I want more Miranda-As. To me the Centaur-A is a failed design . I don't know why but to me the class doesn't seem to be doing much of anything worthwhile. If I am wrong feel free to correct me.
You know all those blooded Centaur-As? Each one of them represents ten successful event resolutions for the Federation, indicating a ship that has MORE than paid for her own construction costs.

Well, except Yukikaze, who was raised up by other means- but she's served well enough to earn the honors.

Can we please keep Vol Chad on as a Captain? I don't think we're exactly hurting for Commodore positions right now, and I think I would prefer to have him out there as a captain, even if it's a non-EC ship.
Vol Chad makes an excellent captain though he'd also make a good flag officer...

I will note, though, that he's spent roughly thirteen years in grade, though not much more.

I'm leery of building more Centaur-As on the possibility of a refit we don't have in the bag yet.
We have excellent reason to expect a refit.

I feel like our non-Explorers don't tend to get presence checks, if only because it's harder to write a non-narrative-heavy P event than it is to write a non-narrative-heavy S event.
Cheron and Avandar probably disagree...
 
Vote closes in two hours!
It's been just shy of three hours so here is what should be the final tally:
Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 2645 | Sufficient Velocity [Posts: 66111-66350]
##### NetTally 1.9.9

Task: KEP

[X][KEP] S7/P5/D5 Kepler with rec by SWB
No. of Votes: 25

[X][KEP] S8/P4/D5 Kepler with rec by Nix
No. of Votes: 10

[X][KEP] S7/P4/D6 Kepler with rec by SWB
No. of Votes: 8

Total No. of Voters: 43
 
2318.Q4 - The Art of Tactical Operations
2318.Q4

[X][REPORT] Improving the Cardassian Readiness report

[X][KEP] S7/P5/D5 Kepler with rec by SWB


Vice Admiral Lathriss was rueful when he arrived to personally present the work of Starfleet Tactical. Much of the detail had been upended very late by the two surprises of Nash's rampage through Enio, and the arrival of the Imelak on the Ashidi border. Both of these were incidents they had precious little time to assess, but which loom large for the future. However, at the same time, the destruction of over a half-dozen Jalduns and other ships in the GBZ has undoubtedly pushed well back any timetable to war the Cardassians may have.

Just as well, as the problem posed by the Harmony appears to loom ever larger with every passing report.

==============

Current Required Ship Roles, as identified by Starfleet Tactical:


All roles are scrapped, to be redefined

=========================================


Propose either a new set of roles, or a new proposal for how to handle roles
(Here's your write-in opportunity, go hog wild)
[ ][ROLES] The Next Generation (Write in)


The important thing that people should do here is to consider your strategic context. What is your current fleet capable of? What do you need it to be capable of? What are your enemies capable of doing? What do you need in order to stop them from ruining your whole week?

For Starfleet especially, you also need to think about the mission statement 'to boldly go', and how your current fleet is capable of handling those tasks.

Are your ships capable enough (do they have the right S/P stats, or combat stats, or durability)?
Are you able to build enough ships within your budget? Do they need to be cheaper?
Do you have space in your budget for heavier construction? Is the BR/SR balance wrong for your income?

During the war did you find yourself thinking, "gee, I wish we had a 'X' to do this job"?
Do you have concerns about being able to counter ships? The Connie-B project arose out of a need to counter the Jaldun, for example.

Have you been feeling like you're failing too many events? Too many Science or Presence Tests? Do you need cheaper, faster construction in order to just get ships in space?


Despite probably not being one of the more glamorous votes, this is actually one of the most important because this one alters the entire shape of your fleet for in-game-decades into the future.

==========================================

Wargames

Pick a Scenario you would like to see occur:

[ ][WG] A 1v1 with any two Ships, including member world ships (Nominate two ships)
[ ][WG] A 2v2 with any Ships, including member world ships, (Nominate ships)
[ ][WG] A Fleet Battle (Cost 2pp/Explorer, 1pp/Cruiser, 1pp/2 Escorts)


GM/N: Not this year, we'll keep it focused on the Roles discussion.

==========================================

Next Year's Report should be...

[ ][REPORT] Improving the Cardassian Readiness report
[ ][REPORT] A Horizon Readiness Report
[ ][REPORT] A different possible War Scenario with <group>
[ ][REPORT] Request (write-in)




==========================================

Starfleet Tactical Defence Readiness Report
Ashalla Pact Analysis


Courtesy of:
Vice Admiral Pathe Lathriss, Director, Starfleet Tactical
Rear Admiral Kimberley Pragur, Chief of Staff, Starfleet Tactical
Commodore Sanok, Director, Starfleet Tactical Theory Command
Captain Alexandria Kuznetsova, Chief, Starfleet Tactical Tiger Team
Research-Supervisor Kenat Inon-Allac, Technocracy Interstellar Ministry

-

The third iteration of the Starfleet Tactical War Readiness Report continues to focus on the Ashalla Pact. Being released so soon after the inflicting of devastating losses at 45 Gabriel on the Cardassian fleet, people may be forgiven for giving this report short shrift. However, it is important for all decision-makers in Federation politics to be aware that the Ashall Pact is far from defanged, and their industry is working hard to make up losses. The threat of an all-out war is no doubt further postponed, but by no means eradicated.


We have added in an assessments of weak points and potential courses of action to our reports, including possible fortification points, locations for possible Starbases, areas that require additional reinforcements, and places where supplies should be pre-positioned.

-

Summary:

Two Major Theathres with Five Major Front-Zones:

Apinae Theatre:
Adrazzi Corridor (Coreward Apinae Sector)
GBZ Front

Rethelia Theatre
Balogot Front (Rimward Apinae Sector)
Themis Front (Rethelia Sector Spinward)
Ashidi Front (Rethelia Sector Rimward)


Low-Likelihood Flashzones:
Vega Front
Dawiar Front

Federation-Wide Suggestions:

Starfleet Tactical's recommendation is to make our major assault via the Themis/Bajoran Front, which offers our best chance to cut into enemy industry and strike at the heart of Cardassia.

