Starfleet Design Bureau

What I am saying is not just full coverage, but actively focusing firepower in the rear arc rather than the forward arc. Most phasors can contribute to the broadside in one way or another, but phasors generally ether shoot forwards or back. Traditionally the tendency is to lean forward. I think leaning back is viable and would in fact have significant advantage in a large slow ship.

It would trade the powerful closing alpha strike for the more consistent ability to pull an enemy into the alpha strike during combat.

I'm pretty sure we've had side phasers which could fire front and aft but not the other side before. Probably on ships with less complex secondary hulls to obscure sight.
 
Meanwhile aft weapons are useless during closing, but once you HAVE closed you target an enemy by turning away from them.
This is great in a pure fleet on fleet or ship on ship engagement. It is completely and horrifyingly awful at defending anything else. Like, say, an inhabited planet. It makes it really, really, really easy for faster or even equal-speed enemies to just yeet right on by and go cobalt bomb your planets. Which is a threat we have already faced once.
 
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2174: Project Copernicus (Auxiliary)
[X] 0: Ten Saucer Type-1 Phasers (Cost++) [Avg Damage: 9]
[X] 1: Two Forward Photon Launchers (Cost++) [Avg Damage: 1.5] [Alpha Strike: 36]
[X] 2: One Aft Photon Launcher (Cost+) [Avg Damage: 0.75] [Alpha Strike: 18]
[X] 3: Two Engineering Section Type-1 Phasers (Cost+) [Avg Damage: 2]

With the tactical systems complete the Copernicus has nearly as many armaments as you can give it, although the expenses attached are somewhat painful. While very nearly the equal of the Thunderchild-class dreadnought in some aspects and nakedly superior in others, the truth is that the Copernicus isn't meant to be a dreadnought, so that is either a mark in favour of the progress made in the last two decades or an indictment on feature creep. Many sins can be forgiven or turned to virtues if the ship is excellent in the fields it is intended to excel in, so the next step is vital to the success of the design as a whole.

Your decision to use a large saucer and secondary hull has given you plenty of space to fill, and plenty of options with which to fill it. Beneath main engineering you could fit an engineering workshop like those on the Cygnus or a cargo bay, either of which would provide useful capabilities. Then adjacent to that area is a space you can either leave empty to save on costs or fit either a secondary computer core for more scientific capabilities or more antimatter pods for extended range. This would give the Copernicus an unparalleled four-year range, although you worry that the ship would need greater emphasis put on the living conditions of the crew if such long missions were feasible.

The ventral main saucer provides a great deal of space, by far the largest uninterrupted expanse on the ship. Fitting it with general scientific labs would be quite useful for exploration, but it could also be made into a cargo bay capable of transporting and carrying enormous amounts of material, which would be potentially useful for the ship itself and certainly vital in the event of emergency humanitarian interventions.

By comparison there is less space in the dorsal hull, but still enough to potentially fit a specialist astrometrics lab for stellar analysis and navigation purposes. On the other hand, the space could be used to expand the crew quarters to provide the personnel aboard with their own private beds and some limited personal storage rather than forcing them to share as is the standard on most vessels.

Moving to the bow, a biosciences annex could prove useful in the event of interesting medical finds, though much of the space is necessarily given over to isolation and analysis systems for dangerous samples. On the other hand, a small cargo bay could provide useful carrying space - every ship needs at least a little, or it will be sorely missed.

Lastly a geology lab would provide access to mineralogical and geological tools for surveys and investigation of any interesting finds, planetary or otherwise. The universe is full of interesting materials, not all of them animate. Optionally a small cargo bay could be handy. In fact, given the usefulness of many of the auxiliary systems it may be more a question of which you are willing to sacrifice for at least some carrying capacity.


[ ] 1: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)

[ ] 2: Miscellaneous Storage
[ ] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)

[ ] 3: Science Labs (+4 Science)
[ ] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)

[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)

[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 5: Cargo Bay (+1 Engineering, Capability: +2 Cargo)

[ ] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

Current Scores:
Engineering: 2 (Shuttles)
Science: 2
Range: 250ly (Two Years)



Two Hour Moratorium, Please.
 
Huh, presently the Copernicus comes in at 97 total industry (34 civilian and 63 Starfleet), about 2.25 Cygnus. She's also only 15 more industry than the Thunderchild, which is 12civ and 70stflt.
 
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[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

A workshop because It's too useful to miss out on, as close as possible to a true Five Year Mission, an X B A W K S H U E G cargo bay because we really should have one and all the other locations had things I wanted more, and then all the science so she can truly go where none have gone before. This feels about right to me.
 
[ ] Plan Orion (Baby Galaxy)
-[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
-[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
-[ ] 3: Science Labs (+4 Science)
-[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
-[ ] 5: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
-[ ] 6: Geology Lab (+2 Science, Capability: Geology)

5 and 6 can be swapped for which lab, really wish Astrometrics could be in another slot here, but that crew quarters...
 
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I want plan voting for this. Six decision point that all have to be balanced with each other is way harder to do without plan voting. (And a longer vote moratorium wouldn't hurt, either.)
 
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If we pick the large cargo, and go for all the specialist labs and advanced computers everywhere else, plus the engineering workshop, then this ship should end up with Engineering 6 and Science 9, which seems pretty good. Plus a decent amount of cargo for helping to set up colonies or respond to emergencies, which should synergise well with bioscience labs and the engineering workshop. You could send this ship to set up a small listening post or space station in deep space somewhere, or combat a plague, as well as exploring and expanding the frontiers.

