Department of Starship Design (Trek-ish)

the choice is between the shuttle and the torpedo, that is it.
we can't afford to lose the deflector even temporarily.
 
[X] Use a shuttle

Easy choice. We have shuttles to spare, but the ship is fucked. We cant afford to take more damage either in unnecessary fights or tanking a hit.
 
Hm. Are writeins ok?

[X] Use experimental torpedo
-[X] Once. If it fails or misses, use a shuttle.

The torpedo is valuable experience and I want to try it at least once, but I don't think we have forever to wait. Granted, it'll be less valuable experience if we don't take the time to get it right, but...idk if we have that time. So let's give it a shot (pun intended) and then skedaddle.
 
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Some fun statistics while you wait!

The Stellar Union Type 1 Shuttle is 93 meters long, and about 21 and a half meters in diameter when all doors are shut and landing gear retracted.

The Star Seeker is 2.7 kilometers long, 1.2 km tall, and 1.1 KM wide- in the main hull. The Nacelle takes that up to its own 1.4 KM diameter! (So you begin to see why people keep going "how the hell does that thing turn invisible‽‽‽")

The Iron Road meanwhile is a "modest" 1.7 kilometers long, 448 meters tall, and 896.7 meters wide, with an 836 meter diameter nacelle.


The Gold Road, for comparison, is only 848.7 meters long, 326 meters tall, and 364 meters wide, with a 483.6 meter Nacelle.

The Furious Wind meanwhile is a comparitively diminutive 599.5 meters long, 456.6 meters tall, and 187.7 meters wide, though the nacelle is 470.8 meters in diameter.

Just to give you an idea of why that thing can take so much punishment without critical damage. Trying to cut the thing up with beams is like trying to kill a whale with a kitchen knife- you can do it eventually, but in one stab... Not so much.
 
We should build even larger this is just a "scout" so imagine a explorer I want us famous for our insane design philosophy in size
 
you begin to see why people keep going "how the hell does that thing turn invisible‽‽‽"
Obvious answer to that: "As a punishment for your many sins"

I don't think any of our opposition have managed to let a scream longer than "enemy" or "enemy, need reinforcements!"

So our opposition most likely had a whiplash of emotions "damn, that's a large ship", "damn, that ship is low tech, but still dangerous!" and finally, "how the hell does that thing turn invisible‽‽‽"
Won't have it any other way.
 

Lightning Round voting will resume
Reminder that this means the first option to 5 Votes will be selected.



Mechanis threw 1 6-faced dice. Reason: Station Rewards A Total: 5
5 5
Mechanis threw 5 4-faced dice. Reason: Station Rewards B Total: 14
1 1 4 4 2 2 4 4 3 3
Mechanis threw 10 6-faced dice. Reason: Combat rewards (BoPs) Total: 28
1 1 5 5 2 2 2 2 2 2 5 5 2 2 1 1 6 6 2 2
Mechanis threw 1 3-faced dice. Reason: Combat rewards (Warbird A) Total: 2
2 2
Mechanis threw 2 6-faced dice. Reason: Combat rewards (Warbird B) Total: 7
4 4 3 3
Mechanis threw 1 6-faced dice. Reason: ! Total: 4
4 4
 
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The Paths of Medusa, Part II: Jamming Array Finale
"Star Seeker, one to transport."

The shuttle had, of course, been heavily stripped for parts before undertaking this mission. After all, there was little sense in expending certain components, such as the cloaking device, when all that was really needed was the hull and impulse thrusters.

As the fizzling chime of a transport filled the small ship for the last time, the computer dutifully carried out the commands it had been given. Manuvering thrusters gently made final adjustments to the craft's position, aligning it just so. Safeties were disabled and the ship's inertial dampener realigned it's field, protecting critical functions to its new role.
Then engines lit.​

Like an arrow from a bow, the tiny craft shot towards the ancient station, faster, faster, until a wicked arc of eerie purple lashed out, and instants before it struck the computer performed its final task, overloading the craft's engines so that all three gave a final—fatal—explosive burst of power.

