Department of Starship Design (Trek-ish)

I am under no illusions about the PD being an absolute defense. I look at it as a threat type limited non-ablative defense. The protection shields provide is limited, shields don't regenerate in combat time without technology much farther up the tech tree. In theory as long as they keep shooting projectiles at us the PD mounts are going to be reducing the damage that the shields need to eat. The survivability onion is used for a reason.

Also I am unclear on how exactly the mechanics for space battles work. The level of detail implied by Mechanis' comments at various points suggest to me that the stats we see are summaries, but more detailed ones are used to resolve things. I can't say that for sure, but I lean that way fairly strongly.
That's fair, using PD to draw out the value of our shields and prevent loss of combat effectiveness for longer makes sense. However, the primary tactic of the Guardian (or most any one of our warships) is still going to be that Cloak and Burst Alpha strike. Ideally that initial strike should be the decisive factor in reducing incoming damage for the ensuing battle. Obviously there's value in planning for when that goes wrong but the value of offense over defense (especially on big ships where evasion is limited) is heavily weighted by the cloak. To me it being non-ablative is less relevant because the importance lies in it taking effect during that vital window between uncloaking and shields coming up so that the initial strike isn't disrupted by a quick response.

When you get around to discussing the list tomorrow, what are your thoughts on only putting in power and runtime for 6 out of 8 of the T2 batteries for roughly 25 spaces that frees up? I like the idea of this ship doubling as something of a local survey ship- but we're probably going to want all 10 aux sensors in that scenario and ideally more science. We'd still be able to operate all our weaponry on any 3 facings (including upwards or down and besides those 4a aft guns) but we'd be able to make this thing substantially more capable of science and better make use of the aux sensors. Worst case, this should be something pretty trivial to address when the Guardian get's its inevitable computer refit.

The other big question is in regards to workshops. Two for redundancy seems common sense for a warship but I'm starting to doubt we need a large+normal as opposed to two normal workshops, that would free up 9 space for sensors and maybe more science.
 
When you get around to discussing the list tomorrow, what are your thoughts on only putting in power and runtime for 6 out of 8 of the T2 batteries for roughly 25 spaces that frees up? I like the idea of this ship doubling as something of a local survey ship- but we're probably going to want all 10 aux sensors in that scenario and ideally more science. We'd still be able to operate all our weaponry on any 3 facings (including upwards or down and besides those 4a aft guns) but we'd be able to make this thing substantially more capable of science and better make use of the aux sensors. Worst case, this should be something pretty trivial to address when the Guardian get's its inevitable computer refit.

The other big question is in regards to workshops. Two for redundancy seems common sense for a warship but I'm starting to doubt we need a large+normal as opposed to two normal workshops, that would free up 9 space for sensors and maybe more science.

Yeah, the aux computers are a real problem, both cost and runtime wise.
Last thing i remember for them was needing like a 100+ of them to get all the run time needed to fire all the weapons, and they already nearly doubled the CI price of the ship at that point.
And we added quite a few more since then, so not sure if we can even do 1/2 without at least doubling the CI price tag of the ship.
At this point i am aiming more and more to just using the aux computers a space/place holders until we get the secondary computer core and do that in a way that doesn't eat most of the internal space and doubles or triples the CI price of the ship.
 
Last edited:
Ideally that initial strike should be the decisive factor in reducing incoming damage for the ensuing battle. Obviously there's value in planning for when that goes wrong but the value of offense over defense (especially on big ships where evasion is limited) is heavily weighted by the cloak. To me it being non-ablative is less relevant because the importance lies in it taking effect during that vital window between uncloaking and shields coming up so that the initial strike isn't disrupted by a quick response.
"Ideally" is the key word there. When things are going exactly right we don't need any other defenses. The alpha strike deletes the target. The problem is that I can think of any number of situations where the decloak and dagger plan won't work to win the fight. Maybe there are too many ships to delete by surprise. Maybe the enemy can put enough constant fire on the ship that it can't afford to drop the shields in order to cloak. Maybe their sensors are good enough to either fully or partially defeat the cloak. Maybe we are defending a target and if they can't shoot at the Guardian they will shoot at the Iron Road or the civilian station. We've seen hostile ships figure out where the Star Seeker was and do so much damage that the cloak was disabled. Assuming that your perfect engagement will take place and being disappointed is a very common refrain when reading about military disasters. The enemy is going to adapt and if we rely purely on 'one neat trick' they will punish us for it. That's why I've wanted good coverage once it became clear it was an option. Focus on your strengths, but not to the exclusion of all else.

