Starfleet Design Bureau

So Section 31 absolutely has cloaked ships?

And probably a few for Starfleet Intelligence as well. It's too useful a technology to just leave on a shelf, even if it never becomes standard its gonna wind up on specialist vessels.

Section 31 is a rogue division that operates in cells, agents are individually recruited by other agents, and the only reason they still exist is that so long as they aren't stunningly outrageous Starfleet Intelligence doesn't try to obliterate them as they Sovereign Citizen their way through the galaxy. This idea of them being an agency that has it's own minefielded headquarters, personal jet-black commbadges or a fleet of ships is just profoundly fucking dumb.

DS9 basically introduced them as amoral extremists with collaborators in high places, and then people who didn't understand Star Trek wrote Discovery and they've been written into canon as some sort of official black-ops division because lazy writers like Jack Bauer-style extremists who 'do what needs to be done'.
 
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Went for the Geology department rather than the secondary computer because we've been talking about using this thing to set up mobile refinery and extraction equipment, and Geology is actually important for that.
Hmmm...the way I see it, Starfleet sensors with a secondary core can handle most things, while Geology is good for precision mining and unstable terrain.

I wouldn't mind either winning since they both serve the purposes, but I'm tentatively leaning on the side of computer core because most colonies and repair jobs aren't going to be in situations where precision geology is a thing that must be accounted for.
 
Edit: Thread moves quick. @Candesce
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Yeah, I think I agree. I really like more computer but for detailed prospecting and understanding seismological oddness I think the geo lab is a must have.

@Sayle is there any reason we couldn't offload some of the AM in storage to a colony if we build (or they have) storage facilities?
 
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There is no point in extending our logistics out past where other ships can range.
We're not proposing it for that purpose, we're proposing it to reduce refueling needs and improve response range.

Expanding the area to which a salvation ship can reach emergencies in one go by 35 light years is not something to be discounted.

EDIT: or being able to travel between more colonies in a single trip, thus reducing time delays and expenses for routine work.
 
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[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)
[ ] 3: Recreational Spaces (Crew Comfort)

These seem like the best options given we have just made a VERY good science vessel.

The antimatter stores make it's range significantly larger (as the ships not getting warp 8 this is a requirement if we want this ship to last beyond the war), the secondary computer gives a science boost and if it can be slaved to the fabrication system can possibly allow for fabrication of high end/low tolerance parts the ship would struggle making without the extra finesse from the extra computing power (assuming the fabricator is heavily automated) and the crew quarters make this ship SIGNIFICANTLY more livable (useful for a hauler/engineer vessel both in and after war*)

*If the crew is running a while in a box the fatigue of poor rest will wear at them and reduce efficiency... Also after war means people will not think the ships a barely livable warping factory+cargo pod.
 
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Actually @Sayle would it be possible to just use the extra AM storage capacity to play mid-air tanker for Starfleet ships the Halley gets called to run on site repairs on or whatever?
 
[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)
[ ] 3: Recreational Spaces (Crew Comfort)

This seems like a decent build for a balance of crew comfort, range and science. The only thing I'm undecided on is the antimatter storage given we built out the star bases to limit the need for extra antimatter but I'm also not sure its worth losing that extra range for science when that isn't the focus of this design.
 
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[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 1: Science Labs (+4 Science)

[ ] 2: Geology (+2 Science)
[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)

[ ] 3: Recreational Spaces (Crew Comfort)
[ ] 3: Geophysics (+2 Science)

Two Hour Moratorium, Please
Secondary Computer Core has synergy with all the fabricator capacity we just installed, as well as coordinating the metric buttload of shuttles that we want this ship to operate.
So thats an obvious gimme.

Other than that, its either Science Labs + Geophysics or Antimatter Storage + Recreational Spaces.

Science Labs + Geophysics speaks for itself; its +6 Science and synergy with Secondary Computer Core.
We all know how important the science mission is to Starfleet.

However, if we are taking Antimatter Storage, we have to be taking Recreational Spaces
Because if we expect the crews to operate extra-long durations in space, we need to make it comfortable for them to do so, else you will have reduced crew morale and performance.

My tentative choice is:

[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)
[ ] 3: Recreational Spaces (Crew Comfort)
 
If they're doing colony support they might just take recreation in the colony. Tents or prefabs shouldn't be too crazy for our ship to manufacture.

On the other hand having this much space and not doing anything that's unique/nice for the crew would also feel a bit meh.

Edit: So the AM storage isn't substantial enough for us to really be a fleet tender. Maybe we could help a ship or two but not enough to single-handedly enable an offensive. Maybe with a dedicated cargo pod designed for the mission it'd be an option.
 
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So, are you saying we should design a warship next?
I think we should do a new explorer next if possible since our long range explorers tend to be comparable to a battleship in combat capabilities while still accruing a ton of value during peacetime thanks to all their science facilities. We can do a warship afterwards.

Personally a fan of having our dedicated warships be spammable but deadly frigate weight combatants that can be crash built right before and during a war while our existing explorers and cruisers buy time for us to crank out giant murderswarms of those frigates.
 
[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 1: Science Labs (+4 Science)

[ ] 2: Geology (+2 Science)
[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)

[ ] 3: Recreational Spaces (Crew Comfort)
[ ] 3: Geophysics (+2 Science)
I'd say that antimatter storage is the shoe in here, whilst a science lab does have it uses (given that these ships are probably going to be the only ones around in many cases, starfleet ones at least) it doesn't tie directly into engineering related functions like the other science options, whereas the antimatter storage allows us to greatly extend the range of the ship, and may also allow us to refuel battlegroups that this ship finds itself in, greatly extending their functional range.

