Starfleet Design Bureau

Sayle is somewhat against spheres because of the sheer volume they need filled with stuff, iirc, so I think a better Archer 2.0 would probably be a modification of the next generation explorer, kinda like the Curry-type is often head-canoned as.

As well as the innate cargo/engineering spaces of the secondary hull (which for us will probably be more pronounced compared to the Excelsior) it shouldn't be too hard to fit a docking point for 1-2 large cargo pods on the underside between the nacelles. It'd also likely be substantially faster, potentially even warp 7-8 efficient cruise capable depending on design choices/how things have advanced,
That strip along the back of the secondary hull is WAAAAAYYYYYYYY too thin. Looks like it's only 2-3 decks. I think a minimum of 6 would be better.
 
Maybe a workhorse basic hull designed so that it's very easy to produce new variants? You lose on efficiency on each role, but a new small research ship becomes a new loadout for the multipurpose boat.
It's something I was thinking about as well: design a decently-cheap hull with a bunch of space for mission-specific modules in a standardized format, like engineering bays, labs, medical facilities, etc. Bonus points if the module format matches a common freight/logistics format, and/or the modules can be "packed flat" into such a format.

With facilities to easily transship modules, we get:
  • a decent cargo ship when empty ;
  • a troop transport when filled with housing modules ;
  • a hospital ship ;
  • etc.
More importantly, the modules can be mix-and-matched to give a more-flexible ship, and starbases can easily stock a variety of modules, to respond to various emergencies or short-term needs. If the modules can be packed to a significantly smaller size, it might even make sense for a modular ship to carry a handful of modules in its cargo, to enhance its crew's capabilities when dealing with specific situations.

Some modules will definitely need additional crew with specialized training, but it makes handling large-scale emergencies (like the aftermath of a war) much easier without having to get a pile of hospital and/or salvage ships in a hurry. Likewise, it should simplify making one-off experimental or customized modules.

Plus that makes refits easier, when all the facilities are already easily swappable. It won't help much with refitting newer point defences, shield, or warp drives, but this isn't a class meant for combat or peak performance... and if the concept is successful, it might make sense to make a new class down the line which can use the existing modules in a modernized hull.
 
It's something I was thinking about as well: design a decently-cheap hull with a bunch of space for mission-specific modules in a standardized format, like engineering bays, labs, medical facilities, etc. Bonus points if the module format matches a common freight/logistics format, and/or the modules can be "packed flat" into such a format.
I was assuming a dedicated modular design with swappable (within a month of work?) modules would be even less viable at present, with too much in the way of lost capabilities. I also assumed that the base empty version would not be a very good cargo ship despite having volume, as it would need to be overspecced and compromised compared to an actual empty hold.

It's the dream, though.
 
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I envision ship EPS conduits like old wiring designs before the invention of the plug. Anytime you wanted to install or uninstall an electrically powered device in your house you had to tear open the wall and splice the connection into the wires. There was no plugging and unplugging something to move or swap it.

But the wires are filled with explosive plasma, so any sort of cutting and splicing is complicated dangerous work that threatens to weaken the explosion containing plasma wiring.

Honestly EPS seems like a horrible idea and starships should use it only when absolutely required and rely on a lower power circuit anywhere they can. There is absolutely no reason to run explosive high power conduit into the bridge to run a god damn touchscreen. You run the screen of electricity and have the screen control switching back in an unmanned switch room that contains the actual EPS connections. You have damage control personnel waiting just outside (safe from the explosions) to rush in with explosive resistant armor to repair things when the ship gets shot and EPS conduits start going off like fireworks.
 
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It's something I was thinking about as well: design a decently-cheap hull with a bunch of space for mission-specific modules in a standardized format, like engineering bays, labs, medical facilities, etc. Bonus points if the module format matches a common freight/logistics format, and/or the modules can be "packed flat" into such a format.

With facilities to easily transship modules, we get:
  • a decent cargo ship when empty ;
  • a troop transport when filled with housing modules ;
  • a hospital ship ;
  • etc.
More importantly, the modules can be mix-and-matched to give a more-flexible ship, and starbases can easily stock a variety of modules, to respond to various emergencies or short-term needs. If the modules can be packed to a significantly smaller size, it might even make sense for a modular ship to carry a handful of modules in its cargo, to enhance its crew's capabilities when dealing with specific situations.

Some modules will definitely need additional crew with specialized training, but it makes handling large-scale emergencies (like the aftermath of a war) much easier without having to get a pile of hospital and/or salvage ships in a hurry. Likewise, it should simplify making one-off experimental or customized modules.


Plus that makes refits easier, when all the facilities are already easily swappable. It won't help much with refitting newer point defences, shield, or warp drives, but this isn't a class meant for combat or peak performance... and if the concept is successful, it might make sense to make a new class down the line which can use the existing modules in a modernized hull.

iirc we don't do modules like that because it makes choice meaningless, sayle wants distinct and "take enough mass for 3 multi-module slots and the cargo to hold a swap" takes all the character out of outfitting a ship.