So we build with a focus for a given style of combat, but we make sure that we have other options. The more layers we have on the onion the better our chances of the ship returning home. My friends can testify that I have a strong preference to strong defensive capabilities. Of my Warframe just standing and ignoring enemy fire while I'm picking them up off the ground for the 10th time. Strike hard, but be able to endure the counter punch.

The other big question is in regards to workshops. Two for redundancy seems common sense for a warship but I'm starting to doubt we need a large+normal as opposed to two normal workshops, that would free up 9 space for sensors and maybe more science.
I am pretty sure that a large workshop is going to have the room and large scale tools to do work that won't be practical or possible in a smaller one. Trying to repair/rebuild a Type 4c or a DOOM BEAM is going to involve components that are a good deal larger then I expect will be easy to deal with in a small workshop. Having tools large enough to properly work with larger items instead of jury-rigging something with things being too small seems important. For a real world example, needing to machine down a part when it won't fit in your lathe is rough. It stands to reason that the larger size will have benefits like that, otherwise why bother having different sized workshops. Just use more small ones.

When you get around to discussing the list tomorrow, what are your thoughts on only putting in power and runtime for 6 out of 8 of the T2 batteries for roughly 25 spaces that frees up?
Could do. The big question mark is what we will be allowed too do VS what we are currently planning around. If we were real engineers we'd be able to look at everything and check to see if the plans for X aux reactors was possible. Right now we are just guessing and could well be told 'nope'. Happened before with your dreams of a bunch of Heavy Transporter Bays.

If I have to err, I prefer to err on the side of ending up with a little bit of empty space that can be used in the future then rendering the ship unable to perform in combat to the levels that it can. That said I'm not holding my breath on succeeding with my 2 torp plan, even if I intend to try my best to get it to pass.

Last thing i remember for them was needing like a 100+ of them to get all the run time needed to fire all the weapons, and they already nearly doubled the CI price of the ship at that point.
You were thinking of the plan where I had 20 PD mounts. I had an option to cut that down to 10 in the same post. The plan that's clearly going to win only has nine mounts, and has four guns instead of five or seven. Roughly speaking we're looking at 50 auxiliary computers to run everything simultaneously. That's still a lot, but leave substantially more space free then the 20 Mount plan with a hundred total individual type 1 disruptors that I wanted before the math said no.
 
Last edited:
Adhoc vote count started by Mechanis on May 8, 2024 at 3:36 PM, finished with 31 posts and 8 votes.

  • [X] Plan 4 times the fun
    -[X] 3 4 gun T1 Batteries split between radials
    -[X] 1 4 gun T1 Battery at F4
    -[X] 1 4 gun T1 battery at C1
    -[X] 2 4 gun T1 Battery at A1, 2 4 gun T1 Battery at A2
    [X] Plan Fours Fore and Three More
    -[X] 3 4 gun T1 Batteries split between radials
    -[X] 1 3 gun T1 Battery at F4
    -[X] 1 3 gun T1 battery at C1
    -[X] 2 3 gun T1 Battery at A1
    -[X] 2 3 gun T1 Battery at A2


Hm. Righty then.
 
I see your point about a large workshop being able to work on larger components- but I'm not even sure how we'd transport components of that sort of size to something like the 3c in that scenario either. Maybe teleporting the parts into space and having shuttle pods and EVA work crews try and mount it?

Maybe 1 large workshop is enough to drop a secondary workshop, these things are presumably going to be built in enough numbers they're often deployed with others and storing enough parts to repair a workshop enough to continue repairs on its own seems feasible.

Could do. The big question mark is what we will be allowed too do VS what we are currently planning around. If we were real engineers we'd be able to look at everything and check to see if the plans for X aux reactors was possible. Right now we are just guessing and could well be told 'nope'. Happened before with your dreams of a bunch of Heavy Transporter Bays.

