Department of Starship Design (Trek-ish)

[X] Plan Upgrade all the transports
-[X] Furious Wind Class
--[X] (0 points) Do not refit the Furious Wind class.
-[X] Iron Road Class
--[X] (4 points) Modest Refit
-[X] Gold Road Class
--[X] (25 points) Full Rebuild

[X] Plan Gold Filigree
-[X] Furious Wind Class
--[X] (3 points) Minimal Refit
-[X] Iron Road Class
--[X] (2 points) Minimal Refit
-[X] Gold Road Class
--[X] (25 points) Full Rebuild

[X] Plan Furious Replacement 2
-[X] Furious Wind Class
--[X] (6 points) Full Modernization
-[X] Iron Road Class
--[X] (4 points) Modest Refit
-[X] Gold Road Class
--[X] (0 points) Do not refit the Gold Road class.
-[X] New ship
--[X] (20) Build a new ship class
 
Is there a way to spend extra points on the new production run of Furious Wind class ships?
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"
 
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"

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.

[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

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?
 
Just to be 100% clear, does this mean there's no reason to not spend all of our refit points?
Yes. Other than just "Don't want to do this thing" and having points left over.

Basically: there's no real mechanical incentive to not spend the lot; but other than "doing more things" there's no reason to spend them all either.

Edit:
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.
 
Last edited:
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.

Okay... So... Leaving points unspent has no advantage because the points can only be spent on designing/refitting ships and can only be spent right now. Importantly though, our slips/industry for each turn will be split between all active projects. IE designing another ship will reduce the size or number of the new Furious Wind tranches because of slip availability or other bottlenecks.
 
With the info we have, i prefer not to go into a new ship building run this turn.
Not with us potentially picking up the warp 5 engines next turn and likely some other techs that will result in a pretty nasty new escort ship if we build one then.

[X] Plan Gold Filigree

Edit:
To act as a tie breaker:
[X] Plan Furious Wind is back - Replace the Gold Road
 
Last edited:
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.
 
Plan is what it sounds like, if we're going to do any refit on the Furious Wind it's better be the complete rebuild or the minimal, the in between step is a trap that won't do us any good. Similarly the Iron Road deserves a full rework, but I won't cry if it only gets a partial so approval voting for the other plan. Either way, make a replacement cleansheet design for the Gold Road instead of trying to refit the whole fleet.

[X] Plan Rebuild & Replace
-[X] Furious Wind Class
--[X] (12 points) Complete Rebuild & New Production
-[X] Iron Road Class
--[X] (8 points) Full Rebuild
-[X] Gold Road Class
--[X] (0 points) Do not refit the Gold Road class.
-[X] New ship
--[X] (10) Build a new ship class

[X] Plan Furious Wind is back - Replace the Gold Road
 
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.

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.

More or less, all the refits look pretty ok.
We might get something better with a new build, but I just don't see it being worth actual shipyard build capacity for a ship that is going to be pretty much in need of its own refit the moment one is build and isn't a large leap in capabilities over proper refits of the ships we already have.
 
Last edited:
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.
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.
 
[X] Plan Furious Wind is back - Replace the Gold Road

Gold Road is sad-o, but this plan is the one with the 12 Points for Furious Wind so yeah.

[X] Furious Wind v2 and Shields for Everybody!
-[X] Furious Wind Class
--[X] (12 points) Complete Rebuild & New Production
-[X] Iron Road Class
--[X](1 Point) Minimal Refit
---[X] For Existing Ships
--[X](4 Points) Full Rebuild
---[X] … For Future Production only.
-[X] Gold Road Class
--[X] (13 Points) Minimal Refit

12 Points for Furious Wind, minimal refit for the Road Classes to increase their survivability in which I can only assume a hostile entity or something attacking the home system and Full Rebuild on Iron Road Class with the Gold Road just being civies enough as is. 30 Points total?
 
[X] Plan Furious Wind is back - Replace the Gold Road

Modernization feels like a trap. Would like to see a smaller, faster, cheaper cargo ship than the Iron Road at some point. Damn that thing's a chonker.
 
Last edited:
[X] Plan Furious Replacement 2
-[X] Furious Wind Class
--[X] (6 points) Full Modernization
-[X] Iron Road Class
--[X] (4 points) Modest Refit
-[X] Gold Road Class
--[X] (0 points) Do not refit the Gold Road class.
-[X] New ship
--[X] (20) Build a new ship class
 
Well the two plans tied for the lead only differ on the Furious Wind's Modernization (cheaper, rules out future refits, more expensive [20-point] new ship) versus Rebuild (more expensive, permits future refits, cheaper [14-point] new ship). So how about we split the difference:

[X] Plan Tiebreaker
-[X] Furious Wind Class
--[X] (3 points) Full Modernization - existing ships
--[X] (6 points) Complete Rebuild - New Production Only
-[X] Iron Road Class
--[X] (4 points) Modest Refit
-[X] Gold Road Class
--[X] (0 points) Do not refit the Gold Road class
-[X] New ship
--[X] (17 points) Build a new ship class

(also approval-voting my preference between the two leaders)

[X] Plan Furious Wind is back - Replace the Gold Road

I also really liked the ultra-minimal EFF-only refit for the Gold Roads (OSHA standards!), whoever suggested that. Sadly I think it missed the bandwagon; it's too far into the voting process now.

Oh, and just to give the people concerned about the Type Two as a primary weapon, a little perspective for you:

You can damn near stand in those barrels.

For comparison, the business end of a Particle Lance (large accelerator loop not shown):

("Wait the particle stream goes through a flex hose? how the hell-"
"FORCE FIELDS SON!")

 
Last edited:
Back
Top