Two is probably the biggest toss up, geology will be useful in both the planetary and non-planetary contexts (knowing what we're building on, and identifying new materials) but the secondary computer core could lend itself nicely to engineering project simulations (which will be useful out in the wilds in situations the people writing the manuals might never have imagined, having to rub simulations on just what'll happen and also crunching numbers for novel enginerring solutions)

Three is weighted strongly in favour of the geophysics lab, imo, given it synergises well with whatever option we take for two and also aids in our mission. However, the recreational spaces would help quite a bit for tender duties and help extend the effective time in space for our ships crews.

--
Will we be able to resupply other fleet units from our additional storage?

Will the secondary computer core aid in novel fabrication?
 
There is no point in extending our logistics out past where other ships can range.
We're about to build ships with new warp cores that will have longer range and I would bet that the Radiant class has an extended range already. Long term this ship will need extended range to remain viable in the logistical role given it will never get the Warp 8 engine.
Section 31 is a rogue division that operates in cells, agents are individually recruited by other agents, and the only reason they still exist is that so long as they aren't stunningly outrageous Starfleet Intelligence doesn't try to obliterate them as they Sovereign Citizen their way through the galaxy. This idea of them being an agency that has it's own minefielded headquarters, personal jet-black commbadges or a fleet of ships is just profoundly fucking dumb.
Thanks for removing "edgy Starfleet" from the quest canon. It always just feels like an attempt to backdoor in some other, worse sci-fi series into the canon.
 
If they're doing colony support they might just take recreation in the colony. Tents or prefabs shouldn't be too crazy for our ship to manufacture.

On the other hand having this much space and not doing anything that's unique/nice for the crew would also feel a bit meh.
If they are doing fleet support, there's no colony to be had
And I suspect that often newly-established colonies are too marginal to have much in the way of excess budget/capacity for dedicated recreation. So if you want recreational capacity, best to bring your own.
 
I don't care about science for the ship.

Antimatter, I guess computer core, and crew comfort.

This will keep it relevant in the warp 8 era to support and build further out, the extra computer core hopefully helps with trek!CAD.
 
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I will be honest... Discovery S31 feels like someone mixed up terran empire and federation (as S31 acts like a deniable black ops murder squad would fit the empire given their... Them-ness...)

But then in the federation? I want what the writers were drinking as it's evidently strong stuff!
 
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As well as helping for novel fabrication solutions/engineering calculations and shuttle coordination (mostly) the secondary computer core will probably also indirectly help with fleet logistics, which is something that'll be very useful going forward.
 
I recall that in the old thread with the future ships there was much concern for crew comfort... I think there must have been good reason for that.

I see three good possibilities:

Project: Also a science ship.
[ ] 1: Science Labs (+4 Science)
[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)
[ ] 3: Geophysics (+2 Science)
This lets the Halley pull double-duty as a science vessel, albeit not an exploratory one. I know the short range is a concern, but remember, it's 90 ly to Qo'noS. 70 ly is nothing to sneeze at if you're operating strictly within the Federation. Still, it limits the ability of the ship to serve fleets in the coming conflict, so it's probably the least viable option.

Project: Colony ship
[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)
[ ] 3: Geophysics (+2 Science)
This lets the Halley travel to minimally-explored systems, verify the planet is worth colonizing, and drop a colony container. I was kind of split on weather the computer or the geology labs would be better here.

Project: Workhorse
[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 2: Geology (+2 Science)
[ ] 3: Recreational Spaces (Crew Comfort)
I think I like this one the most. The geology labs would have great synergy with the fabrication facilities for ships operating away from well-surveyed areas. It works as a freighter, fleet tender, mining vessel, and keeps its crew (and maybe some visitors) from going completely nuts on long missions. The computer seems kind of pointless unless it's synergizing with something else. I guess it would help the fabs a little bit. It's not like the ship has zero computing power to begin with.
 
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Edit: So the AM storage isn't substantial enough for us to really be a fleet tender. Maybe we could help a ship or two but not enough to single-handedly enable an offensive. Maybe with a dedicated cargo pod designed for the mission it'd be an option.
It wouldn't be trying to be, on the other hand, the capacity to be a supplement for that in a pinch for a warship is pretty much entirely up the Halley's alley. The antimatter storage just leans further into boosting that ability to improve attrition among Starfleets active ships.
 
If they are doing fleet support, there's no colony to be had
And I suspect that often newly-established colonies are too marginal to have much in the way of excess budget/capacity for dedicated recreation. So if you want recreational capacity, best to bring your own.

Fleet support is true.

But crew recreation on a ship is likely a park. Planets are basically big parks. Unless they're doing stuff that's wildly energetic a lot of the recreation support equipment seems like it could be fabricated quickly and then donated to the colony when the crew leaves.

Edit: okay, not a park but a lot of general recreation can be had on a planet.
 
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We are assuming the core will help in CAD designing if used in a colony construction or to help augment the ships fabrication ability (boost the fabs automated processing power so let it make more low tolerance parts).
 
I'm really tempted by this combination:

[ ] 1: Antimatter Storage (+70ly Operating Range)
[ ] 3: Recreational Spaces (Crew Comfort)

We have the making of an incredible supply ship with long range and operation length alongside its cargo and fabrication. Great for supporting both fleet operations and colonization.

I'm less certain about the last option but I'm thinking computer in the hope it can help with fabrication.

[ ] 2: Secondary Computer Core (+2 Science, Advanced Computing)
 
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