Starfleet Design Bureau

On that front, we're actually not as badly off as it might appear; we've got the same primary hull size as the canon Connie and only a slightly smaller secondary hull, and we saved some space that would otherwise have gone to engines in a full saucer. The extra weapons will obviously take up some more room, but overall we're probably not going to be more than one module-ish behind the canon Connie class? And possibly not even that.

With that in mind, I could see a somewhat down-gunned version of this vessel being quite capable as an exploratory vessel post-war. We wouldn't even necessarily need to sacrifice all that much in terms of internal space. You don't even need to stop producing this design to have a good guard against peer and near-peer enemies that might have their own devices (subdued as that might be after we likely prove ourselves in a war against the most martial polity in the quadrant).
 
I... it feels mean to say it, but I don't want this design to be a good explorer. If we can't have the Enterprise I'll have to live with it, but I don't want the ship that killed her doing the Five Year Mission. Starfleet said in the brief they don't care about anything but combat ability. May as well live up to it.
And that right here is the problem, people like this cutie and want to see it suceed yyou admiting to not want that gets you all the negative reactions.
 
Maybe the answer then is to have different loadouts/engagement profiles with costs rather than specifying X number of phasers and so forth.
That could definitely be a way to do it, make things fuzzier instead of harder.

Could have such weapons arrays as Point Defense, Forward Focus, Max Coverage, Chase, a more general Heavy and Light.

Let's you have some variety in what types of phasers exist without having to go hard into balance and stats.
 
That could definitely be a way to do it, make things fuzzier instead of harder.

Could have such weapons arrays as Point Defense, Forward Focus, Max Coverage, Chase, a more general Heavy and Light.

Let's you have some variety in what types of phasers exist without having to go hard into balance and stats.
I could definitely see this approach working, yeah.
 
Maybe the answer then is to have different loadouts/engagement profiles with costs rather than specifying X number of phasers and so forth.

I think that strikes a good balance between the number-driven among us and the theater-of-the-mind that I feel combat is intended to be. If your goal is introducing more granularity to particular combats, I could see the necessity of having a more detailed system, but I don't feel it needs to be overly complex (or even necessarily open to our view, unless we specifically request after-action reports for those specific battles) if such needs to exist.
 
IIRC not really. It's been generally assumed even IRL that the canon connie was a pretty standard workhorse heavy cruiser. The heavy cruiser capabilities just make it really good for exploring, or at least the initial exploration efforts of beaming down small away teams to make first contact or take initial readings for follow up teams.

That's what this connie will be doing after the 4 years war, assuming that people don't decide to cripple it's ability to do "cruising jobs".
Long range scouting
Independent patrols
Deep raiding
Commerce Protection

It might not be the Sagarmatha which can explore, survey, catalogue, and science literally everything on the planet's surface all by its lonesome, but even a little bit of crew cross training can vastly increase the Connie's ability to explore.
The big thing is that the canon Connie was designed in a less critical pressure environment, and therefore could afford to be a good enough fighting ship and a "kinda okay" everything else ship, but this ship, as a consequence of its different threat environment and technological availability space, isn't going to be able to do the same kind of cruiser stuff you describe particularly well, because it's not designed for that; it's designed to be a big mallet for smashing D6s and D7s with. And as it is reasonable to assume that Starfleet is not stupid, I don't expect that a design like this one that isn't designed for those kinds of long range operations to be used that way. Frankly, I honestly expect that the Kea is going to end up doing that until such time as we replace it,
That is a major concern, yes. The Selachii helped a bit for combating that, because it made having at least a tactical specialized ship a bit of a tradition, but it's getting long in the tooth and we might not be able to make arrowhead frigates anymore.

It's a shame. If it were called literally anything else, I probably would've liked this ship.
I mean, I think most of us are in on saving the name "Constitution" and "Enterprise" for a different, more generalist vessel, simply because the concept of the purpose built Explorer is something this thread (and timeline) has been working hard to perpetuate.
Incidentally I would welcome feedback on this sort of phaser rework. You'd basically pick one type of EPS system for your phasers, and you'd still only fire one at a time, but lighter phasers are more cost effective and cover more firing arc. Whereas heavy phasers sacrifice arc for firepower, but cost more. The ideal world would be to upgrade either arc or damage to get the 'standard' or 'light' stats that you want where it's cost-efficient, and save heavy for ships you want to do maximum damage every shot.