* Appeal to Council for an investment in pre-building space mines
* Continue to invest in Signal Intercepts and other parts of your Intelligence apparatus to counter the Obsidian Order
* Continue to build up a Spacelift Reserve to allow for potential convoy losses
* Bring the Seyek and Qloath into Federation membership as soon as possible

Expected Fronts:

Adrazzi Corridor Front
Nature - Light Forces, Intense, Heavy Skirmishing
Exposure - Federation Feeder Loop assets, all Apiata Loops, Trade from Indoria, Amarkia
Logistics Vulnerability - Very High, it will be difficult to protect convoys here, and many ships from the GBZ will pass through

Local Member Readiness:
Apiata - Very high, the major worlds of the Apiata are a very tough, mutually supporting cluster
Amarkia - Well equipped forces will be ready to reinforce here.
Orion - Still requires a great deal of work to become battle ready, but a start has been made.

We strongly expect that the Goshawnar will place their weight here, and the empty 0g and 1g subsectors allows for considerable room to move. Light forces will have an edge here, and attacks from unexpected quarters would be a real concern. However, it will be difficult for either side to generate a breakthrough. However, If we are driven back from Apinae, our links to the GBZ will become nearly impossible. The line must hold here or we will suffer a very shop drop in resource budget.

Over the last year, the Apiata are pushing out into the Adrazzi Corridor. Grizzi has seen considerable development and further settlement, and is well on the way to becoming a major colony world for the Apiata. An outpost and a number of defensive platforms will provide for a sturdy defensive point. In addition, listening posts and a few minor colonies have been settled out into the corridor, in subsector 0g, as well as other facilities and mines in what is nominally the CBZ. This provides for more defence in depth, and a logistical chain to launch our own offensive on this front.

Stages:
Cardassia - Homeworld of the Cardassian Union, sure to be extremely heavily defended
Koyang Adyot - A key Cardassian Mining Colony, last major inhabited
Anou - An agricultural site
Vedarot - A key world that will be fiercely contested
Kamey Prime - An important Mining Colony, the outpost here protects the approach to Vedarot
Antak - A Minor Colony of the Cardassian

Adrazzi Gulf - Open space without many interesting systems, but maybe more surveying will identify tactical advantages?
Lapruzziz - A minor colony of the Apiata established in the Adrazzi Gulf which is very effective for long range sensors.
Grizzi - Minor Colony of the Apiata, growing rapidly with an outpost.
--> Impinti - A minor colony that has been set up to cover the rimward approaches to the Burrizz system.
Burrizz III - A Major World, with a shipyard and extensive population
Apinae - Homeworld of the Apiata, an important world politically and industrially.
Irrizizza - Major World, another major Apiata world, if pushed past here then Apiatan space has effectively fallen
Beta Corridan 31 - A Starfleet Mining World and outpost, a hub which can be used to hold the line
Leas Akaam - A hub of Amarkian chivalry, the key defence in the way of Amarkia

-> From here it becomes the Amarkian Front

Suggestions:
The biggest obstacle here is the Adrazzi Gulf itself, and the limited settlement of space between Apinae and Indoria. This will allow wolf packs to pass through with relative ease. The problem will become far worse if we go on the attack on this front, pushing across to Antak, where our supply ships will need to pass over the Gulf. So our recommendations here include the following:
* Building a Starfleet outpost at Grizzi as a forward hub
* Push the Apiata to use their Foragers aggressively in the Adrazzi Gulf and claim defensible positions.

* Undertake building more waystations, and reinforcing them, to give better protective cover for passing convoys.
* Pre-position materials at Burrizz III through the MWCO.

A less conventional solution is also to extend critical industry to world around Apinae in order to reduce the amount of traffic that needs to undertake the journey back to the transit up at Leas Akaam.


Vega Front
Nature: Highly likely to be a hot spot of rogue Yrillian piracy and brigandry, with Corsair-based wolf-packs attempting to infiltrate Federation space to impact the Industrial Loops of Starfleet.
Exposure: Limited, as the Vega Starbase and and outposts at Klivvar Proxima, Subiaco, and Joburg all lead to a well protected frontage.

Local Member Readiness:
UESPA - Moderate, fleet size is increasing and making good on frigate losses during Arcadian War
Tellar State Forces - Good, fleet size has increased and this is their major focus at present
Vulcan High Command - Forces are there, but their command structure is resistent

Suggestions:
* This is a fairly well-protected space, but in this case it may be best to push the UE and Tellar authorities to seed their minor colonies in the area with Stations. It may take some political will to get buy-in.
* Organising exercises utilising SBZ ships attempting infiltration past the UESPA/TSF will lead to better performance in any potential war.

Balogot Front
Nature: Potentially a messy meat-grinder. From Lapycorias to Balogot, with cross-over to the Themis Seye-Bajor front.
Exposure: Indoria is very near, but the supply lines are tight and well protected.
Logistics Vulnerability: Moderate

Local Member Readiness:
Indoria - Moderate and trending positive, doing what they can but this is going to be a very high-intensity zone and they are still modernising.
Orion - Not prepared for this, but starting to develop
Caitian - Have suffered a deep loss of preparedness after the lost sensor scandal has caused widespread firings.

Whichever front the Konen ties into will become very strained. If it is this one, it will be very difficult to hold, even with two Starbases in the way of Indoria. These two systems, Lapycorias and Indoria, are the keys to holding the sector. If they fall, the compression eases considerably, and protecting your convoy lines will start to become very difficult.

The Indorians have recently commenced construction of a four-berth repair yard, including one berth that will be capable of repairing up to an Ambassador class, with the others being one-megaton berths. This will be instrumental in keeping this front operational despite casualties, especially as the Lapycorias system is very likely to become an ongoing grind.

