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[X] 140 Meter Half-Saucer (140,000 Tons)
And I wouldn't be terribly happy with a two forward - two rear mount like the Miranda.This works in a 1 on 1 engagement, but in a melee or a 2 on 2, we aren't going to be able to just stick behind them and pound them. Their friends will try to pull us off them. The tactics for highly mobile ships end up like fighters, it's how the Selachii was operated.
Does it even matter if the bulk of their fleet is at warp 7? Even their warp 7 ships outclass ours in a straight fight, let alone with cloaks, and it doesn't take a military genius to notice that our tactical capabilities have stagnated since the Sagarmatha over fifty years ago.
I think the main tactical difficulty in the 1v1 is the merge. We can hit high maneuverability targets reliably, and therefore once we and the Klingon cruiser are alongside, I don't see them being able to avoid us getting into their flank or rear and I doubt they have super heavy armament there. They're probably not Very High or even the higher end of High. The issue is we need to be a combination of shooty enough they don't want to go head-on against us, and tough enough that they can't atomize us if we do.And I wouldn't be terribly happy with a two forward - two rear mount like the Miranda.
But the 1v1 case is the one where I think our cruiser absolutely needs to win, and fairly hard. I'm a bit less worried about fleet actions, because our Warp 7 ships can actually be helpful in those.
The issue is cost. We can I think confidently build a ship that can see off a D7 if we use all the prototype components we have. The issue is that this ship will be very expensive(something like 30-90% more). We need something cheaper so they can be built in numbers before the outbreak of hostilities, and that means setting up to use multiple mature components instead of a few prototype ones. That means spaceframe choices to maximize the mounting space we have available.We can always implement the fancy prototype shields in this design. We can take every step to pump up this ship past what canon did. We've barely started the design process, people! There's plenty of ways we can make this the most badass Connie possible!
Probably a combination of canon having faster average warp, stronger phasers, slightly buffed shields and a couple key designs having more armaments.I mean, that's sort of what I was saying before? The bulk of our fleet not having Warp 8 is definitely a major cause of the divergence, but for all we know everything but the D7 and the newest Birds of Prey could be a Warp 7 ship, and it could still lead to the Federation doing worse in the war as we observe. Perhaps in the OTL, the Federation was on average faster, and this allowed them to prevent raids despite Klingon stealth. We simply don't know for certain right now.
It's a technology limitation that didn't exist in canon as it was entirely made up on the basis of "the show only ever shows it firing two" (nevermind that said show didn't even have them firing from consistent locations or was operating on a shoestring budget for most of its run), which is directly contradicted by other canonical Star Trek products set during the same time period with higher animation budgets, and several people, myself most prominently, have proposed multiple technical solutions to said problem, which is specifically fluffed as a power transfer issue with the EPS grid not being able to handle the load of more than two at once.I don't get the issue with the Phasers only being able to fire two at a time. It's a tech limitation, deal with it.
We probably can justify the shields if we manage with purely standard tubes, and since it's my understanding we're behind on shield tech, we probably should. But that's really dependent on getting enough standard tubes.The issue is cost. We can I think confidently build a ship that can see off a D7 if we use all the prototype components we have. The issue is that this ship will be very expensive(something like 30-60% more). We need something cheaper so they can be built in numbers before the outbreak of hostilities, and that means setting up to use multiple mature components instead of a few prototype ones.
I like the two-phasers-at-once. It's an interesting limitation to design around. And if it wasn't in place, well, our enemies wouldn't have any similar limitations either.Honestly my biggest gripe is just
*snip*
Oh look, the Connie actually can fire more than two phasers at the same time when it has Movie Budget and not TV Show Budget.
A-mazing.
I like the two-phasers-at-once. It's an interesting limitation to design around. And if it wasn't in place, well, our enemies wouldn't have any similar limitations either.
I remember seeing in the recent Star Trek movies ships rapid-firing phasers all over, and while it did look cool, it also filled the screen with visual noise. The 'submarine warfare in space' of Star Trek works best as slower, more considered combat - and intentionally or not, the TV show's lack of phaser budget played into that nicely.
