Starfleet Design Bureau

In any case, the choice is a binary one. If phasers will be the main source of damage for the ship, then a better-than-standard engine output is all it needs to engage both peer opponents and any smaller vessels during fleet actions. If you expect a torpedo ship or one-on-one engagements are the more likely outcome, then you may want to absorb the extra cost of the engines to maximise on-target time.
Whilst phasers/their coverage will be an important part of the design we can't forget that for the most part it's going to be alone/transiting from place to place if combat breaks out, so superlative manoeuvrability could be quite useful.
 
Alternatively you could mount a pair of engine clusters on port and starboard, which would push the spaceframe to its maximum tolerances.
Ah. We're not buying engines one at a time, here.

I think the numbers work out for 2x and 4x standard thrusters, for what I assume is 10 or 20 Cost? Anyway, I'm going to go with the instructions here:
In any case, the choice is a binary one. If phasers will be the main source of damage for the ship, then a better-than-standard engine output is all it needs to engage both peer opponents and any smaller vessels during fleet actions. If you expect a torpedo ship or one-on-one engagements are the more likely outcome, then you may want to absorb the extra cost of the engines to maximise on-target time.
I think the Federation's job is to be a phaser boat. The lighter ships it anchors can carry the extra torpedoes.

[ ] Central Engine [Cost: 91] (Maneuverability: Normal) [120% Standard]

Edit: Argh, how did I miss the cost values in the update? Well, at least 8 vs. 10 isn't that far off.
 
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[ ] Central Engine [Cost: 91] (Maneuverability: Normal) [120% Standard]

they didn't ask for a torpedo boat and I don't want to make a 3rd one in a row
 
I'm leaning towards a central engine here. We chose a saucer superstructure to make it easier to position phasers, we can take advantage of that to save cost here.
 
Whilst it would be funny to see this thing basically dance before the eyes of our foes. This thing's mandate is predominantly 1v1 interdiction, or station keeping during fleet combat engagements. Plus if the next Gen impulse proves viable by refit time, would up the thruster capacity anyways. But I digress. Point is... this thing isn't our Callies. It's not meant to go hunting down the enemy. It's meant sit there, look menacing, and then prove that it is as menacing as it looks; when engaging in combat.

We... kinda need Central Engine. As much as it would be nice to make this vessel dance.
 
A little annoyed the nacelle cost went up from the vote choices without any warning, but at least it was a "global" increase.

As for the engines...definitely another case of sticker shock. Given this hull will probably have multiple RFLs, and Phasers still have very poor/low burst alpha caps (which are important factors in battle), I want engine power enough to get as many warheads on target as possible.
 
As statistics are computed with the assumption that peer vessels are at least half the mass of the ship, this increases the single-target damage rating. Against vessels with standard maneuverability but less than half the design's mass, or during formation actions, the multi-target damage rating determines general damage output.
This bit reminded me of something.

Really though, the D7 isn't a heavy ship. I'd be surprised if it breaks 100kt. It's just Klingon weapon and shield tech is nakedly better than yours.
I don't know if this figure still holds, but if it does, the Klingons would need to build a ship 50% bigger (and with only standard maneuverability) before we got to use the Federation's single-target against them in one-on-ones. Which sharply reduces the value of torpedo tubes against our most familiar foes.

And even if they did build a ship that big, they're probably going to be doing it in response to the Federation, which means they will almost certainly add the extra thrusters to bring maneuver above Standard if we invest heavily in torpedoes.
 
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If phasers will be the main source of damage for the ship, then a better-than-standard engine output is all it needs
Speaking of phasers any chance we might get the opportunity to consider some non-standard options? Because those Andorian heavy phasers really sound like a nice possible alternative to torps for sustained higher damage output.

The Shran-class heavy cruiser was a fully modernised Andorian design focused around a pair of supercooled phaser coils that were able to outstrip the Mark II in use by Starfleet by a fair margin
 
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You've already sorted out their final positions and began crunching the numbers on the warp geometry, but the struts will have to wait for a little longer.

[ ] Central Engine [Cost: 91] (Maneuverability: Normal) [120% Standard]
[ ] Dual Engines [Cost: 99] (Maneuverability: Maximum) [200% Standard]

Which option would allow for X-wing shaped struts? The dual engines?
 
All the engines! ALL OF THEM!

There is no situation in which having more maneuverability and non-warp speed available is a bad thing, and the 'hold the line' fleet actions this ship will serve as the centerpiece for will take up a very small fraction of its overall mission and combat life. Plus, once again, I want a stupidly dodgy chonky ship. For only 8 points? It's a bargain.

As for damage, torps are generally better than phasers for DPS anyway, even if they do cost more.
 
[ ] Dual Engines [Cost: 99] (Maneuverability: Maximum) [200% Standard]

After people voted for the more expensive option on nacelles there is no room for complaint of the cost here. Also interesting note that maneuverability has been reworked and the larger the ship the harder the time it has against smaller ships with the example of a ship at half the mass at normal can maneuver the same as the bigger ship that is at maximum
 
[ ] Central Engine [Cost: 91] (Maneuverability: Normal) [120% Standard]

Don't we have the Excalibur as the far superior Torpedo Boat? With Maneuverability being inversely scaled to mass plus her ginormous mass, the Federation is basically never going to have a good Torpedo situation for most of/all her life. So Phaser Boat should be the way to go, and should actually be like.. not terrible this time around, unlike the Kea.

Also we get more and better modules with less torpedoes.
 
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We tried a pure Phaser bote in the pre-refit Kea class. Its damage output was garbage, due to the throttling on number of emitters that can fire at the same time.
I recognize that this is true. Even if to my mental logic Phaser DPS should be higher than torps, with torps having a higher burst.
I also don't care. I like beams more than missiles.
 
The ship looks a lot like the...Sagarmatha, I think? The new nacelles look almost the same as the old nacelles, but without the art showing the connecting struts for the nacelles it feels...odd.

It feels like the form factor for starships is set in stone, and the only variation is what choices are made with the saucer type, secondary hull, and nacelle placement.
 
We tried a pure Phaser bote in the pre-refit Kea class. Its damage output was garbage, due to the throttling on number of emitters that can fire at the same time.

no one is saying not to put torpedoes on it, this is just a choice of battle profile: fleet anchor or dive bomber

they didn't ask for a torpdeo boat and we've already maxed out costs for every choice so far, this is a very nice spot to save some costs
 
At the level of Cost we're throwing around now, I think we've moved beyond saving reasonable amounts here and there. Full send. Especially because, eventually, The Federation is going to be a relatively small ship, and it'll need the maneuverability even more then:
If the steady inflation in size holds true, the Federation will be punching up on the mass scale in the second half of her service life.
 
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