Cardassia
Trangot - Major
Ultalla - A minor Cardassian world, little more than an outpost, but it does provide some exotic foodstuffs. A necessary jumping off point for Trangot.
Pak Gassong - A minor Cardassian civilian colony with limited defences, but an important convoy waystation
Balogot - A major Cardassian world that has recently built a Starbase
Inaka - Mining Colony protected by a reinforced outpost, and with a Jaldun always on patrol.

Laypcorias - Starfleet Starbase 9, set to protect Indoria
Indoria - Homeworld of the Indorian Congress, now protected by a Starbase of its own.
Pridorin IV - A mining colony
Vintus - A minor colony world
Galus V - A mining colony
Gaiar Har - An Amarkian mining colony
Leas Akaam

-> Amarkia Front

Suggestions:
* Preposition supplies to reduce the chance of losing auxiliaries.
* Request the Indorians produce a repair yard to support what is likely to become a very destructive front.
* Build an outpost at Gamma Canidae V to protect against potential wolf packs.
* Starfleet Intelligence has a few connections on the ground to Bajor, and would like approval to plan for potential missions to the planet to disrupt the Cardassians in event of war.
* Push the Indorians to scout and fortify systems flanking Lapycorias with outposts and upgraded sensors during the MWCO.

Themis Front
Nature: Smashmouth offence, with forces lined up on both sides for the headlong rush.
Exposure: Rethelia is very near the border.
Logistics Vulnerability: Low

Local Member Readiness
Indoria - Unable to support
Seyek - Have lost their preparedness due to social upheavals and the pandemic that recently ripped through their worlds - starting to recover
Qloath - Ill-prepared, but starting to organise

Cardassia - Homeworld of the Cardassian Union, heavily defended.
Tolyok - A minor colony world
Galundun - A major Cardassian world with shipyards
Bajor - Homeworld of the Bajorans, well garrisoned
Gandei - Bajor's main colony

Rethelia - Homeworld of the Seyek, if it falls there will be serious trouble
Cethoth - A minor colony world of the Seyek, a key SR producer, and home to Nav Deflector yards
Iciapas - An outpost world in the centre of Seyek space that guards their internal LoC.
Fiiral - Homeworld of the Fiiral people, second-most important world in Seyek space
Carnin Quel - A major Qloathi world with Shipyards and Critical Industry
Arqueniou - Homeworld of the Qloathi, the loss of which would be a major political blow

Lamarck - Homeworld of the Lamarckians, a race with very little military capacity. Hard to defend but footage of this world under occupation would be very bad.
->From here it becomes the Dawiar front pushing back into the Ferasa sector

Suggestions:
* Suggest to the Rethelians that additional defences in Rethelia will be crucial, including reinforced stations around infrastructure.
* Less of a military suggestion, but it would be good to suggest that the FDS help prepare the Seyek for being on the front of an Cardassian-Federation War to help make sure their support is as high as possible.
* Hacitorus will require protection
* Get Seyek a membership as soon as possible
* Push the Seyek to identify potential blocking systems

Imelak Front
Nature: Unknown
Exposure: Ashidi is going to be difficult to defend, and the angle allows for cutting off Rethelia
Logistics Vulnerability: Moderate

Local Member Readiness
Seyek - Recovering from pandemic
Ashidi - Minor power, out of their depth

This has only just recently developed, and thus it is a late addition and we are scrambling to add details. The Imelak are a 'refugee' race, which recently setup camp in subsector -7g, presenting a danger that has deeply alarmed Starfleet tacticians. This is a front that we did not anticipate fighting on, and although the Imelak are still adapting to their new home, their migratory fleet was substantial, and their technology considerable.

Imelak - Imelak Territory, thus far we have very limited details
Ashidi - Homeworld of the Ashidi, they are not cut out to hold a front in a war of this scope.
Saritcos - A mining and research colony sit in this system, both important facilities for the Seyek.
Hassonus - A major world and shipyard of the Seyek
Fiiral - Homeworld of the Fiiral



Suggestions:
* Seyek membership - we need to be able to have forces positioned within Seyek space

Dawiar Front (Low-Risk)
Nature: Not expected to go hot, we believe we can talk the Dawiar down in event of war
Exposure: If this does fail, it would be a problem likely only if Cardassian forces are allowed to pre-position. If not, Dawiar should be able to be collapsed by member forces surging spinwards.

Local Member Readiness:
Caitian - Much of the Caitian Grand Fleet's focus has been on the Dawiar, they'll be ready
Andor - Limited cooperation with the Caitians, but they have some of the firepower. Could do with another Renaissance.
Risa - No.

Kharhazard - Homeworld of the Dawiar, likely to be both well fortified and defended to the last.
Thon-Shalud System - A mining colony, weakly defended so far, but expect an outpost to be built here if the war looks likely.

Ollasa IV - The President's homeworld, although it is not a crucial strategic site, expect there to be political hell to pay if it falls.
17 Canis - An uninhabited system with a waystation and listening posts that sit between Ollasa and Ferasa.
Ferasa - The Caitian Homeworld, if this falls it will have serious ramifications.
Harper's Mane - A Caitian Mining Colony


-or-

Kharhazard - Homeworld of the Dawiar, likely to be both well fortified and defended to the last.
Thon-Shalud System - A mining colony, weakly defended so far, but expect an outpost to be built here if the war looks likely.

Yashrr - A minor colony world of the Caitians. Although far less important that Ollasa IV, it is much more vulnerable, and opens the road to other avenues of attack.
Foshieran - A research colony is in the system. From here it is easy to cut the Caitian Trunk/Industry Loop between all three major Caitian worlds.
Merfara - One of the major Caitian worlds, from here an attacking force has a soft-underbelly to prey upon.



Suggestions:
* Maintain as friendly a set of relations as possible with the Dawiar.
* This should be defensible with just member world fleets.
* Push for Andor-Caitian Joint Exercises in the MWCO, as they are the likely forces for holding this front.
* A Starbase at Ollasa would be a luxury, but an outpost at Yashrr would be a necessity. The Caitians should be advised of this.