The issue is that we can't reasonably match a D7 without using the Rapid Fire Torpedoes since it is incredibly unlikely that any of the current saucer options will give us enough room to fit 4 regular photon torpedoes.The issue is cost. We can I think confidently build a ship that can see off a D7 if we use all the prototype components we have. The issue is that this ship will be very expensive(something like 30-60% more). We need something cheaper so they can be built in numbers before the outbreak of hostilities, and that means setting up to use multiple mature components instead of a few prototype ones. That means spaceframe choices to maximize the mounting space we have available.
Personally I don't think we can design something cheap enough to match a D7 in both capability and cost due to the price disparity between regular Torpedo Launchers and the Rapid Fire Ones (2.25 cost vs 15 cost per launcher) but with heavy investment into multiple Rapid Fire Torpedo Launchers per ship I believe we can design a ship that can comfortably solo multiple D7's (S rank Tactical means being able to beat multiple peers at once) through a combination of leveraging "Maneuverability: Very High" and the insane alpha damage potential of multiple Rapid Fire Launchers (on the low end 2 Rapid Fires will give us an alpha strike of 72 before we factor in the Phasers, 108 if we roll well).You have no information about what shape a new Klingon warship will be like. However the D6 uses twin disruptor beams on par with the new Mark II Phaser as of two decades ago, along with a bow disruptor cannon. Defenses strong enough to hold off a Sagarmatha while burning through its shields with superior weapons. Advancements could be more powerful beam weapons or added torpedo systems, as well as stronger shields and armor.
I agree, it really feels like the phasers were a trap option. It's particularly frustrating that there's no reason that the phaser limit is "two phasers" rather than the total phaser power. Why is a ship able to fire of the heavier canon phasers but not a larger number of our wider-arc phasers? Being able to use multiple weaker beams would make them useful against smaller targets like we thought they would be, and even fit what's seen in canon where the Enterprise does just that.Honestly, the frustrating thing right now for me is that we got the implication that the Canon Approach was the Objectively Correct one and diverging from it can only get us worse outcomes.
Like, so far, we've had three bits in a row where we found out that because we didn't do things exactly like the canon Federation did, we're in a worse position. Like how we delayed the Warp 8 engine and now the Klingons are going to get into our core territories in a much earlier war. We picked to go with the large arc phasers and found out they're Objectively inferior to the high focus ones they went with in canon in every respect, like how in theory it should have made the ORB at least reasonably capable in a scrap, but they still got barely-passable Tactical scores compared to a ship with only one additional torpedo tube (Which got more than a full letter rank higher)
Now we have a chance to do the Canon choice again, or do something else, but I guess we're going to find out that any version but the canon Connie saucer is going to make it an objectively inferior ship T_T
It's irritating because the first era was kind of a wild west where anything could happen, we could do Weird Things, and it even got us a better outcome than canon in that we pressured the Romulans harder before they went to war! But it seems the closer we get to ToS, the more we're being straitjacketed, and I'm not sure I'm fond of that implication, even if it was unintentional.
Given that the best tactic for the Archer when attacked by a Bird of Prey was to turn tail and bait it into a Warp chase and use its rear torpedo launcher, the bulk of the Klingon fleet is likely not Warp 8. The big problem is D7s work perfectly for the Klingon doctrine of scary spearhead cruisers supported by a ton of smaller ships.It also doesn't help that the Klingons are apparently psychic wizards who can react back in time to developments, like how we had a profile that the War would be on 2260 and then the moment we delayed the Warp 8 engine it gets pushed forward to 2240 because apparently they'll instantly intuit it's going to be delayed coming out and that they have an opening where they can apparently refit their entire fleet to Warp 8 standards and push us back hard.
Like, it'd be one thing if it was mostly only their D7s that they could get that fast as it was the New Stuff, but apparently enough of their fleet will be Warp 8 standard that we can't actually keep them from raiding our heartlands? Is it just some Space Magic going on here or what?
EDIT: Anyway, I'm just a bit cranky here and venting on a few minor irritations, I'm leaning towards Half-Saucer, but we'll see how I feel in an hour or so.
