Given the scarcity of available space, it's understandable to prioritise utility over tactical considerations. The shuttlepods are likely to be an important part of the NX's survey and transport capabilities, and having another pair will drastically expand her capabilities. As a result of the decision the lower part of the secondary hull is converted to a shuttlebay and an embarkation hatch installed on the ventral surface.
That leaves the phase cannons, and this is where it gets heated. There can be no doubt that this decision will account for much of the NX's production cost and its tactical capabilities. The weapons of the ship essentially have to cover eight seperate firing arcs, and while the gimballed phase cannons can often engage two or more arcs the addition of more can substantially boost defensive firepower in certain sections. The first option is the bare minimum: two forward cannons and one aft. It covers the primary axis along the length of the ship in the same manner as the Stingray, with some offensive capabilities aft as well as the more heavily armed bow section.
The second option is to further expand on this, installing another trio of cannons on the dorsal surface. This would expand the forward and aft weaponry to cover both the ventral and dorsal firing arcs. More significantly the slope of the upper saucer and available space there means the cannons there will be able to cover aft as well for a firing line on three dorsal quadrants each - bow, side, and aft.
The third and final option is to finally shore up the aft defenses even further by doubling up on the existing cannons there. Notably the position of the ventral aft cannons at the bottom secondary hull means they can also shoot forward, though this advantage is not shared by the extra aft dorsal cannon which is constrained by the primary hull and nacelle struts.
Eight provides relatively minor benefits compared to six, but six provides great benefits for the added cost. (+6 Industry for +2.5 DPS, vs +4 Industry for +1.25 DPS)
Sure, but we're not paying for the torpedos themselves, we're just paying for the launchers. And the atomic torps specifically use the same launchers as the spatial torps. So the cost should be the same.
Six is very good Cost Per Damage (6 for 2.5, coming out to a bit more than 2:1) whereas Right is a bit more dubious (4 for 1.25 marginal, which is basically 4:1, and 10 for 3.75 overall, which is a bit better than 3:1)
6 looks like the most cost effective damage-wise, and at 41 cost with 20 industry per year, we might be able at pump another out even before we get the industry from the other builds back in 2152. I think, industry is still slightly confusing to me.
And are there more design rounds? Asking because I don't recall seeing a 'science' vote.
[3 is way too little, and 8 is too expensive, especially if we have more design rounds for science/diplo/other]
If we had gone for the center-line engine then eight cannons might've been a good idea, but if this turns out to be a zippy little bastard six should probably do well enough.
[ ] Eight Phase Cannons (Industry 29 -> 45) (Average Damage: 5.75)
Heavy firepower people do not accept anything less. who cares for the Industry this thing needs to be the best possible ship we can make.
And are there more design rounds? Asking because I don't recall seeing a 'science' vote.
[3 is way too little, and 8 is too expensive, especially if we have more design rounds for science/diplo/other]
Well, definitely going to want that extra computer core.
Hey @Sayle is the torpedo cost correct? Just checking as the atomic torps are supposed to use the same launchers as the spatials and they only cost 1 and I'm pretty sure(?) we're only paying for the launchers so… *shrug*