Gabriel Expanse Front
Nature: This is already a free-for-all, but it is likely to become rather a meat grinder.
Exposure: All sides have exposure here, and if the Sydarxians cannot be kept out of any war here, we could find ourselves pinched out of the Expanse.

Qloath Front (Low-Risk)
Nature: Potential Front against the Lecarre, likely to become a battle between Lecarre and Qloath. We have seen very little evidence that the Lecarre are on the verge of any major fleet capacity.
Exposure: Mainly Special Forces in nature.

=============

Federation Industry Breakdown

QM/N: This will be further updated later

Feeder Loop:
Route Penalty = 1.5x (Increased due to increased GBZ mining and additional wide-spread mining colonies)
(Continued GBZ expansion will increase this penalty due to the distance it must travel to the industrial hubs)

Industry Loop:
Route Penalty = 2x


What follows here is pretty freaking nerdy, you are warned:
An Ideal Engineering Team is 2 Engineering Ships, 2 Freighters, 3 Cargo Ships


Federation
Logistics & Auxiliary Capacity:
Cargo Ships: 27
Freighters: 10
Super-Freighters: 0
Civilian: 12

Coverage -
Feeder Loop: 3 Freighter, 0 Cargo Ships / 7 Freighter, 11 Cargo - Covered by Members
Trunk Loop: n/a
Industrial Loop: nil / 7 Freighter, 4 Cargo - Covered by Members
Support Loop: 1 Freighter, 16 Cargo / 1 Freighter, 16 Cargo

Engineering -
Teams: 6 ships in 3 teams
Spacelift: 6 Freighters, 9 Cargo Ships

Reserve Spacelift:
Nil

Currently Federalising:
11 Freighters
15 Cargo Ships


Assessment:
No ability to absorb logistical losses without member support.

Total for Feeder Loop -
Sources - 366s 315b
Minors - n/a
Route Penalty - 1.75
Total x Route Penalty = 641s 552b
Per Bi-Monthly = 107s 92b
07 Freighter (28/70)
11 Cargo Ships (88/22)
Total (116/92)

Total for Trunk Loop -
n/a
Total for Industry Loop -
1090br/795sr = 159s 218b
Route Penalty - 2
Total x Route Penalty = 318s 436b
Per Bi-Monthly = 53s 73b
07 Freighter (28/70)
04 Cargo Ships (32/08)
Total (60/78)
Fleet Support Loop -
19 Explorer - 38s
21 Cruiser - 21s
28 Frigate - 14s
23 Auxiliary - 23s
2 Starbases - 10s 10b
8 Outposts - 16s 16b
2 Repair Yards - 10s 10b
Total = 132s 36b
01 Freighter (004/10)
16 Cargo Ships (128/32)
Total (132/42)
15 Freighters, 31 Cargo Ships assigned to networks
-5 Freighters, -8 Cargo Ships free for other tasks

United Earth Space Probe Agency
Logistics & Auxiliary Capacity:
Cargo Ships: 30
Freighters: 16
Super-Freighters: 0
Civilian: 21

Coverage -
Feeder Loop: Full / 2F 3C
Trunk Loop: Full / 2F 3C
Industrial Loop: Full / 1F
Support Loop: Full / 4C

Engineering -
Teams: 2
Spacelift: Full / 4F 6C

Reserve Spacelift:
7 Freighter
14 Cargo Ship

Total for Feeder Network -
Sources - 50s 60b
Minors - 84s 48b
Total = 134s 108b
Route Penalty - 1.25
Total x Route Penalty = 168s, 135b
Per Bi-Monthly = 28s 23b
2 Freighter, 3 Cargo Ship Assigned
Total for Trunk Network -
Homeworld + 4 Major Worlds - 50s 25b
External Trade - 4 Worlds - 40s 40b
Route Penalty - 1.75
Total x Route Penalty = 158s, 114b
Per Bi-Monthly = 27s 19b
2 Freighter, 3 Cargo Ship Assigned
Total for Industry Network -
110br/70sr = 14s 22b
Route Penalty - 1.75
Total x Route Penalty = 24s 39b
Per Bi-Monthly = 4s 7b
1 Freighter
Fleet Support
1 Explorer - 2s
3 Cruiser - 3s
6 Frigate - 3s
13 Auxiliary - 13s
2 Outpost - 4s 4b
Total = 25s 4b
4 Cargo Ships Assigned

Betazed
Logistics & Auxiliary Capacity:
Cargo Ships: 12
Freighters: 6
Super-Freighters: 0
Civilian: 14

Coverage -
Feeder Loop: Full / 1F 1C
Trunk Loop: Full / 1F 1C
Industrial Loop: Full / 1C
Support Loop: Full / 3C

Engineering -
Teams: Half-team
Spacelift: Full (1F 2C)

Reserve Spacelift:
3 Freighter
4 Cargo Ships

Vulcan
Logistics & Auxiliary Capacity:
Cargo Ships: 17
Freighters: 6
Super-Freighters: 0
Civilian: 15

Coverage -
Feeder Loop: Full / 1F 2C
Trunk Loop: Full / 1F 2C
Industrial Loop: Full / 1F
Support Loop: Full / 3C

Engineering -
Teams: 1 Full
Spacelift: Full (2F 3C)

Reserve Spacelift:
1 Freighters
7 Cargo Ships

Andorian Guard
Logistics & Auxiliary Capacity:
Cargo Ships: 28
Freighters: 15
Super-Freighters: 0
Civilian: 17

Coverage -
Feeder Loop: Full / 1F 2C
Trunk Loop: Full / 2F 3C
Industrial Loop: Full / 1F
Support Loop: Full / 4C

Engineering -
Teams: 2 Full
Spacelift: Full (4F 6C)

Reserve Spacelift:
7 Freighter
13 Cargo Ship

Tellarite State Forces
Logistics & Auxiliary Capacity:
Cargo Ships: 29
Freighters: 16
Super-Freighters: 0
Civilian: 22

