True so lets look at the source of the Ambassador's Reaction and the Comets:
Comet:
  1. Compact High Performance Pattern Nacelles: 2.4 (20%)
  2. Response Pattern Deflector: 2.4 (20%)
  3. Small Annihilation Core (FC): 2.1 (17.5%)
  4. Impulse Thrusters: 1.9 (15.8%)
  5. Communications Array: 1.2 (10%)
  6. Tactical Sensors: 0.8 (6.7%)
  7. High-Fidelity Sensors: 0.8 (6.7%)
  8. Secondary SIF Node: 0.4 (3.3%)
So 37.5% of the Comet's Reaction comes from its engines and reactor while another 23.3% comes from its ability to withstand high speed travel. Then it gets another 15.8% from its Impulse Thrusters which governs in-system speed not warp speed and the final 23.4% come's from its ability to detect problems via its comms and sensors. So only 60.8% of the Comet's Reaction is actually directly connected to Warp Speed.

Ambassador:
  1. Large Annihilation Core: 6.4 (48.5%)
  2. Shuttlebay: 1.7 (12.9%)
  3. Frontier Pattern Nacelles (CE): 1.2 (9.1%)
  4. Explorer Pattern Deflector (CE): 1.2 (9.1%)
  5. Communications Array: 1.2 (9.1%)
  6. Secondary Deflector Shields: 0.5 (3.8%)
  7. Secondary Deflector Shields: 0.5 (3.8%)
  8. Secondary Deflector Shields: 0.5 (3.8%)
So straight up we see the Ambassador has a monstrous reactor with the core and engines pulling in 57.6% of the Ambassador's Reaction with its ability to withstand high speed travel racking up a similar percentage as the Comet's at 20.5%. The last 22% of the Ambassador's Reaction comes down to its ability to detect problems (Comms) and send out shuttles to (presumably) respond to a larger area.

Approximate R dedicated to Warp:
Comet: 60.8% of 12 = 7.3​
Ambassador: 78.1% of 13 = 10.2​

Looking at this distribution I would say that the Comet is a well designed fast ship. It is capable of high speeds both in and out of warp and has quite a significant amount of deflector power which lets it sustain a higher warp speed then almost any other ship in the fleet. The Ambassador meanwhile is capable of significantly higher speeds due to its nigh endless power reserves but it is limited by its less efficient nacelles (designed for long duration and ease of maintenance rather then peak performance) and a weaker deflector relying heavily upon its redundant shielding to endure the flight. The latter isn't as much of a problem as you might think though since if you look at the ships Hull values the Comet at 3 can't really afford to strain its hull less it break apart while the Ambassador at 9 can handle a lot of shaking even if it isn't as pleasant a ride.

Or at least that is how I would translate the stats and components into narrative. These things are of course up to GM discretion.
 
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[X][MIB] "Combative Escort" C4 S3 H2 L3 P1 E2 R6 (refit cost 10/10)
[X][FED] Briefvoice 2326 Federalize List
[X][RETIRE] Briefvoice 2326 Retire List
[X][BUILD] 2326 Plan A – 2 Ambassadors, 6 Renaissance-A, 12 Refits to Renaissance-A, 6 Refits to Miranda-B, 1 Super-Freighter, and 2 Hospital Ships
 
The only vote in contention is the Miranda-B design, with 12 votes for Combative vs. 8 for Far-Seeing.
Adhoc vote count started by Derpmind on Nov 7, 2019 at 12:07 PM, finished with 69 posts and 20 votes.
 
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@Jenny
What does the current logistics situation look like? That's kinda important for knowing how many cargo ships we ought to build.
Starfleet's mobile assets take up about 40-50% of it's transport capacity right now (244-343.5 supply/647 cargo), but is set to add about a fifth of that total again (to 448.5 supply /707 cargo) over the next year as the new Comets and such get added. I couldn't find stats for how much supply Outposts/Starbases and such consume, but according to @OneirosTheWriter they take up most of the remainder until we have about 10% more transport than required.

Unless our Dapper Shark read the sheet wrong and used (required supply/leftover supply) to get that figure, which looks like it may have been a possibility because the two figures are right next to each other on the sheet but total transport is on another tab entirely.
 
Comparison of winning Miri-Bs

[ ][MIB] "Combative Escort" C4 S3 H2 L3 P1 E2 R6 (refit cost 10/10)
[ ][MIB] "Far-seeing Escort" C3 S4 H2 L3 P1 E2 R6 (refit cost 10/10, -1T)

Escort performance: Identical.
Response performance: S4 win handily, as S events are for more common.
Combat performance: C4 is better, though it should be noted that it risks more crew in a fragile hull.
Cost efficiency: S4 costs 4/5 of the C4s crew.

