Starfleet Design Bureau

…for lack of better wording, what is science in the context of ST and the quest? If we pump out ships with big science scores and have them do…science stuff, does it translate into more tech or other advances?

Some people seem up in arms about only having 1 lab instead of 2 and as total scrub on ST I don't really understand what it does
 
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…for lack of better wording, what is science in the context of ST and the quest? If we pump out ships with big science scores and let them do…science stuff, does it translate into more tech or other advances?

Some people seem up in arms about only having 1 lab instead of 2 and as total scrub on ST I don't really understand what it does
Science does space wizard things.
 
…for lack of better wording, what is science in the context of ST and the quest? If we pump out ships with big science scores and have them do…science stuff, does it translate into more tech or other advances?

Some people seem up in arms about only having 1 lab instead of 2 and as total scrub on ST I don't really understand what it does
In quest context? Nothing outside telling us how good a ship is equipped with laboratories, analyzing computers, and the other science stuff.

Out of quest Star trek context? Starfleet and the United Federation of planets are all about expanding to do so they need to explore. During said exploring their ships seem to stumble over a shitton of strange negative space wedgies and other anomalies. So being Peaceful communist, post scarcity, Utopian explorers they like to study said things.

It also happens that many of the militarist and HOSTILE species encountered have a strange new tech and only the power of technobabble science can safe the Starship/federation from it.

The later years federation has a really hard on for science stuff and a deep disdain for military things. In the pursuit of more labs, multirole things the federation may have forgotten that the only reason they have their Utopia is their high tech lead on everyone else. As in even the under gunned flying CERN complexes they build can fight most other peoples Battleship.

Hell they is a line about retiring the tactical officer on federation ships and that military drill/training is outdated thinking. Some people just want to follow that and others try to make something different in quest.
 
From DS9: That's a communication system. It needs repair, but I'm willing to bet that you brought one of those famed Starfleet engineers who can turn rocks into replicators.

So is that under Science or Engineering because that seems a Scotty/Laforge/Obrien/Tripp/Torres sort of thing and not a science officer... which I guess what we really want is good engineering and science because the two working together do so much better
 
…for lack of better wording, what is science in the context of ST and the quest? If we pump out ships with big science scores and have them do…science stuff, does it translate into more tech or other advances?

Some people seem up in arms about only having 1 lab instead of 2 and as total scrub on ST I don't really understand what it does
The people up in arms over only having 1 lab are overreacting IMO, but Science can be thought of as a ship's ability to detect, analyze, and respond to anomalies and weird stuff basically. It's most useful for exploration, but can also be useful in other situations, for example finding and exploiting spacial distortions to gain an advantage in combat or to hide from pursuit.
 
[X] Recommend a three-ship run over the next five years. (-27.6 Industry)
We really don't have a pressing need for five NX's right now. We can do three NX's now, refit the Stingrays and Zheng He's, and then do five next period along with whatever new ship we design.
 
There's a lot of things about Starfleet doctrine that it's best just not to think about too hard, and their preference for every ship having a science team with labs and equipment comes off as one of those things, but I think it actually does make sense for the Star Trek universe. It's a setting where you never know when your routine patrol is gonna get interrupted by a space anomaly, or run into a new hostile species with technology you've never seen before, or a rival power testing a secret weapon, or a bored god. Situations where your conventional means of problem solving won't work, so the only way out is to quickly figure out the problem and then quickly figure out a solution, and in Star Trek, or at least Starfleet, science teams work fast enough that they can plausibly do that before the problem kills you.

Ultimately I don't think that's the reason Starfleet puts labs on all its things, even if you removed all those factors they'd probably still do it, but there are practical justifications for it that will make most any ship we put them on more effective in their role.
 
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I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?
 
[X] Recommend a three-ship run over the next five years. (-27.6 Industry)

Yeah, I stay stick to the things we're doing now, not trying to make strategic plans.
 
I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?
If you think you're up for it, it'd be fascinating to see how you approach this; 'ship that can do X' is probably going to be much simpler for you, though.
 
I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?
That sounds incredibly fun but also potentially stressful to run and/or to spectate.
 
I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?
Personally, I'd like keeping it pretty focused on the ships. Getting specific requests for a design means we've got a concrete goal and challenge to accomplish beyond whatever we feel like making at the time, and introduces a bit of play with "What the fleet says they want" vs. "what the fleet actually wants" vs. "what we think the fleet needs" vs. "what we actually have the ability to make." Especially if you're willing to give us give us a slap on the wrist or more for failing a request, and now we've got stakes.
 
I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?
I'd say an overview so we can see how our ships are performing, and maybe the military giving us a list short comings in our ship line up that requires a new ship(s) to fill those gaps and leave it up to us to figure out how to go about filling those gaps.

And maybe a list of areas of strength where our ship catalog is doing really well which they want more of.
 
maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design.
Yeah that sounds nice and may allow us to get real warships into the federation. That would be nice.
 
I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?
It would be really cool to see a overview of the war. Give is an idea of the lessons Starfleet learns from it so we can incorporate it into the next design(s).
 
I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?

I'd rather just stick with the shipbuilding then get into the gritty details. Retrospects of what our ships accomplish would be great.

Scope creep is a painful and slow way for good things to die.
 
Getting an overview and seeing how our designs are doing would be cool, but I don't think we should have control of it. We're the SBD, not Starfleet Command.
 
I don't want to get locked into anything right away, but how do people feel about a strategic overview of the Romulan War? Not necessarily coordinating fleet movements or whatnot, but maybe deciding general strategic thrusts or defensive moves based on a map? Obviously only a couple of turns given the yearly nature of things, and your main priority would be deciding what kind of ship to build and/or design. Or would people rather stick to getting specific orders for a ship that can do X?

I feel like an overview of the Romulan war would be cool, but maybe don't give us control over anything but designing ships, otherwise things might get to complex; when keeping it simple might be better.
 
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