Starfleet Design Bureau

Also I am not worried overly about the cargo pod blind spot. It is an off axis blind spot. We can move a ship entirely out of it simply by rolling without having to move the relative position of our ships. Meanwhile they have to race around our ship in a big circle while turning on a dime to stay inside it.

Basically for an enemy to exploit it they would have to have a crushing maneuverability advantage. It's not a blind spot they can just sit in and shoot us.
I am pretty sure that with the minimal armament we actually have a fore blindspot between the arcs of the torpedoes and the wing phasers.
No, two phasers. A phaser bank is 2 phasers. We can only fire one phaser bank at a time.

We simplified that because we always put 2 phasers in any arc we put phasers.
When did that happen? It's not in the tactical post and it wasn't true during the Kea design process. The Newton spending 17 cost on tactical systems implies 4 phasers, two photons, and shields on a ship with good maneuverability and uninhibited arcs. If each phaser bank is full firepower, that makes no sense as 3 should provide full coverage. I don't think this is true.
 
Anyway, I still don't really understand the argument that this ship has no "slap". Perhaps a bit light on phasers, maybe, but are people missing the fact it has 2/3 the alpha of a Sagarmartha's torpedo battery?
It really doesn't, seeing as one tube is pointed back and one forward.

The issue isn't really that it can't do damage it's those blindspots.
 
Yes, yes it is. >_>

Anyway, I still don't really understand the argument that this ship has no "slap". Perhaps a bit light on phasers, maybe, but are people missing the fact it has 2/3 the alpha of a Sagarmartha's torpedo battery?
It may technically have 2/3 of a Sagarmatha's torpedo armament but it only has one pointed in each direction, the Sagarmatha has 2 of its 3 pointing forward meaning it could deliver twice as many photon torpedos in its initial alpha strike. That said even one photon torpedo tube is nothing to sneeze at especially when backed up by some decent phaser armament.
 
It really doesn't, seeing as one tube is pointed back and one forward.

The issue isn't really that it can't do damage it's those blindspots.
That is the price one pays for choosing the Orb, imo. Perhaps a lesson to be learned, orbs make for bad combat platforms.

[X] 2 Phaser Banks, 2 Torpedo Launchers [Cost: 10]
[X] Type-1 Covariant Shield System [Prototype] [+25% Cost] [Cost: 8]
 
I am pretty sure that with the minimal armament we actually have a fore blindspot between the arcs of the torpedoes and the wing phasers.

When did that happen? It's not in the tactical post and it wasn't true during the Kea design process. The Newton spending 17 cost on tactical systems implies 4 phasers, two photons, and shields on a ship with good maneuverability and uninhibited arcs. If each phaser bank is full firepower, that makes no sense as 3 should provide full coverage. I don't think this is true.
We need to cover a sphere, not just a circle. You cannot get a full sphere of coverage with just three phasers. It takes 4 phasers to actually cover all arcs.
 
[X] +2 Phaser Banks (1 Fore, 1 Aft) [4 Phaser Banks, 2 Launchers] [Cost: 14]
[X] Type-1 Shield System [Mature] [-25% Cost] [Cost: 3]
 
[X] +2 Phaser Banks (1 Fore, 1 Aft) [4 Phaser Banks, 2 Launchers] [Cost: 14]
[X] Type-1 Shield System [Mature] [-25% Cost] [Cost: 3]

This is the way to go, it's more important to be able to clap the other guy back then it is to be a little better at tanking hits. As things stand, this is going to be far more mobile than a cargo ship has any right to be, and if we can get the blind spot small enough, it'll likely be such that staying in it will be a huge pain in the ass.

This makes for a solidly built armed engineering ship that doesn't break the bank to get there. Its protection is already improved by the strengthened hull plating, so we can save a bit on the shield update to make sure we can put two phasers on target for anything that can't just sit forever in the blind spot (Which is very much easier said than done, and anything mobile enough to do so consistently is going to be fragile enough that phasers alone can fuck it up.
 
[X] +2 Phaser Banks (1 Fore, 1 Aft) [4 Phaser Banks, 2 Launchers] [Cost: 14]
[X] Type-1 Shield System [Mature] [-25% Cost] [Cost: 3]


In terms of surviving an attack you cant run from, I think shooting your pursuer has a better chance of working than hoping the shields hold long enough for help to arrive.

Also, let's not forget we do still have torpedoes in the forward arcs. We can still threaten enemies directly ahead and behind.
 