How useful those are:

Escort: There is no better ship for this duty in Starfleets arsenal for this as far as we know, and it needs to be done should war come. Vital.
Response: All the peacetime stuff. 95% of a Starfleet ships job. Extremely valuable.
Combat: Both of these Miri-Bs are fragile Vanguard frigates. We do not want them in fleet combat if we can avoid it, because we don't like losing ships. Someone has to guard home either as a garrison force or by protecting the shipping while a fleetball conducts offense to wreck face. If enemy fleet comes to wreck face, they will be part of that battle. In fleet combat, their role is to cause maximum damage (C) in Vanguard and then try to survive the Heavy Metal until they can retreat. Important.
Cost efficiency: Depends. Sometimes we have more crew/SR/BR/etc than we can spend due to bottlenecks elsewhere. However, there have been mentions on Discord of crew being the bottleneck now and in the next few years.

It should also be noted that our Vanguard game is now better than we expected, thanks to that monster of a RenA.
 
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I know I'd rather Mirandas be more successful at event response than do marginally more damage in the fleet battle system. A Miranda's role in fleet battle is mostly to divert enemy fire away from our other ships, so a higher C score doesn't really help much. Not to mention each refit freeing up a unit of T crew helps us build more ships, especially since we're starting to run out of crew more than br or sr.
 
QMs, with our ships' stats having changed, it stands to reason that foreign powers' ships will have changed as well.

Will we be able to see the new numbers for foreign ships we already have intel on?
 
QMs, with our ships' stats having changed, it stands to reason that foreign powers' ships will have changed as well.

Will we be able to see the new numbers for foreign ships we already have intel on?
Recreating even allied ships in the new designer is an ongoing process, much less all the non-allied powers ships which the GMs have to do themselves.

We will know their new stats when they are decided upon.

Edit: Ninja
 
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Recreating even allied ships in the new designer is an ongoing process, much less all the non-allied powers ships which GM have to do themselves.

The hardest ships, of course, being the classic Borg Cubes. The build sheet for that design is less of a picture and more of a poster. :p

Edit: Eh. Bad joke?
 
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[X][MIB] "Far-seeing Escort" C3 S4 H2 L3 P1 E2 R6 (refit cost 10/10, -1T)
[X][FED] Briefvoice 2326 Federalize List
[X][RETIRE] Briefvoice 2326 Retire List
[X][BUILD] 2326 Plan A – 2 Ambassadors, 6 Renaissance-A, 12 Refits to Renaissance-A, 6 Refits to Miranda-B, 1 Super-Freighter, and 2 Hospital Ships
 
Our plan for the Miranda B is as an escort for our transports. so which is better for said task. Far-seeing Escort or Combative Escort.
 
Our plan for the Miranda B is as an escort for our transports. so which is better for said task. Far-seeing Escort or Combative Escort.
We don't have full details, but Swb said in the Tactical Lab discord:

"anyway, S or C are your primary stats, R is a good stat to have, E will apply sometimes (but you can use a mix of ships here if you want to cover off those possibilities), sometimes full combat stats if you get into a fight"

Outside of concerted war efforts, Escorting seems to run when "Raid Events" are generated:
"numbers [of Escorts] are important if the event rate is high
if it isn't, less so"

but then added:
"I'll be making a post to clarify things, since I've dug into the stuff Oneiros put together and the factors are slightly different than the simplified explanation earlier"
(the stuff just above).

I'm not a big fan of quoting people from other media, but doing so here because the question came up, it's relevant to the vote, and I've not noticed a GM post.
 
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[X][FED] Briefvoice 2326 Federalize List
[X][RETIRE] Briefvoice 2326 Retire List
[X][BUILD] 2326 Plan A – 2 Ambassadors, 6 Renaissance-A, 12 Refits to Renaissance-A, 6 Refits to Miranda-B, 1 Super-Freighter, and 2 Hospital Ships

Does anyone know which place was chosen for the new UP style shipyard?
 
[X][FED] Briefvoice 2326 Federalize List
[X][RETIRE] Briefvoice 2326 Retire List
[X][BUILD] 2326 Plan A – 2 Ambassadors, 6 Renaissance-A, 12 Refits to Renaissance-A, 6 Refits to Miranda-B, 1 Super-Freighter, and 2 Hospital Ships

Does anyone know which place was chosen for the new UP style shipyard?
Alukk won the Vote.
 
