Starfleet Design Bureau

I wonder what a Starfleet Megafreighter would look like?
I'm gonna guess something like 4 of the big 6 cargo bays, a fabricator, some crew amenities for long hauls, maximum cruise, 4 phaser strips for minimum all around anti piracy coverage, one or two shuttlebays, and maybe a set of big cargo transporters?

Not a mega-freighter but we do know what civilian cargo ships look like so I'd imagine it would just be a scaled up version of some of those.

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Ex Astris Scientia - Civilian Federation Ship Classes

Listing of non-Starfleet Federation ship classes
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Ex Astris Scientia - Earth Ship Classes

Listing of all canon (Earth) starships that predate the Federation

 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
You want a plan? Here's a plan all right

Plan: Space UHaul
-1: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
-2: Miscellaneous Storage
-3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
-4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
-5: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
-6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)

The Alpha Quadrant will be impressed by our ability to ferry cargo anywhere we want, establishing colonies and space stations everywhere we go, and we're so armed to the teeth that no pirate will be able to take out precious cargo.
You may think that's a joke, but-
Twice as many shuttlebays which are worth 2 engineering each, the onboard workshop, and a cargo bay. Basically no science capabilities, and essentially is capable of purely repair/replacement duties. To be honest it probably doesn't shine unless it has other ships to pull supplies off of, but it has a lot of support capability and not much else.
The Thunderchild shows just how useful a Team Player is as the Flagship of a Strike Group.

Onto the Vote:
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Science Labs (+4 Science)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
Present vote tally, as it stands the least voted for leading option is 43 points ahead of the most voted for non-leading option (which is also its counterpart). I don't think there's going to be any major shift.

Adhoc vote count started by Tank man on Dec 17, 2023 at 2:37 PM, finished with 179 posts and 74 votes.
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)

She won't be a 4-year-mission ship, but that's okay. She'll be able to do SCIENCE! really well.
 
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)


As much as I hate not having the computer core, it's an explorer, it needs the range. I considered voting for the crew quarters as well since morale can be super important on long voyages, but Astrometrics on an explorer is also super important so I can't decide. I'm not going to vote on the others because I can't decide on anything else

Edit: Actually, thinking on it more, Astrometrics is probably the primary goal of exploring (other than maybe finding habitable worlds but that's in less need of a dedicated setup) so I will vote for that one as well.
 
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[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)

I tend to agree that it would take too many compromises to make the ship capable of 4-year missions. That will just have to wait for the next explorer.
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)


These are the two I really feel strongly about. You're out in the middle of nowhere, you need tools. Antimatter pods DOUBLE the range, holy shit that's awesome. If federation space was a dot in space, and we assume half the range is spent coming home, we add ~48k lighyears area baseline to the explored space. If we double the range(and still assume half is coming home) this bad boy cvan cover ~196k lightyears. Rougly4 x the area.


[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
Best return for Cargo per slot. This isn't actualy a "Science" ship. This is an "Exploration" ship. The jobs are related, but having good cargo is critical.


Well I also feel strongly about
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[ ] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)

but more in that If they competed with anything but each other I'd autopick them. Ultimately personal quarters are a luxary, and astrometrics is a core part of exploration. You can set up personal time by policy, and communication.


[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)

I'm filling out the specilization for sciences. Bioscience/medical for distant exploration feels natural to me. Geology is 100% for that guy in From the Earth to the Moon. Who knows, maybe they discover rare resrouces or something.
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
These are the two I really feel strongly about. You're out in the middle of nowhere, you need tools. Antimatter pods DOUBLE the range, holy shit that's awesome. If federation space was a dot in space, and we assume half the range is spent coming home, we add ~48k lighyears area baseline to the explored space. If we double the range(and still assume half is coming home) this bad boy cvan cover ~196k lightyears. Rougly4 x the area.
Point of correction:
Range is usually described as the amount of distance you can travel while making it back to your starting position.

If you look at the current-gen Cygnus-class, maximum cruise is 216 light years.
That means that if it has the tankage capacity for two years of fuel like Project Copernicus, its range would be 216 light years(216 out, 216 back).
 
[ X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
but more in that If they competed with anything but each other I'd autopick them. Ultimately personal quarters are a luxary, and astrometrics is a core part of exploration. You can set up personal time by policy, and communication.
"It became Starfleet policy to give Explorer vessel crews returning from their 4 year missions a minimum of 2 years on planetside assignments and luxury accommodations in between deployments after the mutiny of multiple such crews in 2196."

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

the 4 year build would have been nice, but its nonviable without all three parts of Astro/Quarters/AM pods
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Science Labs (+4 Science)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
Point of correction:
Range is usually described as the amount of distance you can travel while making it back to your starting position.

If you look at the current-gen Cygnus-class, maximum cruise is 216 light years.
That means that if it has the tankage capacity for two years of fuel like Project Copernicus, its range would be 216 light years(216 out, 216 back).
Fair enough. I mean if we're going to be doing corrections, I'd also should point out that federation space certainly isn't a dot, and adding additional radius becomes significantly more effective. (Also we would have to subtract the area of the interior explored space from the larger area, to get the total amount of area added.)
 
"It became Starfleet policy to give Explorer vessel crews returning from their 4 year missions a minimum of 2 years on planetside assignments and luxury accommodations in between deployments after the mutiny of multiple such crews in 2196."

:V
Too true.
Maybe it would not come to a mutiny, but I am very sure the crews would hate it after the first year or so, and this would certainly result in severe morale problems and resulting losses in performance.

A ship with two years range will probably be able to offer a proper shore leave at least yearly, and if they decide to go all out, people should still be able to tough it out for the full two years. But for longer deployments I do not see personal quarters as optional.
 
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[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)

All the arguments that have been made for short range maximum specialized science make sense to me.

you basically format it like so:
[ ] Plan: Some Clever Plan Name Here
FYI you should not add the colon after the word Plan. The vote tally system specifically looks for the word Plan with no extra characters to identify plan votes.
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Science Labs (+4 Science)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
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