I didn't respond then but the 200kt saucer+nacelle is 100% dimensionally bigger than the Sagarmatha saucer. It is 4 decks at the rim and 8 decks maximum, while the Sagarmatha saucer has a large section of 2 decks at and near the rim and is 8 decks maximum, but it is only 8 for a very small area around the bridge and nav. Maybe we figure out some lightening to do on the way, but it's bigger.The issue is that we can't reasonably match a D7 without using the Rapid Fire Torpedoes since it is incredibly unlikely that any of the current saucer options will give us enough room to fit 4 regular photon torpedoes.
I've brought it up before but the Sagarmatha saucer which is supposed to be comparable in size to the 200kt saucer/nacelle combo option only has enough room to fit 2 torpedoes.
If the largest available saucer doesn't have enough room for more than 2 launchers then none of the smaller ones will either.
We know that the main thing holding the Sagarmatha back against the D6 was it's lack of sustained damage compared to the D6. The D7 should be superior in every way compared to the D6 so in order to compete we need a significant increase in both sustained and alpha damage which is only possible with the Rapid Fire Launchers.
One of the jobs phasers do is point defence, yes? Is shooting down incoming torpedos a thing? Because if so, high coverage phasers Should still provide significant benefit if they also cycle quickly, even only firing two at a time. Just have to think of (and stat!) Them primarily as part of the ship's defences rather than primarily as an actual weapon and focus on the torpedos for actually exploding the enemy... Of course that would retroactively make our more recent pick of the higher power option something of a ... Well, maybe not a trap, but not the best... And in fact make the new phasors arguably worse than the old ones....
Ehh, whatever.
Ahh. Right. Well, so much for that thought. Wasn't really panning out anyway.No, we stopped being able to shoot down torpedoes after we moved on from phase cannons. It's justified in the story as anything about as advanced as a photon torpedo from all sides has enough shielding and is evasive enough not to be hit.
Three banks, six emitters. Somewhat punchier than our phasers at 24 DPS, but since they also had fewer and weaker impulse thrusters they'll have been eating a damage debuff verses many targets.(I don't know how many individual phaser banks this would be in our system, probably between two and four depending on how much coverage they were going for?)
I like the two-phasers-at-once. It's an interesting limitation to design around. And if it wasn't in place, well, our enemies wouldn't have any similar limitations either.
I remember seeing in the recent Star Trek movies ships rapid-firing phasers all over, and while it did look cool, it also filled the screen with visual noise. The 'submarine warfare in space' of Star Trek works best as slower, more considered combat - and intentionally or not, the TV show's lack of phaser budget played into that nicely.
basically this. I didn't actually mind the basic idea of "the power grid we have can't take the load of more than two at once", I was just expecting to get mitigation measures within two or three design cycles, because Time Marchs On and we definitely were starting to lag tactically behind the Klingons, our Next Big Opponent.The problem is that it didn't exist until we were committed to the current iteration of the Type-2, and it removed the entire potential benefit of having wide arcs of fire letting us get overlapping guns on target, and once you take that off, going high coverage becomes a sucker bet, which was even born out in that all of our advancement options were "Narrow the firing arc to get a bit more power". With the choice being if we wanted a lot more power but at a heavier cost in arc, or a straight 1-1 conversion of arc to power.
We didn't get any options that were "Keep your wide arcs of fire but make it a bit stronger", we're effectively being railroaded back to canon, but worse because we made the Objectively Wrong Decision based on information that didn't exist until after we were committed.
Part of the issue might be that we kept designing noncombat hulls, limiting the amount of tech advancement weapons got?I was just expecting to get mitigation measures within two or three design cycles, because Time Marchs On and we definitely were starting to lag tactically behind the Klingons, our Next Big Opponent.
I think that phaser banks have been rationalized to being two mounts covering a given arc. So two banks can't overlap for double damage. We can't know until the armaments vote but Sayle's description of the Constitution in canon having three ventral banks is suggestive as most canon sources give 6 ventral phasers in fore/left/right banks.Realistically it's going to depend on what our actual options for torpedo launcher slots are at the time, I think. If we have only two launcher slots, we could consider going for two ventral phasers with a slight overlap, giving us a concentrated 36 phaser damage to our front, and 18 either side in a 150 degree arc, and two Rapid Fire Launchers. That comes to 34 Cost which is more expensive, but not insanely more than 28, and we have a ship that will simply eat anything it encounters for breakfast.
But we'll have to see. We can't decide now without more information.