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 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
In quest context? Nothing outside telling us how good a ship is equipped with laboratories, analyzing computers, and the other science stuff.…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.…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
Hell they is a line about retiring the tactical officer on federation ships and that military drill/training is outdated thinking.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.
This personally.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.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?
Yeah that sounds nice and may allow us to get real warships into the federation. That would be nice.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.
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 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 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?