Starfleet Design Bureau

[X] Three Type-2 Thrusters (33 -> 39.75 Cost) [Very High Manoeuvrability]
[X] Two Type-3 Thrusters (33 -> 45.5 Cost) [Very High Manoeuvrability]

with the torpedo launchers we could go 1 RF + 2 Standard and have the space budgeted to upgrade to 3 RF once they are out of the prototype phase
 
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By that logic the same is true of the canon pre-strip phasers as well.
The canon phasers had their capacitors turn into the phaser strip model though. While technically the same can be said for this one, having gone off on a weird digression that the QM explicitly told us after the fact would not work out how we hoped has left us noticeably behind the power curve, and it's hard not to see that decision point as having been a waste of time and energy that introduced nothing but problems.
 
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View: https://www.youtube.com/watch?v=fT0NxtDl43Q&ab_channel=AceCombatFan[/URL]

just fuck logic.

Fuck yeah! A sales pitch for our department:

Utopia Planitia, Where logic goes to die.


[X] Two Type-3 Thrusters (33 -> 45.5 Cost) [Very High Manoeuvrability]

The rest of the galaxy: Ship combat is a slow and stratigic affair. A meeting of minds, knowing your enemy, and mastering yourself.
SDB: HIGHWAY. TO. THE. DANGER-ZONE!
Such a shame the new hull plating has the golden hue, instead of being SHINY AND CHROME!!!!
 
The canon phasers had their capacitors turn into the phaser strip model though. While technically the same can be said for this one, having gone off on a weird digression that the QM explicitly told us after the fact would not work out how we hoped has left us noticeably behind the power curve, and it's hard not to see that decision point as having been a waste of time and energy that introduced nothing but problems.
Ehh, I'm certainly not arguing that our phasers are objectively better, they're very much not. I'll even agree that on balance they're worse, I just don't consider that the same as not having any upside at all or being an actual dead end.
An actual dead end we would have had to have thrown it out and started over (leaving us even further behind in the mean time) rather than just course correcting as we actually did.

And hey, if we're lucky maybe we'll get some sort of neat variant upgrade that wouldn't have been an option with the canon phasers before strips come along and render the whole thing obsolete. Not super likely, but it could happen.

It'd be kind of neat if, for example, we could get our phasers to track well over a wide arc and continue applying energy to the target for longer at a go. Obviously just hitting harder in the first place is (usually) better, but constant damage over time has interesting possibilities. Especially if the main point is keeping enemy shields down while we ready the next set of torpedos.

Not sure how to get from there to strips or some other solution to the "can only fire two phasers at a go" issue, but it's still a neat thought.

Or something, who knows?

Edit: I suppose if our current path can never get us strip analog or alternative similarly significant jump in capabilities it counts as a dead end, but absent Anything Else, currently it just looks like we get to the same point as canon, just a bit later.

Edit edit: I could have sworn that when I started this was actually addressing something actually said in the quote... Apparently not.
 
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Anyway, I suspect we'll get the option to do a refit of this ship for the 5 year mission after the war, so going cheaper but less volume efficient shouldn't be to bad.

[X] Three Type-2 Thrusters (33 -> 39.75 Cost) [Very High Manoeuvrability]
[X] Four Type-2 Thrusters (33 -> 42 Cost) [Very High Maneuverability]

Revvin' up your engine,
Listen to her howlin' roar,
Metal under tension,

Begging you to touch and go...
 
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They hit as hard as our torpedoes because we walked back from the "wide arc with weaker beam" paradigm we originally had chosen---on the assumption that we would be able to bring 4-5+ of them to bear into single arcs if we configured a ship appropriately---to the "Narrow arc with stronger beam" paradigm; except that because we didn't just pick that in the first place we've effectively ended up with the worst of both worlds. It'll probably take a Mark III or proper Type Three phaser to get them back to just being where the narrow arc Type Two design would have been at adoption, missing out on any refinement that might have otherwise taken place over that development period and likely adding a cost and complexity tax we would not have otherwise had.

So yes, we can pretty definitively say that the wide arc phasers were an evolutionary dead end and with the benefit of hindsight we should have taken the narrow arc Type Two design.
While "Our phaser bank is still too weak to rely on it to do it's job alone at all" and "we're leaning into 'speed is armor' anyway" are valid opinions and answers to the question I posed, I don't think this idea you're forwarding that we went for wide arc phasers because of incorrect assumptions that we could combine 4-5+ of them onto a single target was ever true?

Looking at the update and the discussion afterwards, the two phaser limit was explicitly written out in the text. The first explicit reference in the discussion I found to that same limit was here, just under a hour and a half after the update was originally posted, while an earlier possible oblique reference of only caring about the zones where two phasers overlap instead of any more is here, barely over 20 minutes after the original update post. So I'm confident stating that the restriction wasn't something that was edited in to the update late, and the two phaser limit was a major part of the discussion for the whole time rather than something we blindly walked into assuming we could shoot more than that.

That combined with the now missing per-phaser cost differences that you can find references to in the discussion paints the picture of the vote instead being more "do you accept a lesser damage increase to maintain the ability to achieve high coverage percentages?" vs. "do you abandon any pretenses of significant coverage in exchange for a more than doubled damage increase?"
 
Of course a fourth redundant thruster could be installed to redistribute the engines back to port and starboard, again preserving the internal space. Your inner designer hurts a little at the waste, but it's still less expensive than upgrading to the Type-3s.
I imagine this would also make it both turn faster and have a better limping speed if an engine gets blown up
 
[X] Three Type-2 Thrusters (33 -> 39.75 Cost) [Very High Manoeuvrability]
[X] Four Type-2 Thrusters (33 -> 42 Cost) [Very High Maneuverability]
Cost savings are paramount for me. I don't care about an extra module spot either. There will be no 5 year missions for this ship. This is not an explorer. All I want, and what I will vote for, is a bit of engineering, a bit of cargo, and a bit of medical so that it can spend it's postwar years using that warp 8 engine to respond to colony emergencies.

And if need be, I'm willing to sacrifice one of those.
 
two standard and one rapid launcher
proto-Sovereign aesthetic . . . me gusta...

[X] Four Type-2 Thrusters (33 -> 42 Cost) [Very High Maneuverability]
[X] Three Type-2 Thrusters (33 -> 39.75 Cost) [Very High Manoeuvrability]

SSL: Well, no. But the law firm sure is. And, uh... they've made something of a living off of maintaining copy rights.
Contradicting Riker's mention of the time that Humans killed all their lawyers... :cry2:
 
I dont know that a needle shape would be the way to do it, but I can see the appeal of designing a ship from the ground up expressly to be as fast as possible.

But we dont really need courier ships for messages when we have the subspace relay network allowing real time interplanetary video calls.
Alternate idea: they're delivering torpedoes.
Specifically, they're following a boom-and-zoom doctrine: zip in, shoot, zip out. Only turn once far away from the battle
 
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