Okay, I don't know why I'm doing this again, But I attempted to make a SYO Shipbuilding Plan.
Don't use this, It's Broken.

[X][BUILD] 2326 Plan A

Build Time Reductions

  • All new builds benefit from "Arsenal of Liberty" technology that reduces construction times by 1qt. This will be calculated in and not otherwise noted.
Sol System Berths (May utilize Heavy Industrial Park)
  • SF Berth A (3mt) – Building Ambassador. (ETC 2327.Q3)
  • SF Berth 1 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • SF Berth 2 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

  • Luna Berth A (3.1mt) – Building Ambassador. (ETC 2326.Q4) Leave empty in Q4..
  • Luna Berth B (3.1mt) – Refitting Renaissance [Enlightenment (B)] to "Envoy" pattern (ETC 2326.Q3). In 2326.Q3, commence refit of Miranda-A [Dryad (B)] to Miranda-B pattern (ETC 2327.Q3).
  • Luna Berth 1 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • Luna Berth 2 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

  • UP Berth A (3mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth B (3mt) – In 2326.Q3 commence Ambassador using 'parallel construction' industrial park bonus. (ETC 2330.Q1)
  • UP Berth C (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2329.Q1)
  • UP Berth D (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2329.Q1)
  • UP Berth E (3mt) – In 2326.Q3 commence Ambassador using 'parallel construction' industrial park bonus. (ETC 2330.Q1)
  • UP Berth F (3mt) – In 2326.Q1 commence refit of Renaissance [Justice (B)] to Renaissance-A pattern. [ETC 2327.Q1]

  • UP Berth Z (2mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth Y (2mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth X (2mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

  • UP Berth 1 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 2 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 3 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 4 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 5 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 6 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

Also, I would like to ask anyone that actually reads this to vote whether or not I should continue with these plans

So, Please Vote

[] [Plans] Continue
[] [Plans] Indifferent
[] [Plans] Stop

It'll help to see if anyone cares about this.
 
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Okay, I don't know why I'm doing this again, But I made a SYO Shipbuilding Plan.

[X][BUILD] 2326 Plan CS

Build Time Reductions

  • All new builds benefit from "Arsenal of Liberty" technology that reduces construction times by 1qt. This will be calculated in and not otherwise noted.
Sol System Berths (May utilize Heavy Industrial Park)
  • SF Berth A (3mt) – Building Ambassador. (ETC 2327.Q3)
  • SF Berth 1 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • SF Berth 2 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

  • Luna Berth A (3.1mt) – Building Ambassador. (ETC 2326.Q4) Leave empty in Q4..
  • Luna Berth B (3.1mt) – Refitting Renaissance [Enlightenment (B)] to "Envoy" pattern (ETC 2326.Q3). In 2326.Q3, commence refit of Miranda-A [Dryad (B)] to Miranda-B pattern (ETC 2327.Q3).
  • Luna Berth 1 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • Luna Berth 2 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

  • UP Berth A (3mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth B (3mt) – In 2326.Q3 commence Ambassador using 'parallel construction' industrial park bonus. (ETC 2330.Q1)
  • UP Berth C (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2329.Q1)
  • UP Berth D (3mt) – Building Ambassador using 'parallel construction' industrial park bonus. (ETC 2329.Q1)
  • UP Berth E (3mt) – In 2326.Q3 commence Ambassador using 'parallel construction' industrial park bonus. (ETC 2330.Q1)
  • UP Berth F (3mt) – In 2326.Q1 commence refit of Renaissance [Justice (B)] to Renaissance-A pattern. [ETC 2327.Q1]

  • UP Berth Z (2mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth Y (2mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth X (2mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

  • UP Berth 1 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 2 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 3 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 4 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 5 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)
  • UP Berth 6 (1mt) – Building Comet using 'parallel construction' industrial park bonus. (ETC 2327.Q1)

Also, I would like to ask anyone that actually reads this to vote whether or not I should continue with these plans

So, Please Vote

[] [Plans] Continue
[] [Plans] Indifferent
[] [Plans] Stop

It'll help to see if anyone cares about this.

Can you summarize what your plan entails in a condensed list similar to BV's vote item? That would make it a lot easier to consider as a voting option, along with perhaps including some discussion of the reasoning/motivation driving your choices.

For reference:
[BUILD] 2326 Plan A – 2 Ambassadors, 6 Renaissance-A, 12 Refits to Renaissance-A, 6 Refits to Miranda-B, 1 Super-Freighter, and 2 Hospital Ships
 
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