 995
Bridge 750
Heat Sinks: 93 Free 0
Fuel: 3,500
Fuel Pumps: 70
Auxiliary Docking Collars*2 2,000
Officer Quarters: 19 190
Crew Quarters: 113 791
Bay 1: Cargo 57,000
Bay 2: 12 x Mobile Field Bases 16,440
- 137 tons per, enough room for up to a 100 ton Mech, a 20 ton Mobile Field Base, 1 2nd Class Quarter, and 1 1st Class Quarter.
- This was chosen instead of Mech Bays because the Leopards are for delivering Mechs, not the Space Station.
Bay 3: 6 x Aerospace 900
- Due to Bay door limits, only 3 of them can launch per turn
Bay 4: 4 x Small Craft 800
Bay 5: 'Dropship' Bay 4,000
Bay 6: Supplies 1,000
- Has two attachments inside to hold a Leopard each. Can be refit to handle 1 large aerodyne or spheroid Dropship
Escape Pods: 46 322
Armor Factor: 132 165
Structure Armor
Nose: 0 12
Rt./Lt. Fore Sides 0 12
Rt./Lt. Rear Sides 0 12
Aft: 0 12
Equipment:
Type Loc. Tons
Naval-Comm Scanner Suite (Sm) Main 100
Communications Equipment Main 5
Infrared Imager Main 5
Satellite Imager Main 2.5
2 Paramedic Equipment Main .5
Radar Main 5
Gravity Deck Main 100
MASH Main 9
- (1 Main, 5 Theatres, + 2*Paramedic Equipment)
2 x Field Kitchen Main 6
2 x Medium Laser Nose 2
2 x Medium Laser Rt. Front 2
2 x Medium Laser Lt. Front 2
2 x Medium Laser Rt. Rear 2
2 x Medium Laser Lt. Rear 2
2 x Medium Laser Aft 2
- Each arc has its own Gunner
Remaining Mass: 9,790 tons
Various comments/ideas concerning it:
The mass was dropped from 100 ktons to 99.5, to take advantage of the smaller hull's halved usage of fuel per burn-day. Building in a bigger engine and adding better structure will add extra tonnage (net 489 tons added, after adding 6 tons for the engine and 5 tons for structure), but you will use twice as much fuel in transit.
Transit is normally done at half station-keeping thrust, allowing for the Station to transit at ~3* the time needed as the Dropships. Depending on security, one of the Leopards is sent ahead, and the second stays with the station to keep it relatively safe.
The Bay #1 capacity represents the maximum tonnage that can be placed in that one bay. Adding components to the rest of the hull beyond the remaining mass means this amount will decrease.
The Mobile Field bases save 13 tons per compared to a full Mech Bay. However, Mechs must be transferred via cargo if they are to be deployed on the exterior of the Argo. Upgrading the Field Bases to full Mech Bays turns a multi-minute operation into a quick deployment. Adding extra MFBs allows storing extra Mechs in combat-ready mode, compared to keeping a Mech in cargo storage. Normal operations are to keep the primary Mechs in the Leopards, and stand-by mechs in the MFBs.
Adding tonnage to the Dropship Bay allows carrying larger Dropships internally when the station is jumped. However since the Dropships are moved in/out as cargo, this is a long process.
It has twice as many escape pods as onbord crew requires, meaning that the crew can always get away in case of trouble. This is great for crew morale, and slightly annoying for the owner's morale (hey, where'd the crew go!).
Armor is only at 50% maximum, and is the basic armor, nothing fancier.
The Naval Comm-scanner allows for monitoring the local area, but upgrading it from Small to Large allows better performance.
Communications equipment can always be added.
Hyperspectral Imager has not been included, but can be added later.
Paramedic equipment has essentially been tossed in small spaces to fit around equipment, but more can always be added.
The Grav Deck is a small one, meaning it is unable to simulate decent gravity. Paying 400 tons will upgrade this to a 500 ton Gravity Deck, allowing decent amounts of gravity for the crew to use.
MASH can always have more Operating Theaters and Paramedic equipment added.
No internal HPG, as Comstar (or its predecessor) can be used for that instead. If you want your own HPG, you have to pay for it. (No internal HPG cuts 5 Billion C-B off the price after SS multiplier, which is enough to buy a Jumpship or two in case you need to call for help.)
Two Field Kitchens are needed for the crew, but if you don't have any Mechs (and tech) in the MFB, and only a few ASF or Small Craft, you might be able to get away with one. The standard method is to have one Field Kitchen preparing the meals for the enlisted, and the other for the officers. A third option is adding extra crew Quarters/Bays for guests, to put the second kitchen to proper use.
Normally 12 weapons means it only needs 2 gunners, but instead one was put in for each arc to avoid them getting distracted. Additional weapons can be added, but since it can only have a max of 24 pts of armor per facing means that keeping fights away is a much better idea.