If I have to err, I prefer to err on the side of ending up with a little bit of empty space that can be used in the future then rendering the ship unable to perform in combat to the levels that it can. That said I'm not holding my breath on succeeding with my 2 torp plan, even if I intend to try my best to get it to pass
That's why I'm raising it as a possibility rather than insisting it must be done, and why I'm sounding you out on it before hand. Because ultimately I'm just working off your estimates and a decent idea of what any individual part or weapon system is going to take- you have a much better understanding of the ship's collective power/resource demands than I do.

I suspect playing games with power/runtime by having more weapons than you've got resources to run them is an intended feature- and probably how the Torkan aliens fit so many guns on their ships (especially aft weapons). But until we get to that point we can only make suppositions.
 
I suspect playing games with power/runtime by having more weapons than you've got resources to run them is an intended feature- and probably how the Torkan aliens fit so many guns on their ships (especially aft weapons). But until we get to that point we can only make suppositions.
From what I rmeber they can run their guns or their torpedos because they have to shut down everything else to fire even a single plasma torpedo.
 
On the subject of weapons outpacing power, not really a huge deal in a pure combat sense. If anything, it's an arguable boon, as you can keep weapons cooler by alternating which you use. Plus the redundancy of having more guns when they get shot off.

Also, I fully expect that even when we get 'infinite' power from an exotic reactor, we will still have energy issues. Just different ones.

Its gonna shift from how much we produce to how much throughput our power transfer system can handle without melting.
 
I see your point about a large workshop being able to work on larger components- but I'm not even sure how we'd transport components of that sort of size to something like the 3c in that scenario either. Maybe teleporting the parts into space and having shuttle pods and EVA work crews try and mount it?

Maybe 1 large workshop is enough to drop a secondary workshop, these things are presumably going to be built in enough numbers they're often deployed with others and storing enough parts to repair a workshop enough to continue repairs on its own seems feasible.
Your point about redundancy is a good one though. If we are trying to save space I'm willing to accept a small and large.

Teleporting the parts was my guess. Heavy Transporter bays make workshops have higher ENG, so I'm assuming they help in some fashion.

That's why I'm raising it as a possibility rather than insisting it must be done, and why I'm sounding you out on it before hand. Because ultimately I'm just working off your estimates and a decent idea of what any individual part or weapon system is going to take- you have a much better understanding of the ship's collective power/resource demands than I do.

I suspect playing games with power/runtime by having more weapons than you've got resources to run them is an intended feature- and probably how the Torkan aliens fit so many guns on their ships (especially aft weapons). But until we get to that point we can only make suppositions.
Now that I've had the time to put things into my sheet I've run some numbers. My optimism about feeling all better was clearly misplaced, as I'm still somewhat under the weather.

However here is a spreadsheet for people to take a look at. Please feel free to make a copy for yourself to play with my numbers. I've not done a final fine tooth verification, but this revised version does correct some mistakes I had before. Like I thought the deflector would take up a second 2x2 space. Not gain 2 spaces on each facing for 16 spaces. Our bespoke is taking up 15.


Right now I've a slightly imperfect interpretation of your plan. It's got -4 spaces free, so will need adjustment. Something that worries me is that there are a bunch of 1 square wide areas, where all the large important stuff is just not going to fit. If someone with more mental energy then me wants to download the last set of mod grid plans and use something like MS paint to sanity check our plans that would be good. Because I'm really thinking we have less practical spaces free then is suggested by the raw numbers.

Also, I fully expect that even when we get 'infinite' power from an exotic reactor, we will still have energy issues. Just different ones.
TANSTAAFL. At the very least I will welcome different headaches.

Edit - Current running details for the ship.
Project GuardianConiculiar390Cruiser (In Progress)TBD - Including
1 Type 3c Disruptor Beam
1x2 Type 4c Disruptor Cannon Battery
3x3 Type 4b Disruptor Cannon Battery
8x2 Type 2 Disruptor Cannon Battery
2x6 Type 4a Disruptor Cannon Battery
9x4 Type 1 Disruptor Beams
Shields
Polarized Hull Plating
Emergency Force Fields
Cloaking Device
?TBD - Current estimates
Defense: 340
Endurance: 68
SD = 252.1
BD = 700
PD = 58.8
 
Last edited:
Teleporting the parts was my guess. Heavy Transporter bays make workshops have higher ENG, so I'm assuming they help in some fashion.
You would think we would see cases of transporters beaming parts into place more on Trek. If they can see in enough detail to copy individual nerve impulses in an instant, they should be able to beam a part into any given position at will for repairs at a distance.