Coverage -
Feeder Loop: Full / 1F 2C
Trunk Loop: Full / 2F 3C
Industrial Loop: Full / 1F
Support Loop: Full / 5C

Engineering -
Teams: 4 Active Teams, 1 Reserve
Spacelift: Full (8 F, 12C)

Reserve Spacelift:
4 Freighter
7 Cargo Ship

Confederacy of Amarkia
Logistics & Auxiliary Capacity:
Cargo Ships: 23
Freighters: 15
Super-Freighters: 4
Civilian: 18

Coverage -
Feeder Loop: Full / 1S, 3F, 5C
Trunk Loop: Full / 1S, 2C
Industrial Loop: Full / 2F, 1C
Support Loop: Full / 1F, 4C

Engineering -
Teams: 2 Full
Spacelift: Full (4F 6C)

Reserve Spacelift:
2 Super-Freighter
5 Freighter
5 Cargo Ships

Caitian Grand Fleet
Logistics & Auxiliary Capacity:
Cargo Ships: 22
Freighters: 8
Super-Freighters: 1
Civilian: 11

Coverage -
Feeder Loop: Full / 1F 2C
Trunk Loop: Full / 2F 2C
Industrial Loop: Full / 1F
Support Loop: Full / 4C

Engineering -
Teams: 1 Full
Spacelift: Full (1S 3C)

Reserve Spacelift:
4 Freighter
11 Cargo Ships

Rigel Defence Force
Logistics & Auxiliary Capacity:
Cargo Ships: 19
Freighters: 19
Super-Freighters: 3
Civilian: 17

Coverage -
Feeder Loop: Full / 2F 2C
Trunk Loop: Full / 1S 2F 2C
Industrial Loop: Full / 1F
Support Loop: Full / 1F 4C

Engineering -
Teams: 2 Full
Spacelift: Full (1S 2F 6C)

Reserve Spacelift:
1 Super-Freighter
11 Freighter
7 Cargo Ship

Apiata All-Hives Fleet Logistics Network
Logistics & Auxiliary Capacity:

Bumblebee: 50

Coverage -
Feeder Loop: Full / 5B 4B (bulk rig)
Trunk Loop: Full / 2B 1B(r)
Industrial Loop: Full / 2B 1B(r)
Support Loop: Full / 8B

Engineering -
Teams: Special (39 Workerbees)
Spacelift: Special

Reserve Spacelift:
27 Bumblebees

Indorian Congressional Navy
Logistics & Auxiliary Capacity:
Cargo Ships: 16
Freighters: 6
Super-Freighters: 0
Civilian: 8

Coverage -
Feeder Loop: Full / 1C
Trunk Loop: Full / 1F 2C
Industrial Loop: Full / 1F
Support Loop: Full / 3C

Engineering -
Teams: 1 Full
Spacelift: Full (2F 3C)

Reserve Spacelift:
2 Freighter
7 Cargo Ships

Gaeni Technocracy
Logistics & Auxiliary Capacity:
Cargo Ships: 22
Freighters: 7
Super-Freighters: 1
Civilian: 17

Coverage -
Feeder Loop: Full / 1F 2C
Trunk Loop: Full / 1F 2C
Industrial Loop: Full / 1F
Support Loop: Full / 1F

Engineering -
Teams: 1 Full
Spacelift: (1S 3C)

Reserve Spacelift:
3 Freighter
11 Cargo Ships

Total Member World Reserve Spacelift:
3 Super-Freighter
52 Freighters
85 Cargo Ships

(including 11 Freighters, 17 Cargo Ships in Federation service)

==========================================

Intelligence Analysis of Doctrinal Beliefs of Various Tier 1 and Tier 2 Powers

Please review the following:
Name Fleet Design Offensive Doctrine Defensive Doctrine
United Earth SPA Combined Decisive Battle Fleet in Being
Tellarite State Forces Combined Decisive Battle Fleet in Being
Andorian Guard Combined Decisive Battle Fleet in Being
Apiata All-Hives Swarm Wolf Pack Forward Defence
C of Amarkia Navy Combined Base Strike Forward Defence
Caitian Grand Fleet Swarm Wolf Pack Fleet in Being
Rigel Defence Force Turtle Base Strike Fleet in Being
Seyek Lone Ranger Decisive Battle Fleet in Being
Honiani Lone Ranger Base Strike Forward Defence
Arcadian Empire Technical Wolf Pack Fleet in Being
Magen Chalal (KP) Lone Ranger Base Strike Fleet in Being
Yrillians Swarm Wolf Pack Forward Defence
Cardassia Combined * Decisive Batle Forward Defence
Sydraxians Swarm Wolf Pack Forward Defence
Klingons Swarm** Any*** Forward Defence
Romulans Combined Wolf Pack Fleet in Being
* = Variant
** = Klingons are starting to shift to a specialised doctrine with larger ships
*** = You don't spend your whole day thinking about Glory and Honour without thinking out a few tricks

==========================================

Member World Coordination Office


Ships Commenced

Vulcan - 1 Civilian Freighter
Tellar - 1 Cargo Ship
Amarkia - 1 Cargo Ship
 
Well, except Yukikaze, who was raised up by other means- but she's served well enough to earn the honors.

Is she the one who kept failing?

Vol Chad makes an excellent captain though he'd also make a good flag officer...

Vol Chad, Commander Starfleet 20XX!

I'm leery of building more Centaur-As on the possibility of a refit we don't have in the bag yet.
We have excellent reason to expect a refit.

We're the Federation. We refit everything and keep ships in service long past their sell-by date.



P.S. vote for both the Centaur-B and 2319 frigate designs in the upcoming Tactical review and the next Snakepit.

You're up SWB. Where that plan at?
 
