Department of Starship Design (Trek-ish)

It's not a combat ship, but it certainly is the closest we have to a fleet auxiliary. I'm inclined to go with the recommended numbers when they are offered, as the QM has the definitive spreadsheet in front of their eyes.

In other news I've put the final stats for the FW refit into my Ships post. Find the link in my sig.
 
[X] Plan: Following Recommended Numbers
-[X] Replace the six Particle Lances with Type 2 Turrets.
-[X] Add (6) Aux Reactors
-[X] Add 2 Aux Computer Cores
-[X] Switch to 8 Shuttlecraft and 8 Shuttlepods establishment.
 
okay, that Jink is insane, because cloak also multiplies evasion. That means either one turn with quad evasion as it completely dances around incoming fire or two turns where it doubles its evasion. I think we may want to invest in more engines as a matter of course for those sort of emergent properties.

Looking back on things I should have staked my colors for the 6 engined halberd.
 
okay, that Jink is insane, because cloak also multiplies evasion. That means either one turn with quad evasion as it completely dances around incoming fire or two turns where it doubles its evasion. I think we may want to invest in more engines as a matter of course for those sort of emergent properties.

Looking back on things I should have staked my colors for the 6 engined halberd.
*glowers*

Joking aside I kept pushing for it but I kept getting told it wasn't worth it.
 
The refit Furious Wind looks really cool with the beam emitters and extra engines, it's much better than its old life as a torpedo boat. I think it makes for a useful and multipurpose small or medium warship to fill out our fleet. Those max and cruise warp speeds are impressive, and I think it has enough endurance for patrols of our local area, or transits to our colonies. The renders of it firing its weapons and in formation with a Veiled Halberd look really cool @Mechanis. Are you planning to add the Veiled Halberd and refit Furious Wind to the Completed Designs threadmark? Please don't feel pressured to do so if you are busy, you have been putting out a lot of updates and making some cool models.

edit:
I really like the little pointed fins in various places on the refit Furious Wind. It really sells the raygun gothic look.
I will be adding all the refits to the post after they're done, that post is YUGE and I prefer to edit it relatively infrequently.
 
[X] Plan Modest Improvement

The only reason I'm bucking the recommended numbers is that's an estimate that explicitly has the Iron Road's Manufacturing suite active while the weapons are. We've never planned for our warships to have weapons and manufacturing active at the same time, I don't think we need a cargo ship that can.

*glowers*

Joking aside I kept pushing for it but I kept getting told it wasn't worth it.
Yeah, I know I was assuming a tighter budget than what we wound up having. Up engined ships seem incredibly useful given these sort of traits. Thankfully the Halberd is going to be do for a refit sooner than later, and we just saw we can up engine ships in refits fairly straightforwardly.
 
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[X] Plan: Following Recommended Numbers

Wondering if we gonna design some Submarine Carrier and Stealth starfighters eventually?



Techically what Vulcan (I can't remember our architecture style) star fighter even look like.
 
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Wondering if we gonna design some Submarine Carrier and Stealth starfighters eventually?

Techically what Vulcan (I can't remember our architecture style) star fighter even look like.
TL;DR - Fighters are a no at this point in the tech tree and have been argued about far to much. Just let the topic lie. If you want details, you should be able to search for fighters in thread to find the discussions.
 
I dislike the idea that the crew lounge is now becoming a moral judgement. We've debated whether we need it or not into the ground, but it certainly shouldn't be used as a metric for how much better or worse our fictional civilization is against a largely ephemeral measuring stick

So, I've been chewing on this comment. First, I want to apologize - I think I kicked off this line of thinking with my comment earlier, and moral judgement was definitely not my intent. Sorry.

I was trying to convey something I'm noticing about our civilization. We have this weird emergent vibe that I'm finding very intriguing.

Like...

The Yennian people have a history of using atomics and orbital bombardment on civilian populations, repeatedly. We have spooky cloak tech. We built the goddamn doombeam, and you better believe we're building a bigger one as soon as we figure out how. By all rights, the narrative expectation is that the Stellar Union should be villains.

But instead, we built a war memorial that is visible from orbit. We tried to open coms with a new species, even knowing that we were really only letting them take the first shot. We, as we have recently found out, install luxury recreational facilities on warships that (if we're being honest with ourselves) don't really need them.

And it leads me to this feeling, that I failed to convey clearly before.

It feels to me that the Stellar Union (the civilization, not us the players) is roleplaying as the good guys. Like they don't quite get it, yet, but they're going to act out the shape of being good as best they can.

(Because they've seen what happens when they let themselves be villains. And they're not sure they'd survive another go-round.)

And that's what I was trying to say, before. Not that I think installing a lounge makes us better people. But because I think it makes us look like we think it does? It's a weird distinction to make.

But I think "wants to be The Federation, but is fucking it up a little and over-committing" is subtly hilarious, and I want(ed) to lean into it.
 
Yeah, that's pretty close to the intended vibe. The Stellar Union was born from a catastrophic series of unrestricted total wars rooted in colonialist policies, and is very much still struggling with keeping the future from repeating that issue or dipping into imperialism (which they also have a history with) and the dichotomy of the things they have inherited from the old orders and the idealistic future they're trying to build is very much present.


But which is greater, the polity that overcomes a bloody history, or the one with none to overcome?
(We know what United Earth would probably say in answer to that question, and even the Vulcans would probably be the same given their own history.)
 
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But les't remember to not lose our teeth and not to become to soft as we need to be ready for war later on because it is inevitable to happen eventuely
 
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TL;DR - Fighters are a no at this point in the tech tree and have been argued about far to much. Just let the topic lie. If you want details, you should be able to search for fighters in thread to find the discussions.
I mean, our shuttlecraft is a decent combattant that you could build a carrier-like design around. Even if they're very much not fighters, but more like PT boats. And the hypothetical carrier is technically more of a torpedo boat tender in space than a carrier.

Which with our stealth tech would make the overall design a mobile submarine base, too. Overall sounds quite useful for extended range commerce raiding and harassment, as well as cheap patrolling over a larger area.

Except... Our polity doesn't cover a large space and we don't even know where our nearest neighbours might be or who they are (not counting those inside the weird negative space wedgie that takes up half the quest). So as is I think we might well be on the type 3 shuttlecraft by the time such a design might prove relevant.
 
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