no the ones on the finished diagrams of the ships we did,check the "2225: Project Halley (Retrospective)" they are plenty of themInternal 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
It's designed for both, we've maxed out this ship's maneuverability which makes flyby extremely easy against anything but other max maneuverability builds.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.
That high end cost considerations is very inaccurate.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.
Basically without the torpedo and phaser combo we're gonna have shit rear alpha, and whilst manouverability will make up for it somewhat the ability to just dump an extra 36 damage into whatever you've just been hammering shouldn't be overlooked.Yes, but there is a reason Alpha damage is so hilariously over represented in our tactical score.
Perhaps I should have prefaced it with "At this moment", I guess. Meh. Anyway, an extra 125 Cost over lifetime of production is going to be a hard sell to Starfleet imo even though I'm leaning that way myself.
36 rear alpha. Or about 40% of our forward alpha if I'm calculating things correctly (if not, then 66.66%), verses having a measly 20% with just the phaser or torpedo (or 33.33%)I can see arguments for the phasor, I can see arguments for the torpedo launcher... You'll have a hard time selling me on the idea that we should have both.
Our primary forward weapons are said to be expected to rip the shield off and do significant damage to basically any other ship out there.Basically without the torpedo and phaser combo we're gonna have shit rear alpha, and whilst manouverability will make up for it somewhat the ability to just dump an extra 36 damage into whatever you've just been hammering shouldn't be overlooked.
It'll turn out ship from killing a frigate in a singe pass to perhaps crippling a light cruiser in a single pass.
I don't think using the costs "as of this moment" is a good representation of the end result given the fact that Shields are also going to be pretty expensive and we certainly aren't building a ship is going to be shieldless.Perhaps I should have prefaced it with "At this moment", I guess. Meh. Anyway, an extra 125 Cost over lifetime of production is going to be a hard sell to Starfleet imo even though I'm leaning that way myself.
I'd say the implication on this is that if we went for the 3 (or a hypothetical 4) salvo with the torpedoes we'd only be able to collapse the shields on an enemy frigate (assuming they've not gone all out on shields).Our primary forward weapons are said to be expected to rip the shield off and do significant damage to basically any other ship out there.
Not to mention, being able to make up for the tactical weakness of our other ships in fleet combat.[X] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]
Tactical flexibility is vital
Yeah. It's a mistake to think of this as chase weapons. This is the killing blow on the fly by that let's us deal heavy casualties every run.
Even if it could also be used as chase weaponry and for hitting secondary targets as a nice bonus.