Last edited:
Current Required Ship Roles, as identified by Starfleet Tactical:


All roles are scrapped, to be redefined

=========================================


Propose either a new set of roles, or a new proposal for how to handle roles
(Here's your write-in opportunity, go hog wild)
[ ][ROLES] The Next Generation (Write in)
Well then. I'll probably abstain from this unless someone who knows this stuff can dumb down an explanation enough.
 
Can someone do a quick summary -- while the experts are doing the BIIIIG writeup -- of why we are doing this and roughly what we are going for?
 
It is late here, so no formal write-up on ship roles, but some thoughts.

Given our large fleet doctrine, and our general mission, we really want to have ships possibly having a combat role, and a patrol/non-fleet-combat role.

For combat roles, each phase is a role, and any ship we expect to face combat should have one or more combat roles.

For non-fleet-combat roles, Explorer, general event response, and science ship are all roles we clearly have. I would at least add sector flagship (explorer ships will almost always be one, but lite explorers or supercruisers qualify too). I would also add border cruiser as a ship that can intercept and stand off a peer cruiser (like the renaissance) as a strong possibility for a role. Again, ships could have more than one too.

I would then think that militarization would shift over to building ships with combat roles, but no non-combat roles.
 
Last edited:
Barring anyone coming up with an intelligent plan, this is my sleep-deprived plan that I would like to submit to get the ball rolling.

[][ROLES]
-[] Multi-Role Explorer
Current: Excelsior-A
Future: Ambassador

-[] Multi-Role Cruiser
Current: Constitution-B, Renaissance, Constellation-A, Excelsior-A
Future: Future Renaissance Refit, Future Excelsior Refit, Future Excelsior Replacement

-[] Generalist Escort/Combat Escort
Current: Midanda-A, Centaur-A
Future: Future Centaur-Refit, Future Generalist Escort

-[] Science Vessel/Federation Internal Response
Current: Oberth
Future: Kepler
 
Last edited:
@OneirosTheWriter when the revamp was proposed we suggested shifting away from the role = ship system to a role = job and profile = ship system. Is that kind of decision in the cards here or do you want to stick with the existing?

Furthermore,
1. Do all ships we intend to produce more of need roles? For example, if we want to build more Constellation-As, must we assign it a role (it had no role under the previous system)?
2. Do all ships we have in the fleet need roles. For example, should we define where the Constitution-B sits?
3. How do we restrict the use of a ship or the missions a role is assigned?
 
I was reviewing who was aboard the ships destroyed at 45 Gabriel, to see if any of my omake characters bought the farm...

Then I noticed.

Jelanna Ye Holena :cry:

We'll miss you, bro. o7

Can someone do a quick summary -- while the experts are doing the BIIIIG writeup -- of why we are doing this and roughly what we are going for?
Good question!

A big part of it is that Oneiros totally rewrote the combat engine a few in-game years ago. Consequently, the existing set of "roles" doesn't make a lot of sense in context anymore. For example, a "pure combat" frigate (that is, high Combat/Hull/Shields and low everything else) no longer makes sense. The "garrison frigate" and "science vessel" roles are effectively merging into one with the Kepler. There is considerable speculation that we may want a "heavy cruiser" with performance comparable or superior to the Excelsior-A on a cheaper platform some time in the late 2320s, but no corresponding role exists.

Furthermore, some of the requirements for what a ship 'needs' in order to fulfill the roles that already exist are either nonsensical or out of touch with the realities of ship design under the current system. Thus, the hope is that we can revamp the system so that we have a solid, coherent set of reasons to design the future ship classes we're likely to need.

...

...

As to exactly what kind of roles we need or are going to make use of, I think I agree with SWB; we need to know what the rules are regarding the new roles before we start proposing votes. What happens to ships without a role? And one question he didn't ask:

@OneirosTheWriter , can we use roles to exercise control over, for instance, which phases of combat a warship is preferentially sorted to? Many have noted that the 'pure combat frigate' role is made effectively obsolete if we can't guarantee that combat frigates will be held in reserve to fight in the Vanguard/Heavy Metal phases of battle, because combat frigates are not competitive outside those phases. Conversely, a ship like the Kepler-class really doesn't belong in any phase after Skirmish.
 
@OneirosTheWriter when the revamp was proposed we suggested shifting away from the role = ship system to a role = job and profile = ship system. Is that kind of decision in the cards here or do you want to stick with the existing?

Furthermore,
1. Do all ships we intend to produce more of need roles? For example, if we want to build more Constellation-As, must we assign it a role (it had no role under the previous system)?
2. Do all ships we have in the fleet need roles. For example, should we define where the Constitution-B sits?
3. How do we restrict the use of a ship or the missions a role is assigned?
This is a chance to redefine the whole system, not just individual roles. If you want to put forward a new system, go ahead.
 
This is a chance to redefine the whole system, not just individual roles. If you want to put forward a new system, go ahead.
Umm... Oneiros, I think redefining the rule system for roles would reasonably be a separate vote from redefining the roles themselves.

Maybe we could make this a two-stage vote, and vote to define the system this year, writing in appropriate roles next year?
 
Umm... Oneiros, I think redefining the rule system for roles would reasonably be a separate vote from redefining the roles themselves.

Maybe we could make this a two-stage vote, and vote to define the system this year, writing in appropriate roles next year?
A two-stage vote won't work mostly because many of us want to use this opportunity to define at least one new ship design this year. Not next year, this year.
 
I'm quite sure there will be better postings, but in my mind, this is how current Starfleet looks:

Heavy Explorer - capital. Primary role Explorer Corp. Secondary role Sector Flagship. Tertiary role Heavy Metal
- Excelsior-A, Ambassador

Ship of the Line - cruiser. Primary role Vanguard. Secondary role Garrison
- Rennie, Constitution-B [obsolete]

Garrison Cruiser - cruiser. Primary role Garrison. Secondary role Combat
- Constellation-A

Garrison Frigate - frigate. Primary role Garrison. Secondary role Scouting/Skirmish
- Centaur-A, Miranda-A, {New Design}

Science Frigate - frigate. Primary role Science. Secondary role Scouting/Skirmish
- Kepler, Oberth [obsolete]

----

Other roles that have been raised in recent times that I can remember:

Light Explorer - capital. Primary role Sector Flagship. Secondary role Heavy Metal
OR
Heavy Cruiser - cruiser. Primary role Sector Flagship. Secondary role Vanguard.

