Thebigpieman
I've got this, I think.
- Location
- United States
Am I Lord Captain of the Heated Oven?If I start randomly referring to posters by rank, stage an intervention.
Am I Lord Captain of the Heated Oven?If I start randomly referring to posters by rank, stage an intervention.
If I start randomly referring to posters by rank, stage an intervention.
@OneirosTheWriter, in addition to the sweeping update we're probably going to need to take this Snakepit, here are my proposals on how to fix the tactical operations turn:
1. Extend the deadline to fill a ship profile or role to ten years instead of five. Five years is too far inside our research envelope to properly guide ship design. With a five year deadline, we need to start from the ship design rather than from the ship intention. That gets things terribly backwards. With a ten year deadline, we can start from the research turn rather than from the ship design, and craft the available parts to role intention.
2. Eliminate all stat and cost requirements. We should be defining ships in terms of what roles we want them to play, not according to stat or costs. Deciding what stat or cost will fill that role should be determined after the designs have been done, not before. Otherwise we're putting the cart before the horse. All your ship designers understand what general stats are needed for a clearly written role, and costs is a matter of debate and willingness to pay.
3. Fill in stat and costs after the fact. These are still needed in order to obsolete or update roles and say "no, this statline isn't cutting it" or "no, this design is too expensive / too restrictive", but they should be used the opposite way they are now, in saying "these stats are what fills this role right now" rather than "this role is defined by this statline". Once a role is voted to be updated, the required stats should be cleared rather than increased until the update ship is designed.
Supporting all these options.
Though with point 3, I think it would work better if this was actually a mechanism for getting Refits as well as new Ship Classes.
For example we put a moderate change to the statline for combat frigate, and rather then take the option to make a new ship class, we take a Refit option for a Miranda-B. Or for another example you mentioned, we create a new role of an Intelligence corvette, and rather then build a new ship we take an option to create a Oberth intel refit.
@OneirosTheWriter, in addition to the sweeping update we're probably going to need to take this Snakepit, here are my proposals on how to fix the tactical operations turn:
1. Extend the deadline to fill a ship profile or role to ten years instead of five. Five years is too far inside our research envelope to properly guide ship design. With a five year deadline, we need to start from the ship design rather than from the ship intention. That gets things terribly backwards. With a ten year deadline, we can start from the research turn rather than from the ship design, and craft the available parts to role intention.
2. Eliminate all stat and cost requirements. We should be defining ships in terms of what roles we want them to play, not according to stat or costs. Deciding what stat or cost will fill that role should be determined after the designs have been done, not before. Otherwise we're putting the cart before the horse. All your ship designers understand what general stats are needed for a clearly written role, and costs is a matter of debate and willingness to pay.
3. Fill in stat and costs after the fact. These are still needed in order to obsolete or update roles and say "no, this statline isn't cutting it" or "no, this design is too expensive / too restrictive", but they should be used the opposite way they are now, in saying "these stats are what fills this role right now" rather than "this role is defined by this statline". Once a role is voted to be updated, the required stats should be cleared rather than increased until the update ship is designed.
How would this handle politically mandated stat requirements like the C<3 requirement on the Kepler? Keep it numeric, switch to fuzzier natural language restrictions or something else?
Out of curiosity, what prevents us from coming up with new designs for each class of ship every ten years, instead of the current period that feels like a minimum of every 18+ years? An approximate one tier per ship generation doesn't seem too bad. I know it costs pp and rp to do each, and that it feels like a waste of the previous generation ship's cost of creation to start early, but when we are generating 441 and 412 pp, 360 and 390 rp to spend last year and this year, what is the appropriate average amount of budget (in pp, rp, and skilled tech team time) per year to spend on designing new variants of our ships of the line?
And yes, I understand that refits can delay this process, but I think that refits could be used to keep older ships active for longer periods, rather than delay launches of newer, better, ship types.
@HearthBorn
The time required for one. Confusion for the second.
A new design needs 1-3 years of design work, then the prototype takes 50% longer more than the designed construction time.
For a new Explorer, the process will easily blows out to 10 years, before you can even begin to carry out serial construction.
For a new Frigate design, it might only take 5 years - so you would get 1-2 waves of construction out before beginning the next version.
The end result is having to track 20+ different designs, and their refits, and it will lead to much confusion - this has to be something that we the posters can comprehend without referring to a database of class and stats all the time.
*shrug* okay - I definitely don't follow ship design enough to see what one would be vs another, although ten years of research in dozens of techs seems like quite a lot.
Cardassian tactics reports provide a modest, but real, numerical bonus during combat encounters with that power.Um. Having only been seriously following the quest for the last eight months or so, what do we know about Cardassian war tactics, is that knowledge still relevant, and how are you so sure that we won't get anything new?
@OneirosTheWriter, in addition to the sweeping update we're probably going to need to take this Snakepit, here are my proposals on how to fix the tactical operations turn:
1. Extend the deadline to fill a ship profile or role to ten years instead of five. Five years is too far inside our research envelope to properly guide ship design. With a five year deadline, we need to start from the ship design rather than from the ship intention. That gets things terribly backwards. With a ten year deadline, we can start from the research turn rather than from the ship design, and craft the available parts to role intention.
