Starfleet Design Bureau

[X] Blister Deflector (Mass: +10,000 Tons) (Cost: +2)

If this wins we have a TRUE woobly flying saucer

[X] Standard Warp Core (Mass: +25,000 Tons) (Cost: +4)

My plans and schemes for deployable short term science bases when we land depend on having cargo capacity and engineering. And six cost is... not a lot. Not nothing, but not a lot. We can dial down the guns later.
 
And six cost is... not a lot. Not nothing, but not a lot.
I'd say it's a perfectly reasonable cost for the only other warp 8 engine design the Federation is going to be building in the short term (unless SanFran makes the satellite in like one or two years and then gets cranking on a warp 8 engine design the next time they'll be able to start on one is 2244). This ship will probably be the only warp 8 design other than the Excalibur until 2253!
 
[X] Blister Deflector (Mass: +10,000 Tons) (Cost: +2)
[X] Standard Warp Core (Mass: +25,000 Tons) (Cost: +4)

Cheapness is nice, but speed on a Science Vessel that might not be very well armed is also nice.
 
[X] Inline Deflector (Maximum Warp: -0.4)
[X] Low-Power Warp Core (Maximum Warp: -0.6)

I want to see if we can get a Vulcan style warp ring, so we can have a true flying saucer.

Aside from that jokish reason, I also think that keeping costs low is more important than flexibility. In fact, flexibility is explicitly against our design brief. The fewer and more capable these ships are, the more likely they'll be tapped for missions beyond just cataloging biospheres, and the whole point is that cataloging biospheres is a mission that can take a really long time, so having a multi-mission capable ship doing it is wasting potential (thus the need for a cheap and highly specialized ship). So I want to limit both the cost (because a more costly ship needs to do more in order to justify that cost) and the extra space so that we're not tempted to turn the ship into another generalist down the line. I do support giving the ship some tactical functions, as they'd probably make good patrol ships in a full-on war scenario where new colonies aren't being founded anyway, but anything beyond that, or anything that might tempt us into giving it more beyond that should be out of the question.

For it's main mission where it's spending most of its time orbiting (or even landing) on planets, max warp isn't important. For wartime scenarios this is going to be more of a patrol ship, maybe a hospital ship, not a front-line combatant that needs to keep up with the battlefleet.
 
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[X] Blister Deflector (Mass: +10,000 Tons) (Cost: +2)
[X] Standard Warp Core (Mass: +25,000 Tons) (Cost: +4)

I'd prefer not compromising speed since this ship will be spending most of it's time on the edges of the Federation during a time where the Federation's borders are pretty unstable between the Gorn, Tholians, and likely Orion pirates.
After the war the surviving Excalibur-class ships faced an uncertain future. Lacking the facilities to participate in the rebuilding efforts they were assigned to suppressing the surge in piracy caused by the depletion of Starfleet's patrol roster and flying the flag near contested borders with the Tholian Assembly and Gorn Hegemony.
These were not the profit-focused and criminal enterprises of the Orion Syndicate that would necessarily come to characterise piracy in the 23rd century against the proactive response of Starfleet, and precisely because of this opportunistic and squatting lifestyle they proved unable to mount a real resistance.
 
[X] Inline Deflector (Maximum Warp: -0.4)
[X] Low-Power Warp Core (Maximum Warp: -0.6)

I want to see if we can get a Vulcan style warp ring, so we can have a true flying saucer.

Aside from that jokish reason, I also think that keeping costs low is more important than flexibility. In fact, flexibility is explicitly against our design brief. The fewer and more capable these ships are, the more likely they'll be tapped for missions beyond just cataloging biospheres, and the whole point is that cataloging biospheres is a mission that can take a really long time, so having a multi-mission capable ship doing it is wasting potential (thus the need for a cheap and highly specialized ship). So I want to limit both the cost (because a more costly ship needs to do more in order to justify that cost) and the extra space so that we're not tempted to turn the ship into another generalist down the line. I do support giving the ship some tactical functions, as they'd probably make good patrol ships in a full-on war scenario where new colonies aren't being founded anyway, but anything beyond that, or anything that might tempt us into giving it more beyond that should be out of the question.

For it's main mission where it's spending most of its time orbiting (or even landing) on planets, max warp isn't important. For wartime scenarios this is going to be more of a patrol ship, maybe a hospital ship, not a front-line combatant that needs to keep up with the battlefleet.
Yeah, people seem to be aggressively disregarding the request:
The second is a science vessel that can take thorough surveys of habitable worlds. While the Kea has plenty of facilities for general cartography and geological sciences, the biological side of that has been somewhat neglected. Several colonies have had to deal with novel pathogens or had to implement crude solutions to the activities of local flora and fauna that could have been prepared for more efficiently given forewarning. Cataloguing an entire biosphere is no small task, and a ship dedicated to that could go a long way towards making safe colonies before the first boot touches soil. Such a vessel would ideally be small and well-specialised.
 
[X] Blister Deflector (Mass: +10,000 Tons) (Cost: +2)
[X] Low-Power Warp Core (Maximum Warp: -0.6)

Blister deflector has a decent bang for its buck, so this combo seems to be a good tradeoff
 
Yeah, people seem to be aggressively disregarding the request:
Ideally is the key word here.

At 95,000 tonnes it's still about half the mass of the Excalibur, and there's nothing to say it won't be specialised when it comes time to pick modules (the engineering section should help a bit there, too, given there's probably going to be room for extra science modules, or at least a place where we can put non-science modules that we deem highly important but which would otherwise impact on the saucer module slots).
 
Yeah, people seem to be aggressively disregarding the request:
I would consider 'slightly more than half the mass of the heavy cruiser we just built' to be plenty small. The heaviest options here would push us up to a maximum of like ~115kt, if the nacelles haven't been accounted for in the mass calculation yet*. That's smaller than the Newtons are.

*Nacelles are like 10kt each, IIRC
 
I would consider 'slightly more than half the mass of the heavy cruiser we just built' to be plenty small. The heaviest options here would push us up to a maximum of like ~115kt
Also nets us 23 shield points, 4 more than the Newton and 1 less than the Archer!

This will be important, given this ship will be scurrying about the space where we're going to be rapidly coming into contact with other powers, who are either absolute xenophobic who want to keep us out or colonial competitors who would eventually push into us, either to secure their colonies or to make more of them out of our members.
 
[X] Blister Deflector (Mass: +10,000 Tons) (Cost: +2)
[X] Standard Warp Core (Mass: +25,000 Tons) (Cost: +4)
 
The bigger warp core is handily in the lead, but the deflector vote is close.
Adhoc vote count started by Derpmind on Nov 6, 2024 at 6:17 PM, finished with 128 posts and 61 votes.
 
[X] Inline Deflector (Maximum Warp: -0.4)
[X] Standard Warp Core (Mass: +25,000 Tons) (Cost: +4)

I'm pretty sure we can compensate for/not worry too much about -0.4, but -0.6 is a bit steap and -1 is frankly just absurd.
 
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Honestly I also just like the fact that the Inline talks about being able to do this due to advances in technology.

It makes me hope that it pushes the technology further forward. Probably doesn't. But feels like it.
 
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