Emitter TypeEPS SystemDamage OutputFiring ArcCostDamage/CostArc/Damage
Mark IILight121052.458.8
Mark IIStandard187544.54.2
Mark IIHeavy2445641.9
Emitter TypeEPS SystemDamage OutputFiring ArcCostDamage/CostArc/Damage
Canon Mark IILight18752.47.54.2
Canon Mark IIStandard2445461.9
Canon Mark IIHeavy3015650.5

Based on these metrics, canon phasers have more accessible and cost-efficient damage with standard, but heavy phasers are so tightly focused they're almost non-viable. By comparison SDB phasers have twice the firing arc (almost 4x for heavy) but are a step down the damage ladder.

This should allow ships to have either more coverage but less bite, or less coverage and more bite. Feedback welcomed, if you think there's any holes in it, etc. If it's controversial then we don't have to use it for this ship and can tweak it for the next one until it's in a good place.
I would think that given the Watsonian reasoning for the phaser limit, having an "EPS load" stat that represents how much throughput the grid can handle vis a vis powering phasers in combat and phasers having X amount of load would be the approach which reflects accurately the lore on the subject. What exactly said statistic should be tied to (size, Warp Core type, etc) I do not state outright; only that the previous "fire two only" becomes more obvious a statistical limit of our previous/existing power transfer technology. Even in the above paradigm I would be hesitant to just drop the more powerful phasers for free, but that's a QM decision.

Edit: I absolutely do not support the design space restriction a shift to general "engagement profiles" would represent, unless you are prepared to have like twenty or thirty of them on tap. Which based on your previous preferences for fairly limited numbers of vote options, I suspect you won't.
And that right here is the problem, people like this cutie and want to see it suceed yyou admiting to not want that gets you all the negative reactions.
I mean, I like this ship, but I don't want it doing Five Year Missions either, because it's not built in a way that would be conductive to that. Which is why I want to do a "proper" multirole Explorer design postwar, even if that requires some minor bureaucratic malfeasance in labeling it a "Science Cruiser" or something.
 
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I think this has been said up-thread, but if you build a warship, how do you turn it into an explorer?

Well, you could do a refit. Give it top-of the line science, medical, and engineering capabilities.

Or

You could put Spock, McCoy, and Scotty on it.

The Enterprise isn't a hull. The Enterprise isn't a loadout. The Enterprise is a set of ideals, with a crew to match.

I honestly think the Starfleet design aesthetic varies from ungainly to ugly, and the ships can be considered "practical" or "effective" only through the careful application of handwavium and wishful thinking.

(I think this about a lot of scifi ships, actually)

What makes them beautiful is the dream that's attached.

To be an Enterprise, a ship doesn't have to be peaceful, or built for science, or whatever. To be an Enterprise, a ship has to boldly go, with friendship in one hand and integrity in the other.
 
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I think this has been said up-thread, but if you build a warship, how do you turn it into an explorer?

Well, you could do a refit. Give it top-of the line science, medical, and engineering capabilities.

Or

You could put Spock, McCoy, and Scotty on it.

The Enterprise isn't a hull. The Enterprise isn't a loadout. The Enterprise is a set of ideals, with a crew to match.

I honestly think the Starfleet design aesthetic varies from ungainly to ugly, and the ships can be considered "practical" or "effective" only through the careful application of handwavium and wishful thinking.

(I think this about a lot of scifi ships, actually)

What makes them beautiful is the dream that's attached.

To be an Enterprise, a ship doesn't have to be peaceful, or built for science, or whatever. To be an Enterprise, a ship has to boldly go, with friendship in one hand and integrity in the other.
sure. but it's like any other task: you can compensate for the limits of the equipment with personnel, or you can just have the right equipment to start with and not have to. And with the thread's developed preference for well designed specialists that are really good at their job, I think that it would make more sense for us to design a ship specifically meant for Five Year Missions and Boldly Going than it would to take a ship not really meant for that and shoehorn it into the role.
 
