Starfleet Design Bureau

[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)

Assuming I've read the earlier post right and if this messes up we're not screwed for every single future ship using these impulse engines (I.e. it's just confined to this class and other early designs before it's properly refined, loosing out the mallus but just being bog standard/what letting it naturally mature would produce) I'd say this is the right option to pick.
You've read it wrong, the current system which applies permanent debuffs will still apply to non-critical systems like impulse engines which is what we're voting for,
I'm kinda vacillating on that. On the one hand I don't want to make picking prototype tech the automatic correct answer, but on the other hand a permanent debuff seems kinda harsh. I think I'm happy with the current system for non-critical technology, with maybe just having single-class performance issues on critical tech like shields and hull.
 
[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)
 
[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)

If this was an explorer or military focused ship I'd go with the Type 2 but even failures push the tech forward. Since this isn't a front line ship or one expected to see severe combat it's just about the safest platform to push the envelope on.

Further if there are issues it's the best platform to record and either troubleshoot them or report fixes and work arounds that would require refits or redesigns.
 
[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)
 
The way to fix prototypes, in my mind, is to give them painful cost penalties for the initial run. A prototype part has no industry to make it at scale and so it should put a harsh cap on how large the initial run can be. Make it a roll like all the other aspects, but the outcome is at best neutral on a 6 with "major sourcing issues" (-20% initial run size, minimum 5) on a 1 and 2 then "minor sourcing issues" (-10% initial run size, min 10) being a 3,4, and 5.

The cost then needs to be kept in mind. For small run ships that we won't make many of anyway prototypes are an easy choice, but anything we want to see mass manufactured in the first run they become a major problem.

Prototype parts go on prototype ships that get small initial runs.

But assume after the first run the sourcing issues get settled and the penalty goes away.
 
Last edited:
[X] Type-2 Impulse Thruster (Type-3: Theoretical -> Experimental, Size: Standard)

Simoly put, I'm not a gambling man. We already got lucky with the hull.
 
If I could offer a potential solution to the Prototype issue.

If a design fails to meet expectations, it affects only the class it went into. The design goes 'back to the drawing board' until it would normally hit the field with all metrics corrected back to the standard performance, including the rolls that went well. So a new impulse engine that gets 15% more thrust than anticipated but wears out 20% quicker gets those problems corrected.

And of course with a vote like this one where we are taking it three turns early, that means that the next two ships after this wont have the option to use the new design until it's good and ready.

Fluff wise, classes end up known for Problems that are annoying for the crew but not too deleterious to sink the entire class. But still likely cutting some of the production once the issues are identified until a refit fixes the problem for good.
 
[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)

Time to take some risks and advance tech!
 
[X] Type-2 Impulse Thruster (Type-3: Theoretical -> Experimental, Size: Standard)

Changed my mind, decided to play it safe now it looks more even.
 
Last edited:
[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)

The point of prototypes is like, you're willing to let a class be weaker to make the tech go better, right? So I think the debuff should be like kept on the class, and potentially how it work is that if the roll fails, the tech isn't accelerated but further classes using the tech can reroll again.
 
This ship gives off the same energy as Dudunsparce. It's interesting.

[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)

We're about to start a new generation of ships, might as well get this out of the way first.
 
Unless there is a confirmed change to the system, 3 rolls is a gamble too far for me, sorry-

[X] Type-2 Impulse Thruster (Type-3: Theoretical -> Experimental, Size: Standard)
 
[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)
 
[X] Type-2 Impulse Thruster (Type-3: Theoretical -> Experimental, Size: Standard)

Pissing into the wind here, I feel but I don't think you should ever put *theoretical* hardware into service.
 
I'm kinda vacillating on that. On the one hand I don't want to make picking prototype tech the automatic correct answer, but on the other hand a permanent debuff seems kinda harsh. I think I'm happy with the current system for non-critical technology, with maybe just having single-class performance issues on critical tech like shields and hull.


Well when stuff is offered with multiple saving rolls, every ship design we wait reduces that by one. Would this work for a consistent method @Sayle.
What if when it's a poor roll, we can either take it for this design, or change it for the existing tech with a time penalty.
It would work a bit like this:
The theoretical engine has 3 save throws. If we don't choose it now, next time will be 2.
If we try, fail and decide to keep it- it's crap but it still works, then next ship will offer the 2 save throws, but the experience gained from using it already means that 1 poor roll can either be re-rolled or upgraded to an acceptable/no improvement.
If the second die makes it fail again, it's an improvement over previous- but still could be better. Repeat the same keep/swap choice.
The 3rd ship design now only has a single die roll with the re-roll/upgrade.

Personally I think the upgrade works better as otherwise you could fail the re-rolls and it would be utter crap until the 4th ship when all the saving throws are eliminated. With the upgrade option it will at least be better until it finishes on ship 3.

[X] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)
 
Last edited:
[X] Type-2 Impulse Thruster (Type-3: Theoretical -> Experimental, Size: Standard)

We've had our experiment this time. But we're REALLY going to need reliable impulse engines for the next generation of war ships, and that means we can't afford to fail THREE rolls. Call me again when we're at an experimental stage, not a theoretical one.
 
[x] Type-2 Impulse Thruster (Type-3: Theoretical -> Experimental, Size: Standard)

I have uses for that space. Just means the T3 will only be two rolls for the next ship so less RNG.
 
Back
Top