The cheap everyman design that's outfitted(or can be outfited) for every situation is the Miranda in TNG and everyone makes fun of it. 👀

it might even make sense for a modular ship to carry a handful of modules in its cargo, to enhance its crew's capabilities when dealing with specific situations.

is specifically why stats are separated so cleanly: so people stop trying to argue that Engineering should be making probes or doodads for Science
 
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iirc we don't do modules like that because it makes choice meaningless, sayle wants distinct and "take enough mass for 3 multi-module slots and the cargo to hold a swap" takes all the character out of outfitting a ship.



is specifically why stats are separated so cleanly: so people stop trying to argue that Engineering should be making probes or doodads for Science
Though I would like to see hybrid modules that are mixed science and engineering use, but add less to ether total score than a pure module.

You could have an instrumentation fabrication module that builds probes and stuff that grants +2 science and +2 engineering and has synergy with other modules that benefit from use of probes.

It would compete with a pure science and pure engineering option with +4 bonuses.

Shuttlebays would be another good hybrid modules that gives a mix of science and engineering due to how adaptable shuttles are in use.
 
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I imagine modules will come about, but only really in the TNG era/immediately before it.

There's a reason the only modular ships we see are the New Orleans and Nebula classes, part of the Galaxy family.
 
Let's be honest, the Curry type is a pretty sinful abomination best left on one of the deeper parts of the Star Trek Iceberg. But kitbashing does a really good job making a faction's designs look similar at a fairly low cost and can be done very quickly. One of my favorite designs is a kitbash, the Cheyenne, arguably the best looking quad nacelle design out there.

Arguably the best of the Wolf 359 models. Love me those marker pen nacelles.
 
2252: Project Federation (Engineering Section) New
[X] Two Forward, Two Aft (Mark IV) [24/72 Damage] [Cost: 169]

With the weapons in place to provide the ship with a solid forward and rear-facing armament, you turn your attention to the internal systems. Before you begin work on the floorplans, however, you need to finalise those systems that would involve any restructuring of the internal spaces. The prime culprit for this is the shuttlebay, which currently consists of only the main landing and shuttle storage area. As you see it you have two options for completing the extravehicular capabilities of the design, both with their merits.

The first option is to add on to what already exists, expanding the landing section of the shuttlebay and increasing the complement of small craft. Shuttles are particularly useful for evacuations, spaceborne evaluation of damage, or travel when transporters are inoperable or impractical. An additional set of shuttles and a pair of workerbees would allow basic damage control and assistance of other starships. If you want to focus the ship more towards a support and emergency response role that exploits its high cruise speed and efficiency, this is the way to go.

The second option is to specialise towards the transport of extra-large cargo such as finished infrastructure or volatiles requiring heavy containment, which as a capability is in short supply in the fleet outside of the slow Archer-class and its bulk transport role. Some shuttle storage will be put aside for a set of cargo bees, a workerbee variant that has a nose-mounted tractor beam. Access to a large cargo bay will be accomplished through a ventral spacedoor, allowing larger containers than possible with purely internal storage spaces.

[ ] Expanded Shuttlebay
[ ] Expanded Cargo Bay

Two Hour Moratorium, Please

 
Hm, personally I would lean towards the shuttles, I think. This ship won't ever be as good as the Archer at bulk transport, but we don't have a ship specialized for fleet support beyond just logistical components, and I don't think workerbees have ever been offered before.
 
Yeah, this is an emergency response ship, not a bulk transporter. I imagine it does a good bit of transport work when there isn't an emergency, but that cruise speed really begs to be justified in peacetime by a ship that can show up and fix problems.

I still want to build the Archer 2.0, but this ship isn't it. Give me large cargo pods!
 
Dang, both look good, but I feel like the shuttles are the way to go here. As much as I like the idea of the Federation being able to do overnight shipping, the Miranda is fairly capable in that regard, even if it's slower.
 
DID SOMEONE SAY CONTAINERISED LOGISTICS?

It'd be so awesome... But yeah, shuttlecraft seem a tad more synergistic.
Containerized logistics are great, but I want to build it into the Archer 2.0.

Actually, suggestion for that - 200 meter half saucer, 5 decks thick at the edges ramping up in an inverted curve to 12 decks top to bottom. Slap a large warp 8 core down the center. The back, where normally we put more thrusters, is a pair of hugely oversized cargo bays. The entire back profile of the ship is mostly bay doors.

Two huge cargo bays along each wing of the saucer filling a good half the ship's volume.

And - hear me out - double roll bars. A roll bar on the dorsal and ventral surface. Purely for style.
 
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I say shuttlebay. The shuttles seem to have really good synergies with the ship's designed specs and roles while the cargo bay seem mostly to be adding a job to the ship that could mostly be done by either the archer or heck, even the Miranda.
 
Shuttles just have a lot more utility for multiple uses and probably synergize with whatever modules come later
Cargo means we turn this into the Archer 2.0, but with guns this time. Starfleet grumbles about the price but builds 20 of them.

Shuttles means we turn this into the Drake, all grown up. The Goose class, if you would. I have no idea how many Starfleet builds, but they grumble less.
 
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Bold of you to assume we'll get an Archer 2.0.

Esp when:
The second option is to specialise towards the transport of extra-large cargo such as finished infrastructure or volatiles requiring heavy containment, which as a capability is in short supply in the fleet outside of the slow Archer-class and its bulk transport role.
(emphasis mine)

I'm torn because a shuttlebay is really useful, but cargo here would also make sense.
 
I am kind of laughing about the choice for the expanded shuttle bay, since we had the earlier option for a full-length hanger. Just glad it's not eating .4 of our warp speed.
 
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