The shuttle, stripped of many parts, was but a fraction of a fraction of a fraction the mass of its target.
It was also traveling at 0.67 C.​

The hulk of the ship, screaming in at better than half the speed of light, met the spherical emitter at the heart of the ancient jamming array, and physics proceeded to happen. Aggressively.

From the perspective of everything else, the shuttle turned to a near invisible streak, and less than a second later the central emitter vanished in a broil of white, as a fractional impactor did its work. The fountain was stoppered, and the exotic-particle density of the nebula began dropping quickly. Soon, it was no longer an impenetrable shroud, merely a significant one. No longer was the ship blind and deaf to anything not directly within its line of sight…


The Star Seeker's Short Range Sensors are now able to penetrate the nebula. While battle damage has reduced sensor acuity and therefore reduced their overall range, repairs are underway and further sensor range will be added as the damage is made good. Sensors are able to detect both the distinctive profiles of the passages through the nebula, and the position of enemy ships well in advance of their ability to do the reverse; this allows you further initiative in evasion, and advanced warning of other hazards, such as ships risking passage through the nebula (for example).

The ship's short range communications, however, are currently undamaged, allowing you to use probes and Shuttles.

Probes can be sent to any areas of interest either ahead of, or instead of, visiting them with your ship or a shuttle, though they cannot salvage wreckage. Probes will also be destroyed if they encounter a patrol or active enemy station, though obviously this will still effectively reveal the position of either. You may have as many probes active simultaneously as desired, but can only launch a maximum of five each turn (as this is the limit of how many can be fabricated in between the various other things needed for the ship's ongoing repairs).

Shuttles, meanwhile, are more capable, but also more restricted. Being equipped with a Cloaking Device allows them to evade patrols, and even stations have only a small chance to detect them; they may also conduct salvage operations on derelicts, if desired. However, Shuttles are both limited in number, with the Star Seeker currently possessing only five total, but all shuttles must be recovered before leaving the nebula—you will not leave the crews behind!
Scouting with shuttles requires only one, however any salvage operations require at least two shuttles be assigned, and will take more time the fewer are assigned. You may of course send shuttles to scout in groups if desired, so they can easily conduct salvage operations without waiting; this does not meaningfully impact their ability to evade detection et cetera.
Shuttles may also be assigned to other tasks, such as disabling unguarded stations once you have conducted initial scouting of their location, though they may need to return to the Star Seeker for mission specific equipment first, such as a portable torpedo launcher or the like.


The present range of your short range sensors is marked in yellow. Already visited areas are appropriately labeled with their contents, points of interest are labeled with letters and numbers.
The current points of interest are as follows:
  • A1 & A2 are speculated to be abandoned stations of recent construction.
  • B1 is unknown, but your short range sensors are detecting a large pocket there with considerable masses of refined materials inside.
  • Passage 1 and 2 lead into vortexes and likely to additional vortex generator stations.
  • Passage A, C and D lead off the presently mapped area.
  • Passage B1 and B2 are so marked because analysis considers it likely that they connect.
  • Passages marked with a star (★) indicate the position of concealment features that are either already known to or likely to be compromised by the locals.

For the remainder of the Event, while lightning Rounds are still in effect, each vote will have a ten minute moratorium to formulate a plan as the rest of the event will have more moving parts.

Probes
[ ] Send a probe to (write in location(s), max 5)
[ ] Do not send any probes

Shuttles
[ ] Do not launch any shuttles
[ ] Launch shuttle mission (write in numbers and location; 5 shuttles are available.)

Ship
[ ] Move to (point of interest)
[ ] Scout passage (write in)
[ ] Hold position (Speeds repair by 1d2 extra turns)
 
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He's a very simple plan. We fire off 5 probes and speed up repairs. Let's take advantage of the fact we now have probes.

[X]Plan: Caution
-[X] Send a probe to (write in location(s), max 5) A1, A2, B1, Passage 1, Passage C
-[X] Hold position (Speeds repair by 1d2 extra turns)

Did we get any loot from this location?

Edit - Changed where I was sending 1 probe.

Edit 2 - I hesitate to send the shuttles out to scout, but not enough to delay things. I'll toss an approval vote for that so we are more likely to get one of the plans to 5 sooner.

[X]Plan: Caution with Shuttles
 
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