sounds like unspent points would go to either more ships or expanding infrastructureUnspent points are just unspent, unless you use them for a new ship; they're more a representation of yard capacity and man-hours.
sounds like unspent points would go to either more ships or expanding infrastructureUnspent points are just unspent, unless you use them for a new ship; they're more a representation of yard capacity and man-hours.
Unspent points are just unspent, unless you use them for a new ship; they're more a representation of yard capacity and man-hours.
That would be the full rebuild option which would include new-build ships. The Furious Wind options are basically "slap some of the new guns on it as a stopgap", "bring the ones we have to current standards" and "do that while also rebuilding them enough to easily do that again when new tech comes out, and getting all the secondary stuff needed for new builds (re)built or out of mothballs"Is there a way to spend extra points on the new production run of Furious Wind class ships?
Just to be 100% clear, does this mean there's no reason to not spend all of our refit points?Unspent points are just unspent, unless you use them for a new ship; they're more a representation of yard capacity and man-hours.
That would be the full rebuild option which would include new-build ships. The Furious Wind options are basically "slap some of the new guns on it as a stopgap", "bring the ones we have to current standards" and "do that while also rebuilding them enough to easily do that again when new tech comes out, and getting all the secondary stuff needed for new builds (re)built or out of mothballs"
[X] Plan Furious Wind is Good Enough
-[X] Furious Wind Class
--[X] (12 points) Complete Rebuild & New Production
-[X] Iron Road Class
--[X] (4 points) Modest Refit
-[X] Gold Road Class
--[X] (0 points) Do not refit the Gold Road class.
-[X] No new ship
--[X] (0 points) Do not build a new ship class
Yes. Other than just "Don't want to do this thing" and having points left over.Just to be 100% clear, does this mean there's no reason to not spend all of our refit points?
The "get back into production" option already includes throwing them out as fast as possible, at least for a few tranches, how fast that would actually be is dependant on what else is going on at the same time. There's only so many slips available after all.No, I mean beyond the full rebuild option. Like spending the 14 unspent points in my plan to build more of the new Furious Wind class ships instead of designing a new ship.
This plan. Like...
[] Plan Furious Wind is Good Enough
-[] Furious Wind Class
--[] (12 points) Complete Rebuild & New Production
---[] Write-In (14 points) Expand New Production of Furious Wind class.
-[] Iron Road Class
--[] (4 points) Modest Refit
-[] Gold Road Class
--[] (0 points) Do not refit the Gold Road class.
-[] No new ship
--[] (0 points) Do not build a new ship class
Would the above be a legal write in?
The "get back into production" option already includes throwing them out as fast as possible, at least for a few tranches, how fast that would actually be is dependant on what else is going on at the same time. There's only so many slips available after all.
The problem with trying to rush for a Warp 5 escort next turn... is it's still going to be out of date the turn after that and still need a refit to get up to spec. So by rebuilding all the Furious Winds we're building a pool of capable modern escorts that can still afford to be refitted as new technologies come out.
The dual power cores and the option to use tritium reduce the urgency of Warp 5. There's so much we have on the table to research, and several long term irons we need to put in the fire (like working towards exotic power and replicators) that there's a lot of value in not hard committing to W5 and an escort next turn. Focusing on the Furious Winds gets us something workable, that can be turned into something fantastic when both the means for a more capable escort and the demands for it are there.
I think Refit points do somewhat compete with ship building capacity, it's just realistically you never have all your slips constructing new ships at a time. Refits somewhat get around this because the slips that would normally be assigned to service and maintain a ship can instead overhaul and alter it without disrupting the normal scheduling too much. But your point is pretty valid, it's probably going to be easier to spool up production of a Furious Wind Bloc 3 in two turns on top of refitting the Bloc 2s than it would either replacing Bloc 2s that can't be refit or building an entirely new ship design on top of a Bloc 3 refit.The problem that i have with building a (very small) ship class now is that likely will also need an extensive refit next turn after R&D is done and at the same time will draw on actual ship building capabilities, something that the refits don't seem to do.
Oh, and just to give the people concerned about the Type Two as a primary weapon, a little perspective for you:
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You can damn near stand in those barrels.
For comparison, the business end of a Particle Lance (large accelerator loop not shown):
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("Wait the particle stream goes through a flex hose? how the hell-"
"FORCE FIELDS SON!")