Two years of endurance seems fine to me honestly. A cruising speed of Warp 5 is so fast compared to our previous designs, and the Federation still relatively small enough, that being able to cruise for two years without resupply should give this ship more than enough range for long exploration missions.

@Sayle, could we have a rough idea of what the numerical scores equate to in terms of the letter grades (if our final score is still based on them), or at least a rough idea of what the minimal threshold we're expected to hit in each is?
 
Right, so, we need at least one Cargo Bay or we'll regret it.

Let's see here...

I'm thinking...

[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)

It's a bit light on Cargo, but it gets us to +8 Science, and +3 Engineering. It also gets us that extra Range for going out real far.

Alternately, we could swap out Biosciences for Geology, as that adds a novel function that we don't otherwise have access to. Or the Extra Pods for an Extra Computer Core for more Science rather than extended range.

The Large Cargo and all the Specialist options is also quite compelling though. That actually gets us more Engineering and a lot of Specialist options to make it as much of a multi-spectrum Explorer as possible. While still making it excellent at hauling goods if we have to.

We've seen in the past though how clutch the Engineering Workshop can be though, so I don't want to ignore that. If we're going with a Maximum Specialist Lab setup though, the extra computer core would probably be a good idea, since this would be a very hungry design.
 
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If we're outfitting this for a long range mission, we probably want a combo of Engineering Workshop/Antimatter Pods/Personal Crew Quarters. The builds for a 4 Year mission and a 2 year mission ship are quite different. A 4 year mission build having to choose between 'ability to chart a course' and 'ability to keep the ship livable for a ton of people' is actually quite brutal.
 
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[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)

The extra range needing crew quarters is too much. This ship needs the maximum science it can get to justify it's outrageous cost. Go for 2 year missions and we can make the next explorer the 3/4 year mission ship, then the one after that into the 5 year standard.
 
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Here's two 'plans' that I can think of.

Prizing ultimate versatility, a ship that piles on as many capabilities as possible with a secondary computer core to help all these different labs:
[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[ ] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

Boldly going as far as possible (since it was noted that extended trips need better crew quarters), sacrificing Biosciences for a Cargo Bay since we already have a hospital ship floating around:
[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[ ] 5: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)
 
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My heart tells me to go with the following, for SCIENCE:

[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

My head says the following, for range and crew comfort on long voyages:
[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

My head has since been convinced by Skippy.
 
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If we pick the large cargo, and go for all the specialist labs and advanced computers everywhere else, plus the engineering workshop, then this ship should end up with Engineering 6 and Science 9, which seems pretty good. Plus a decent amount of cargo for helping to set up colonies or respond to emergencies, which should synergise well with bioscience labs and the engineering workshop. You could send this ship to set up a small listening post or space station in deep space somewhere, or combat a plague, as well as exploring and expanding the frontiers.

Two years of endurance seems fine to me honestly. A cruising speed of Warp 5 is so fast compared to our previous designs, and the Federation still relatively small enough, that being able to cruise for two years without resupply should give this ship more than enough range for long exploration missions.
To be clear, you're arguing for the following?

[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[ ] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)
 
Still, all things considered, the Copernicus looks very much like it's going to be an absolute behemoth of a ship, with few roles that it can't do better than almost anything we have. I've kind of fallen in love with this chonky boi already and hope the remaining Prototype rolls go well.

Though I think we've established by now that both of our Experimentals came out... largely okay? Impulse was slightly below propulsion expectations but still achieved our goal of getting us up to Medium Maneuverability without costing exceptional amounts, and the hull plating met cost expectations and actually turned out to be tougher than the old Tritanium setup.

I think all that's left is Yolodyne? Which, well.... We all know how well that goes.
 
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[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

A workshop because It's too useful to miss out on, as close as possible to a true Five Year Mission, an X B A W K S H U E G cargo bay because we really should have one and all the other locations had things I wanted more, and then all the science so she can truly go where none have gone before. This feels about right to me.

I think if we're going range we really need the expanded crew quarters, it's kinda implied in the text.

My heart tells me to go with the following, for SCIENCE:

[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

My head says the following, for range and crew comfort on long voyages:
[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

I don't like zero cargo bays. I think at least one on a ship this size is important for versatility. Picking up supplies for distant outposts on its way to the outer reach of our exploration sounds like an important use of it.

Boldly going as far as possible (since it was noted that extended trips need better crew quarters), sacrificing Biosciences for a Cargo Bay since we already have a hospital ship floating around:
[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[ ] 5: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
[ ] 6: Geology Lab (+2 Science, Capability: Geology)

What about sacrificing the geo labs instead of the bio labs? i feel like the biology stuff need special containment, while geology can fit in the big central lab just fine.

[ ] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[ ] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[ ] 3: Science Labs (+4 Science)
[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[ ] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[ ] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)

This is my current leaning for the long range variant.

I also like your short range all-specialist labs approach by the way but I doubt the central cargo bay will win enough votes without plan voting.
 
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@Nyvis

I have to imagine that an explorer had better be charting stars and interstellar phenomena in unknown space, c.f. Curiosity operating mostly in known space with existing charts. Thus astrometrics is more central to Copernicus's capabilities than Curiosity's.

EDIT: if so, taking Astrometrics would exclude personal quarters and thus long range.
 
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