I also seriously question some portrayals of early transporters. Like, supposedly NX 01 transporters were good enough for cargo but not people. That I buy. But never once do we see the phase where you need a transporter PAD on both ends.

Like, where is the phase where the incredibly precise scanners needed for teleportation have to be present at both ends for it to work?
 
Your point about redundancy is a good one though. If we are trying to save space I'm willing to accept a small and large.
Sadly there are only normal workshops and large workshops iirc, so this doesn't actually save us space.


Right now I've a slightly imperfect interpretation of your plan. It's got -4 spaces free, so will need adjustment. Something that worries me is that there are a bunch of 1 square wide areas, where all the large important stuff is just not going to fit. If someone with more mental energy then me wants to download the last set of mod grid plans and us like MS paint to sanity check our plans that would be good. Because I'm really thinking we have less practical spaces free then is suggested by the raw numbers.
Yeah, that's part of why I wanted more free space than the plan because clearly we're not going to optimally use every single space. Evidently my estimate went wrong on how much space we have left too.

At this point I'm think I'll push for only 4 forward torpedo launchers and the 6/8 power layout if it's an option. Better to have a bit more space than we need to account for inefficiency rather than try and plan out every single space and find we can't make it adequately fit. I know I have to keep reminding myself that whatever we're going to wind up for the Guardian is going to drastically change as we get better tech to refit it with, so squeezing every ounce now isn't strictly necessary.
 
Sadly there are only normal workshops and large workshops iirc, so this doesn't actually save us space.
yeah, I wrote that, then spent a while working with the spreadsheet, noticed there were only 2 sizes, but didn't remember go back to correct it.

Yeah, that's part of why I wanted more free space than the plan because clearly we're not going to optimally use every single space. Evidently my estimate went wrong on how much space we have left too.
Partly because I had the deflector as being too small, which is corrected on the sheet I linked.

t this point I'm think I'll push for only 4 forward torpedo launchers and the 6/8 power layout if it's an option.
The current version of the sheet has 4 torps and a 6/8 plan for the T2s, assuming the aft guns aren't being used. Overall it's PD weapons out damage the Star Seeker.
 
Why would such a model be on a ship? If you need a full set up at both ends you might as well just dock the ship to a station.
Useful for surface to orbit restock and crew transfer. You probably only have one or two pads per vessel at that point.

But it's pretty heavily implied that the transporter room is needed, or at least much more efficient, otherwise we wouldn't see nearly every single time it is used have an individual or object sent to or from a transporter pad. Even when beaming down to a surface, when it's possible they beam straight down to a transporter pad.

If it wasnt important, the transporter would just be a box in a closet instead of a dedicated space.

So where is the point where you absolutely NEED a pad on both ends of a transporter?
 
Turn 3: Project Guardian, Weapons Final (Torpedos)

Eventually it is decided to mount a set of four Type One Disruptors in each secondary hull, as well as five such mounts on the Dorsal surface and one to aft. This leaves the Guardian's point defense coverage somewhat weak to the aft, especially on the ventral surface where the nacelle significantly restricts the fire arc of the aft ventral mount, compared to most other aspects, but this is considered a negligible weakness given the overall design of the ship. The final consideration before moving on to power systems is torpedoes. There are twelve possible locations for single tube launchers to fore: firstly, a pair could be mounted aft of the ship's Type Three, with potentially a second pair even further aft on the dorsal surface. A similar set could be mounted to the ventral hull aft of the deflector. A single tube could be mounted below the deflector in the lower substructure, or a pair somewhat further aft. One final tube could also be mounted amidships on the ventral substructure.

For aft tubes, there are effectively four possible locations—a pair of singleton tubes could be mounted just forward of the shuttlebay or in the dorsal substructure effectively in line with the nacelle, or up to three tubes in the dorsal superstructure or ventral substructure above or below the shuttlebay (respectively).