Not mentioned, but I believe we have been told the Cardassians at least have considered the role
Diplomatic Frigate - frigate. Primary role Presence. Secondary role ?
 
A very rough example of what a Roles and Profiles system will probably look like:

Roles:
Fast Diplomatic Carrier (IE: Presence tests)
Research Missions (IE: Science tests)
Garrison Duty (IE: all tests)
Combat Scout (IE: Scouting phase)
Skirmisher (IE: Skirmish phase)
Vanguard (IE: Vanguard phase)
Damage Dealer (IE: Heavy Metal phase)
Five Year Missions

Profiles:
Heavy Explorer
-Five Year Missions
-Fast Diplomatic Carrier
-Research Missions
-Garrison Duty
-Damage Dealer

Light Explorer
-Fast Diplomatic Carrier
-Research Missions
-Garrison Duty
-Damage Dealer

Combat Frigate
-Vanguard
-Damage Dealer

Generalist Frigate
-Garrison Duty
-Combat Scout
-Skirmisher
 
[X][ROLES] Base Plan fill Roles with ship Profiles

[X] A "Role" is a mission type that Starfleet believes its ships must undertake and the capabilities (stats or parts) Starfleet believes are required to fill that mission.

[X] Define the following Roles which Starfleet believes are its responsibility:
-[X] Five-Year Mission - Execute five-year exploratory missions at long range with no support. Seek out severe anomalies, conduct high-level diplomacy, and discover and combat future threats. Requires: Explorer Frame, Medium+ Operations Subframe, C7 S7 P7
-[X] Emergency Response (mandatory) - Distress calls of all sorts. Requires: S1 P1 D2
-[X] Sector Flagship - Large ships that anchor sector patrols and respond to important events in established sectors and frontier border zones. Requires: C6 P6 S6 D6
-[X] Garrison Response (Science, Diplomatic, Combat) - Non-emergency exploration, diplomacy, patrol, and event response, broken further into expected duties. Requires: D4, S3 or P3 or C3 for respective duties
-[X] Support Response - Support another responder. Requires: S1 P1 D2
-[X] Survey - Regular mapping missions. Requires: S2
-[X] Interception - Detect, intercept, and confront or tail potential unknowns, whether in peacetime or as part of a fleet. Requires: S3 D3
-[X] SIGINT - Intercept suspicious or hostile communications. Requires: Frigate Frame, Long-Range Sensors, S5
-[X] Fleet Scout - Execute the scouting phase in battle. Requires: Frigate Frame, S4
-[X] Skirmish Line (and Minesweeping) - Achieve favorable positioning in the skirmish phase in battle. Skirmishers also detect mines for the fleet. Requires: Frigate Frame, S3 L4 D5
-[X] Vanguard Escort - Fill out numbers in the Vanguard and Heavy Metal phases in battle, and deal and take damage in those phases. Requires: H+L 5, C3
-[X] Vanguard Frigate - Enable frigate-specific maneuvers in the Vanguard and Heavy Metal phases. Requires: Frigate Frame, Torpedo Tubes or Combat Module
-[X] Vanguard Line - Deal and take damage in the Vanguard and Heavy Metal phases in battle. Can receive doctrine bonuses to Vanguard. Requires: Cruiser Frame, H+L 8, C5
-[X] Battle Artillery - Deal the most damage in the Heavy Metal phase in battle, while soaking hits with shields and avoiding hull damage that reduces capability. Can receive doctrine bonuses to damage or fire rate. Requires: Explorer Frame, C6 L6


[X] A "Profile" is an outline of one or more ships that fulfills multiple Roles.
[X] The components of a Profile are:
-[X] Description of the profile (optional)
-[X] Primary Roles that the listed ships have priority to fill
-[X] Secondary Roles that the listed ships can fill
-[X] Design requirements aggregated from all the listed Role requirements, plus any restrictions levied
-[X] A list of ships or upcoming design projects that fill the current requirements
-[X] A list of ships under phase-out that do not fill the current requirements

[X] Define the following Profiles:

-[X] Heavy Explorer
--[X] Primary Roles: Five-Year Mission, Sector Flagship, Emergency Response, Battle Artillery
--[X] Secondary Roles: Garrison Response (all), Survey, Interception
--[X] Requirements: No Size Limit, Explorer Frame, Medium+ Operations Subframe, C7+ S7+ L6+ P7+ D6+
--[X] Currently Filled By: Ambassador, Explorer Corps Excelsior-A
--[X] Under Phase-Out: Excelsior

-[X] Light Explorer
--[X] Primary Roles: Sector Flagship, Emergency Response, Battle Artillery
--[X] Secondary Roles: Garrison Response (all), Survey, Interception
--[X] Requirements: Maximum 2.6mt, Explorer Frame, C6+ S6+ L6+ P6+ D6+
--[X] Currently Filled By: Excelsior-A
--[X] Under Phase-Out: Excelsior

-[X] General Cruiser
--[X] Primary Roles: Garrison Response (all), Emergency Response, Interception, Vanguard Line
--[X] Secondary Roles: Sector Flagship, Support Response, Survey
--[X] Requirements: Maximum 1.1mt, Cruiser Frame, H+L 8+, C5+ S3+ P3+ D5+
--[X] Currently Filled By: Renaissance
--[X] Under Phase-Out: Constitution-B

-[X] Support Cruiser
--[X] Primary Roles: Garrison Response (all), Support Response, Emergency Response
--[X] Secondary Roles: Interception, Survey, Vanguard Escort
--[X] Requirements: Maximum 1.1mt, Cruiser Frame, H+L 5+, C3+ S3+ P3+ D3+
--[X] Currently Filled By: Constellation-A, Constitution-B