2. Eliminate all stat and cost requirements. We should be defining ships in terms of what roles we want them to play, not according to stat or costs. Deciding what stat or cost will fill that role should be determined after the designs have been done, not before. Otherwise we're putting the cart before the horse. All your ship designers understand what general stats are needed for a clearly written role, and costs is a matter of debate and willingness to pay.
3. Fill in stat and costs after the fact. These are still needed in order to obsolete or update roles and say "no, this statline isn't cutting it" or "no, this design is too expensive / too restrictive", but they should be used the opposite way they are now, in saying "these stats are what fills this role right now" rather than "this role is defined by this statline". Once a role is voted to be updated, the required stats should be cleared rather than increased until the update ship is designed.
You know at times I forget that we're playing a game with the level of background work being done....
I'm pretty sure the question was about why we should ask Starfleet Tactical to provide a more detailed analysis of probable battlefronts and useful ways to prepare for a war with Cardassia, NOT for the intelligence report option "tell us what tactics the Cardassians are using in battle this year."Cardassian tactics reports provide a modest, but real, numerical bonus during combat encounters with that power.
(1) sounds good. Techs take more than five years to finish consistently, unless I badly misunderstand the way things work and am forgetting a LOT. Given our inability to consistently predict what parts will be available well in advance, or rather what those parts will actually do,@OneirosTheWriter, in addition to the sweeping update we're probably going to need to take this Snakepit, here are my proposals on how to fix the tactical operations turn:
1. Extend the deadline to fill a ship profile or role to ten years instead of five. Five years is too far inside our research envelope to properly guide ship design. With a five year deadline, we need to start from the ship design rather than from the ship intention. That gets things terribly backwards. With a ten year deadline, we can start from the research turn rather than from the ship design, and craft the available parts to role intention.
I'm not sure I'm happy with (2) and (3).2. Eliminate all stat and cost requirements. We should be defining ships in terms of what roles we want them to play, not according to stat or costs. Deciding what stat or cost will fill that role should be determined after the designs have been done, not before. Otherwise we're putting the cart before the horse. All your ship designers understand what general stats are needed for a clearly written role, and costs is a matter of debate and willingness to pay.
3. Fill in stat and costs after the fact. These are still needed in order to obsolete or update roles and say "no, this statline isn't cutting it" or "no, this design is too expensive / too restrictive", but they should be used the opposite way they are now, in saying "these stats are what fills this role right now" rather than "this role is defined by this statline". Once a role is voted to be updated, the required stats should be cleared rather than increased until the update ship is designed.
I would think that "pulling the rug out from under" an old ship class would if anything make it MORE likely that refits continue to be developed- in hopes of making the ships viable in a new role.It is extremely likely that the Combat Frigate and Garrison Frigate roles will need to be rolled into one unified role - possibly in this stage next game year. Whether that will cost Militirization or not, is up to @OneirosTheWriter.
The idea then being that a new design replaces both of the Miranda-A and Centaur-A designs, designed as a better combatant than either as well as having adequate S/P/D scores for garrison work.
As such, wait until next year's Tactical Operation post before pulling the trigger, at least.
Depending on how the role is statted out (that is purely Oneiros, isn't it?) the Centaur-A may no longer match it, the Miranda-A certainly will not. While we can still deploy ships that no longer match roles, I don't know if that will affect whether a refit option for these vessels will become an option in a decade or so - so pulling the roles out from under them may dead-end these designs altogether.
It increases the overhead associated with tracking what our ships are capable of during gameplay, and in general becomes a kind of purposeless 'churn.' Except during times of extremely rapid technological change and arms races (e.g. 1860-1960 in naval warfare), it is very rare for new classes of military hardware to truly supplant old ones in less than twenty years.Out of curiosity, what prevents us from coming up with new designs for each class of ship every ten years, instead of the current period that feels like a minimum of every 18+ years? An approximate one tier per ship generation doesn't seem too bad.
I think cost requirements are working out very badly, mainly because the current requirements are written in ways that don't align with what's actually physically possible on the new spreadsheet. For example, it's virtually impossible to design a really ambitious next-generation combat frigate for 55 SR or less, even if we want to. It's challenging to design any useful generalist frigate that costs 75 SR or less, too. I get that and agree with you.
I suppose one other positive from stripping out the stat requirements is that it does streamline the roles process and make it less work like...
Part of the role of the roles system was that we could eventually restrict mission types and combat phases by ship class.Or perhaps we scrap the roles function altogether, leave the AoTO posts to the war readiness report, and simply request a blank new ship design from Council. Submit a ship design and I'll warn you if it attracts Militarisation.
[sighs]... Uh...
This is false. Totally so. There are C4 S3 H4 L5P1 D4 combat designs for 80/50 on the sheet, and the current generalist base design is 90/60 C4 S4 H3 L5 P4 D4. The former is +1 C/S +2 H/L/D over it's predecessor, the latter is +1 everything except +2L. Both are definitely useful and significant upgrades. Whether we would want a combat ship is quite another matter...