Fore tubes:




Aft tubes:



[ ] (Write-in plan)
up to 12 tubes may be mounted to fore; two pairs in the dorsal surface, two more pairs on the ventral surface, and one pair and two singletons in the ventral substructure. For Aft tubes, a maximum of 10 could be fitted—one pair on the dorsal surface and one pair in the ventral substructure, and up to three above or below the shuttlebay.

Please Vote By Plan

One Hour Moratorium

 
So my gut reaction says nose slots for the fore tubes and aft 2 and 4 for the aft tubes but I'm not sure the math holds up.
 
Last edited:
I'm glad to see the two places I planned to put torpedoes are options. The two ventral slots are going to be hard to fit anything in. @Karugus if you decide to put up the 4 launcher plan, I'm thinking the two nose slots are probably the best options in addition to mine.

Aft tubes just don't seem like they are worth it. Like I mentioned before anything that can be discouraged by a pair of torps can be freaking deleted by the energy mounts. Our ships are SLOW at warp by the nature of our fundamental hull shapes. Running away is not going to do much a lot of the time. When they catch up enough to merge warp bubbles, open up with those aft cannons folks wanted.

[X] Plan: Two Tubes are enough for me
-[X] Ventral 3+5
 
Last edited:
We do probably want some decent forward torpedoes as a chase armament. Our ships are relatively slow in warp, so we're more likely to be needing warp-capable weapons when chasing as opposed to when running away.
 
And on the subject of Transporters, at least for this quest: you're right in that, strictly speaking, you don't need the transporter pads at all, and can just shove the important bits in a closet somewhere and do point to point all the time.

However, pad to pad is more power and computationally efficient, and thus the preferred method wherever possible, and is also somewhat safer, statisticly, so if you're, say, commuting from your french chalet to Starfleet Academy in San Francisco every day, you probably take a pad-to-pad just to lessen the likelihood of anything going wrong. Similarly, point-to-pad and pad-to-point are again more energy and computationally efficient as well as very slightly safer than direct point-to-point beaming, so would again be preferred wherever possible.
(Granted, the difference in safety margin is very small fractions of a percent, so the risk to "you as an individual" is pretty negligible regardless, it's only when you start looking at the organizational scale when the Tyranny of Sufficiently Large Numbers starts coming into play that it becomes a real issue.)
 
A success rate of 99.9999% vs one of 99.99999% is minuscule to one person, but is the difference between 1 in 1,000,000 deaths and 1 in 10,000,000.
 
A success rate of 99.9999% vs one of 99.99999% is minuscule to one person, but is the difference between 1 in 1,000,000 deaths and 1 in 10,000,000.
Precisely. This is the tyranny of sufficiently large numbers: in relative terms that's a miniscule difference, in absolute terms it's an enormous one, because of how probability works as the number of chances increases. It's why, for example, commercial kitchen standards are so strict, or safety laws always seem way pessimistic from the perspective of an individual.
 
[x] Plan the Nose Knows Never to Look Down.
-[x] Fore Torpedoes at Nose 1 and Ventral 3+5

In a perfect world I'd be pushing for the 6 torpedo plan (and I'll almost certainly take up that torch when it comes time for a refit) as well as some stern torpedoes… but @Jalinth's right. Our ships tend to be slower on average, and the cone has no boost to warp speed of any kind. It's terrible at running away- that's a big weakness we can't really adequately address. Even stern torpedoes would just make it slightly more costly to keep harrying the ship if it's retreating.

Are the aft torpedoes seriously going to too someone from pursuing a merge (and if we can win that fight why are we running?) or just keeping distance with probably 3 times the firepower and just keep hammering the ship until it drops out? Our best bet in such a pursuit is probably dropping out of warp in deep space before they've fully caught up and, popping the cloak and daring them to have a go on more favorable terms. If we had better torpedoes and/or room for a heavier rear launcher array I might feel different- but with just one or two rear photonics a pursuer is probably going to risk the merge and just fight us conventionally- and that's covered already.
 
Last edited:
Fore Torpedoes at Nose 1 and 2
My only concern with putting torpedoes in nose 2 is that prime space for some of the really large stuff we need to place. I put my two tubes in the ventral slots because other than a tiny cargo hold there's not much that can fit down there.

Nose 1 is a tight enough space that there's not much that will fit beside the doombeam anyway.
 
Last edited:
Back
Top