Starfleet Design Bureau

[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]
[X] Aft Phaser (Cost 73 -> 77) [Second Trance: 67 -> 71]
[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

I don't have a particular pick in aft weapons, but either of these are good compared to no aft weapons, because I wouldn't be surprised if the Klingons decided to focus fire onto the aft should they found the ship lacking in there.
 
Approval voting for any rear weapons since I don't think we can assume favorable 1:1 matchups.

[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]
[X] Aft Phaser (Cost 73 -> 77) [Second Trance: 67 -> 71]
[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]
 
If we've only got port/starboard dorsal phasers and three forward torpedoes it'll become quite obvious to our enemies that there's vectors from which we cannot engage. A rear torpedo and phaser give us a decent aft coverage and will prevent people from trying to kill this ship by stabbing it up the arse, which is a viable choice if there's no armamen.

[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]
 
To everyone that's complained about not being able to fire extra phasers at the same time... Well it's not quite the same but it's the next best thing.

It's like getting to fire your phaser an extra time for free every time you out maneuver an enemy and we are the most maneuverable thing in the skies.
 
Let's say we base produce 20 hulls for this design. If we go for at least 1 Aft standard launcher, that's 45ish extra Cost over the lifetime of production. If such armament aids in preventing the loss of even one Hull, we'll more than break even on that investment, we'll have saved close to 20 Cost from not having to commission another ship to replace it.

If 1 Aft Phaser is added, the extra Cost over production lifetime jumps from 45 to 80 and we'd need to have saved two Hulls from being otherwise lost for the investment to be worthwhile.

If both are added, the extra Cost over production lifetime jumps to an eye watering 125, and two Hulls being saved from otherwise being lost is needed to barely break even, 3 or more for it to be actual longterm savings.
 
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]
[X] Aft Phaser (Cost 73 -> 77) [Second Trance: 67 -> 71]
 
With an aft phaser and torpedo there's a good chance we'll be able to kill or at least cripple anything that managed to put with with a forward pass.
 
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]

What are in all those empty space on the ships diagrams ?,my best guess is that they are just "non specific ship componment/room"
 
[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

33% more damage in fly by attacks for 7% or less cost. That's seriously efficient damage!
It's really not. We're paying for the entire ship, not just the damage output; this isn't us getting 33% more ship for a 7% increase, it's boosting one specific type of attack for a ship that's really designed to shine in alpha strikes, not flybys.
 
Let's say we base produce 20 hulls for this design. If we go for at least 1 Aft standard launcher, that's 45ish extra Cost over the lifetime of production. If such armament aids in preventing the loss of even one Hull, we'll more than break even on that investment, we'll have saved close to 20 Cost from not having to commission another ship to replace it.

If 1 Aft Phaser is added, the extra Cost over production lifetime jumps from 45 to 80 and we'd need to have saved two Hulls from being otherwise lost for the investment to be worthwhile.

If both are added, the extra Cost over production lifetime jumps to an eye watering 125, and two Hulls being saved from otherwise being lost is needed to barely break even, 3 or more for it to be actual longterm savings.
Yes, but there is a reason Alpha damage is so hilariously over represented in our tactical score.
The difference between being able to cripple an enemy ship in a single pass vs damaging their shields then starting to dog fight is absolutely night and day.
Adding both a phaser and a torpedo aft drastically increases our chances of being able to do this. It's like having two Rfl instead of one, but at half the cost.
 
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]
[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]
 
[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

Having thought about it some more I like the idea of both.
 
It's really not. We're paying for the entire ship, not just the damage output; this isn't us getting 33% more ship for a 7% increase, it's boosting one specific type of attack for a ship that's really designed to shine in alpha strikes, not flybys.
A flyby IS an alpha strike. An alpha strike is any strike where you fire the most of your weapons as can be fired at once. An alpha strike flyby is when you fly past a target shooting as many weapons as possible.
 
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]

What are in all those empty space on the ships diagrams ?,my best guess is that they are just "non specific ship componment/room"
Internal modules we have yet to decide should be decided after the sheild vote which should be next

[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

Love having just in case stuff
 
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