2229: Project Constitution (Forward Torpedoes)
[X] Sprint Configuration (6.2/7/8.6) [238c/343c/636c]

With it's maximum speed increased the ship will be breaking speed records, and you are quite confident that it will able to at least match the speed of any equivalant Klingon ship. Frankly your money is on being able to run any Klingon cruiser down, let alone keep up with it, but for a warlike species with a disdain of the sciences the Empire does still have a lot more experience with advanced technology than you do. But now you have settled on the ship's general performance metrics you have to dial in the tactical systems. The first up for consideration are the forward torpedoes, which will determine how heavy a punch the Constitution will be able to throw out in any one instant. The photon torpedo with its sapphire-blue glow has become synonymous with Starfleet and has always represented the tip of the spear when it comes to combat.

The first option is to fit three standard launchers, two in the saucer section and one in the neck. Having three torpedoes hit home will be a hefty swat for any ship and certainly drive the shields of anything smaller than a mainline combatant well into the red and at high risk of failing entirely to the Constitution's phasers. But there are alternatives.

The rapid launcher is still a prototype and correspondingly expensive, but it has the capability to fire three standard torpedoes in a single sequence. The advantage this represents cannot be overstated, as more firepower on target in the same timeframe gives a hostile starship that much less opportunity to turn the tables. With the Constitution's powerful engines giving it the most agility you've ever seen out of a ship her size, nothing short of the highest performing frigates on par with the Selachii will be able to juke her forward tubes. Combine the new launcher with two standard tubes and you've nearly doubled the number of torpedoes it can put on target. Forget redlining the shields of any unfortunate frigate in her sights, they'll probably have holes in the hull.

The downside is cost, and it really comes down to a single question: are you willing to pay less efficiently for a greater capability? With the state-of-the-art engines fitted to the design you are certainly in a position to enthusiastically justify the expenditure to the review board, so opprobrium regarding your decisionmaking certainly won't be a factor, but it is still a greater expense. The question is if that increase in lethality is notable enough to accept that outlay of resources.

[ ] Three Torpedo Salvo (Cost 45.5 -> 52) [Second Tranche: 43.5 -> 50.5]
[ ] Five Torpedo Salvo (Cost 45.5 -> 65) [Second Tranche: 43.5 -> 59.5]

Two Hour Moratorium, Please

 
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sure. but it's like any other task: you can compensate for the limits of the equipment with personnel, or you can just have the right equipment to start with and not have to. And with the thread's developed preference for well designed specialists that are really good at their job, I think that it would make more sense for us to design a ship specifically meant for Five Year Missions and Boldly Going than it would to take a ship not really meant for that and shoehorn it into the role.
The thing is, Sayle has already implied that the design brief we got was broadly comparable to what OTL Starfleet gave out for the design. Whether or not thats remotely true to Canon it is to the QM of the thread feels the Connie was meant to do before it got famous for being Kirk's ship, and whilst I rewatched TNG onwards a lot more than original series, I don't ever recall Kirk's Enterprise actually being all that special/having special labs etc unlike say, the Galaxy being purpose designed for being the sort of super special ship. I still think that Starfleet will be able to make use it it beyond just pew pew, no matter the vitrol of some of the people in this thread. Just its sheer speed alone will let it have some sort of career post war.
 
[ ] Five Torpedo Salvo (Cost 45.5 -> 65)

Do it, +10 to overall cost in the long run in exchange for nearly doubling its Alpha Strike potential is a bargain, especially with its insane mobility for its size.
 
I mean, if we're seeking out new civilizations to whom we can espouse Federation virtues, I think it's ok if one of those virtues is Not Getting Stomped By The Klingons.

Mostly, I want us to live up to the ideals of our Starfleet Ship Design semi-roleplay, and stop being assholes to each other.


Edit:
[ ] Five Torpedo Salvo (Cost 45.5 -> 65) [Second Tranche: 45.5 -> 62]
Oh yes.
 
No option to go triple-RFL? Awww...

Regardless, in my opinion getting more firepower here is more than worth the cost. Hell, we practically designed the entire ship from the start for the purpose of getting the maximum number of torps on target.
 
We need those torpedoes, it's gotta be done.

[X] Five Torpedo Salvo (Cost 45.5 -> 65) [Second Tranche: 43.5 -> 59.5]
 
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Worth it, the main purpose of this ship is something that can reliably kill D7s, cost effectiveness being a close second.
 
[ ] Five Torpedo Salvo (Cost 45.5 -> 65) [Second Tranche: 45.5 -> 62]

This is a steal for the ability to make an enemy ship - even a light one - just go away with our alpha.
 
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