Starfleet Design Bureau

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
no the ones on the finished diagrams of the ships we did,check the "2225: Project Halley (Retrospective)" they are plenty of them
 
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.
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.

The vast majority of those builds are fragile enough that a Phaser and Torpedo combo can concveibly kill them without requiring this ship to reorient its forward weapons.

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.
That high end cost considerations is very inaccurate.

Even if we stick with no extra weapons Shields are still going to push the cost into the 80s (Regular Heavy Shields on a 180kt hull come out to ~18) which means having even 2 ships survive because of the extra firepower would more than pay for that 125 extra cost over 20 hulls.
 
Yes, but there is a reason Alpha damage is so hilariously over represented in our tactical score.
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 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.
 
[X] No Aft Armament (Cost 73) [Second Tranche: 67]
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]

I prefer dispensing with chase armament all together but if not that then the absolute minimum in terms of cost.
 
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.
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.

I do admit that being able to fire backwards an additional 38 damage into a shieldless ship that is already significantly damaged will likely ensure a mission kill at the minimum when the ship otherwise may be able to escape with mostly shield damage.

The question is if we think the extra 18 damage in that backshot is expected to be decisive or if merely an 18 damage hit to an unshielded damaged cruiser is enough to knock it out of combat.
 
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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.
 
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 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.

As I pointed out earlier, an extra Phaser and extra Torpedo is a pretty decent firepower increase and just saving 2 ships that would otherwise be lost would more than pay for those systems across a 20 hull stretch.
 
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.
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).

"Forget redlining the shields of any unfortunate frigate in her sights, they'll probably have holes in the hull."

That's with 90 damage provided by the 1x rapid and 2x regular launchers. I doubt the ability of us to down a light cruiser's shields in one pass with this in mind, so the ability to dump an additional 36 damage is, imo, key to actually downing them (or severely depleting the shields of anything heavier enough to let our other units finish it off in good order).
 
[x] Aft Phaser, Aft Torpedo (Cost 73 -> 79.25) [Second Tranche: 67 -> 73.25]

What do you do when your guns are slightly weaker than canon? Use more gun.
 
[X] Aft Torpedo (Cost 73 -> 75.25) [Second Tranche: 67 -> 69.25]
[X] Aft Phaser (Cost 73 -> 77) [Second Trance: 67 -> 71]

I want one aft weapon in case of flyby follow-up or the rare chase scene, but only one. Any more would be extraneous.
 
I honestly feel like they are best used in concert.
Having either is obviously a big bonus, but the difference between a tactic providing a 16% bonus (justifiable, will give you an edge) and 33% bonus (significant overall boost, almost akin to next generation weapon damage) is pretty noticable.
 
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.


If a single phaser shot or torpedo after the initial strike is going to kill the target, then just, keep them under the main guns and kill them, don't waste money on a single rear weapons emplacement.
 
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