[X] 2 Phaser Banks, 2 Torpedo Launchers [Cost: 10]
[X] +2 Phaser Banks (1 Fore, 1 Aft) [4 Phaser Banks, 2 Launchers] [Cost: 14]
[X] Type-1 Shield System [Mature] [-25% Cost] [Cost: 3]
 
[X] +2 Phaser Banks (1 Fore, 1 Aft) [4 Phaser Banks, 2 Launchers] [Cost: 14]
[X] Type-1 Shield System [Mature] [-25% Cost] [Cost: 3]

Going to agree with the folks saying it needs more punch than just the two phaser banks - if nothing else because this means that the port and starboard phaser banks can be dedicated to side-focused coverage, and it also makes attacking the ship from the front a non-starter due to widened "I can hit you with two phaser banks at once" arcs.

As for the ventral "blind spot", as noted that can be covered in a single ship simply by applying a roll input - which, as noted, makes it impossible to stay in that arc without a substantial edge in maneuverability. And when you're operating more than one of these ships, or escorting them, it'd be easy to have the escort/fellow ship cover that blind spot (flying in formation, two of these ships could fly cargo pod to cargo pod, covering their own blind spot by putting the other ship in it).
 
Project Halley Cost: 34 (B-)
We're already at a B-, and unless we take the cheapest options possible, it's probably going to go even lower. I don't think a ship with C+ Cost is going to be the economy option no matter what. So we might as well accept the tradeoff of letting Newton be the economy option, and make this ship as capable as we can manage.
 
Real question is, are they doing another Discount Dan's Bargain Starships again like the Saladin? Or is it just "We didn't do anything special at all so it's cheap as hell"
 
[X] +2 Phaser Banks (1 Fore, 1 Aft) [4 Phaser Banks, 2 Launchers] [Cost: 14]
[X] Type-1 Shield System [Mature] [-25% Cost] [Cost: 3]

I don't trust the basic armament to see us through because recent battle reports have shown that our torpedoes aren't reliable enough to deter our current raiding enemies. A bit more phaser firepower seems welcome.

I don't think the shield upgrade is worth it though.
 
It's in capabilities where the Halley is going to shine over the Newton. We're not running that much behind them on cost, and we've barely begun to fill this vast spherical space. While they've got... what, a little half-saucer and whatever they can squeeze into their secondary hull? When it comes time for each team to fill their hull there are going to be two refrains.

"What can we cut? What can we live without?"

"Why not both?"
 
Plus, as I've said even if the production cost per ship is high the sheer utility it offers to Starfleet and other federal agencies and departments of the Federation government in very high speed bulk transport (with the engineering capabilities to make use of it too) that has none of the risks (security or otherwise) with the much slower civilian shipping could see it produced in far greater numbers than a similarly costed ship without these capabilities would.
 
So basically a proto-Miranda?

That explains the low cost, the question is if they'll be as prone to exploding too.
 
I don't understand the disdain for upgrading shield tech right now. Update outright says our current shield tech is pretty garbage in the modern era. What good is more phasers if a Raider can get through said garbage shields and do critical, perhaps lethal, damage to and through plating before either getting driven off or destroyed?
 
I don't understand the disdain for upgrading shield tech right now. Update outright says our current shield tech is pretty garbage in the modern era. What good is more phasers if a Raider can get through said garbage shields and do critical, perhaps lethal, damage to and through plating before either getting driven off or destroyed?
Improved shield tech also has benefits in other areas, environmental hazards that the navigational deflector can't address. Superior shielding could push the envelope of just where we can conduct engineering operations.
 
I don't understand the disdain for upgrading shield tech right now. Update outright says our current shield tech is pretty garbage in the modern era. What good is more phasers if a Raider can get through said garbage shields and do critical, perhaps lethal, damage to and through plating before either getting driven off or destroyed?

It's not disdain, it's penny pinching, that's all there is to it.
 
I don't understand the disdain for upgrading shield tech right now. Update outright says our current shield tech is pretty garbage in the modern era. What good is more phasers if a Raider can get through said garbage shields and do critical, perhaps lethal, damage to and through plating before either getting driven off or destroyed?

The update also says that the "upgraded tech" isn't really that much of an upgrade. It's an attempt to squeeze a bit better performance out of existing technology rather than moving to a whole new technological paradigm for shielding. And it would cost a lot of resoruces to pursue that slightly upgraded performance. I mean, look at the chart. +40% defense versus +60% defense. if it would +80% defense or +100% then maybe we could talk.
 
Back
Top