-[X] Generalist Frigate
--[X] Primary Roles: Garrison Response (all), Support Response, Emergency Response, Skirmish Line, Interception, Survey
--[X] Secondary Roles: Vanguard Escort, Vanguard Frigate, Fleet Scout
--[X] Requirements: Frigate Frame, Torpedo Tubes or Combat Module, H+L 5+, C3+ S3+ L4+ P3+ D5+, 80 SR or less
--[X] Currently Filled By: Centaur-B Project, New Generalist Frigate Project
--[X] Under Phase-Out: Centaur-A

-[X] Science and Courier Frigate
--[X] Primary Roles: General Response (Science, Diplomatic), Support Response, Emergency Response, Survey, Fleet Scout
--[X] Secondary Roles: Skirmish Line, Interception, SIGINT
--[X] Requirements: Frigate Frame, Science Lab, Long-Range+Nav Sensors, Max C2, S5+ P3+ D3+, 100 SR or less
--[X] Currently Filled By: Kepler Project
--[X] Under Phase-Out: Oberth

-[X] Combat Frigate
--[X] Primary Roles: Support Response, Emergency Response, Vanguard Escort, Vanguard Frigate
--[X] Secondary Roles: Garrison Response (combat), Survey
--[X] Requirements: Frigate Frame, Torpedo Tubes or Combat Module, H+L 5+, C3+ S2+ P1+ D2+, 60 SR or less
--[X] Currently Filled By: Miranda-A
--[X] Under Phase-Out: None

[X] During the Tactical turn, one Role can be defined, changed, or removed, and any number of Profiles can be adjusted or created in order to accommodate the updated Role.
-[X] Remember that a Profile's requirements are aggregated from its component Roles; they do not have to be defined separately.


[X] Unfilled Roles represent capability that is missing from Starfleet's roster.
[X] The ideal length of time to fill an unfilled Role by commencing a ship design project is up to ten years. This is flexible, however.
[X] The ideal length of time that a ship should remain under phase-out is at most fifteen years. This is flexible, however.
[X] Ships that are under phase-out may be retired at the discretion of Starfleet Command (likely itself a vote).
[X] Ships that lack Profiles entirely will require a Profile or be retired.




Okay, that's long, but I think it's thorough. Basically, how it would work is:
- We define a Role, which is some responsibility we think a ship should fill. Like, let's say in the future we want an Emergency Crisis-Response Fleet that we can snap-deploy to developing situations like the Licori or Hismeri or Horizon or Biophage.
- Then we assign the Role of "Emergency Crisis Response" to the Profiles we want to consider for that fleet.
- Or if we want to build a C5 S5 P5 D9 really fast response frigate we create a new Profile with the "Emergency Crisis Response" Role and everything else we think such a ship would be good at.
- Same idea for shuffling ships around. It becomes easy to say "okay, we don't want that ship to do this job anymore" or "okay, our General Cruiser is now a Light Cruiser and we'll define a Heavy Cruiser Profile".

e: To give a practical example, let's say we wanted to transition the Excelsior-A out of the Explorer Corps.
We would:
- Re-define the Heavy Explorer Profile to increase the requirements to C8+ S8+ P8+, remove the Excelsior-A from its ship list, and place the Excelsior-A in the "Under Phase-Out" list.
- Ensure that the Excelsior-A was in the Light Explorer Profile's ship list.
And that's all!



Couple points I may edit based on feedback:
- Should the Combat Frigate have the Skirmish Line as a secondary role?
- Should the Connie-B be a Support Cruiser or a General Cruiser? I have it at Support Cruiser right now because we want to transition it there eventually.
- Unless Oneiros says otherwise, skirmishers are inseparable from minesweepers in the combat engine so that can't be changed.
- Any other misplaced roles or ships?
- Any crucial requirements?
- Is ten years okay? @OneirosTheWriter? And everyone else? Maybe it should be eight?

Since it's mega-late and I'm super tired I'll probably be editing this throughout the day.
e: Oh, I should probably add descriptions to Profiles, but it's bedtime.



[X][ROLES] Plan fill Roles with ship Profiles
 
Last edited:
Don't often speak up, but here's my thoughts. Take them as you wish.

First up, the big one.
Long Range Explorer - This is basically what we build for our Five Year Missions and the like. As big as we find best, with the absolute best gear on board. Cost is much less of a concern.

Next up, what we're basically going to have the Excelsior-A's become
Defensive Explorer - They're a design that's meant to be economical whilst still being an Explorer sized ship... if usually on the smaller end of the scale. Just focused on being the flagship of a sector rather than exploration. We'll probably find that previous class Long Range Explorers drop to here.

Now the Cruisers. Which basically consist of a single class.
Generalist Cruiser - It's something we can pump out in batches, not just pairs. Has a bite but isn't bad at anything in particular.

Frigates now... and this is probably things get busy.

Mass Production Frigate - It's not bad at anything in particular... Just don't depend on it for anything critical. It's meant to be cheap and quick to build. Designed more to provide ships than be a really good ship. In wartime it's what we probably have filling up rear and reserve roles.

Combat Frigate - It's meant to be the actual frigate that supports our cruisers and explorers in combat, whilst still having frigate costs and construction times. So it's not exactly great at other roles.

Exploration Frigate - It's a frigate designed to give us fast eyes and ears everywhere. So decent presence for when it bumps into someone or someone needs to get somewhere fast, and the best science we can fit on it without hurting other areas. Cost is less of a concern, but not so much that it should cost as much as any cruiser.

... And whilst I'm writing this up, SWB goes and posts a vote that's basically exactly what I was thinking. Oh well...

[X][ROLES] Plan fill Roles with ship Profiles

@SynchronizedWritersBlock I take it that we're later going to bump the General Cruiser up to 2 Megatons once we've actually got enough cruiser berths around for it to be worthwhile? Probably by modifying the Profile?
 
Back
Top