Starfleet Design Bureau

Absolutely go for medical, it's useful for the tactical remit we've been given as the ship can care for its own wounded and for those of other ships during fleet actions, and it gives it a good purpose outside of war when it comes to helping with colony emergencies. It's gonna be our fastest responder for a while after all. Cargo bay for the same reason, if some place needs some emergency supplies this'll be able to get there faster than an Archer, and cargo space is just generally useful to have for adding to the ship's own stores during longer missions, or for picking up salvage/debris after a battle. Would be nice to get some of those superior Klingon shields and weapons back home for study after all.

edit: Good arguments were made for the science labs, so I'm swapping my cargo bay pick for that. I still like the cargo bay, but not more than I like the expanded medical.

[ ] Main Cargo Bay (+3 Cargo)
[X] Expanded Medical (+2 Science)
[X] Science Labs (+4 Science)
 
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[ ] Main Cargo Bay (+3 Cargo)
[ ] Expanded Medical (+2 Science)

The main cargo bay will greatly enhance peacetime (and even some wartime - for stuff like rebuilding devastated planets and providing vital supplies to those of ours behind the likes like SanFran's long ranged cruiser did) capabilities. Many of the canon Connie's missions involved hauling relief supplies for colonies and other reasons.

Expanded medical facilities have an equal wartime and peacetime importance, not only will they enable long duration missions be catering for the expected (and unexpected) injuries that can be accrued they will help keep personnel alive during and in the aftermath of Klingon attacks. Additionally they'll let us provide more aid to civilians and alien civilisations where needed.

[ ] Science Labs (+4 Science)

Gonna keep this in the back pocket, just in case someone can convince me on its worth.
 
I was considering the cargo issue, but as useful as cargo space is I don't think that fits any of the strengths of this ship.

Giving it enough medical and science to do five-year missions really makes a lot more sense than trying to have it fill the role the Archer does, and with it's weapons and impressive anti-matter storage that's what it should be doing when we're not in an actual war.

edit: The expanded medical also still lets it put that speed to good use as well, plagues and the like don't require as much cargo as famine etc. and in fact extra science is incredibly important for dealing with the issue of plagues and so forth.
 
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I was considering the cargo issue, but as useful as cargo space is I don't think that fits any of the strengths of this ship.

Giving it enough medical and science to do five-year missions really makes a lot more sense than trying to have it fill the role the Archer does, and with it's weapons and impressive anti-matter storage that's what it should be doing when we're not in an actual war.

That's my read. We have a cargo ship. We don't need another.
 
[ ] Main Cargo Bay (+3 Cargo)
[ ] Expanded Medical (+2 Science)

Frankly, the only reason you could conceivably want anything else on a dedicated warship is because you want it to steal the five year mission profile out of spite. If so, go right on ahead.
 
Next I think we should design a 400k ton science dreadnaught and we should build it as one single 400kton saucer hull.

BEEEG DISC.


We have a slow cargo ship. We don't have a fast cargo ship. They do different things and move different types of cargo.

You don't *need* a fast cargo ship with 23rd century tech, unless it's famine, and in which case relying on cargo ships is already the problem. And if we want a fast cargo ship, we can design one. Let's .. just, I dunno, stop taking the same things on every ship, please.
 
... Ah, someone beat me to pointing out the cargo holds are for stuff external to supplying the ship.

No alternate +Morale option, alas. Would go for one if there was, but there isn't.

[ ] Expanded Medical (+2 Science)
[ ] Science Labs (+4 Science)

I'd like to be able to Science! things occasionally. This ship has much longer range than the Kea, so we can go poke interesting anomalies much farther away from our borders. Or in places where the locals might be hostile, given the Kea's... Kea-ness.
 
@Tank man what about stacking bonuses? If we do lab with medical it will get more points. That might be worth it. We might also gain some new diseases when fighting other races.

Other then that I don't think it really matters what we choose. As long as we have medical it should be good. Beside we have one more selection after this I think.
 
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I'm going to argue for the most Starfleet option: Science!

We gave this ship the most range (ever), it's naturally going to end up places no one has gone before. It would be a shame if it couldn't collect any data.

[ ] Science Labs (+4 Science)

And we may as well double down so the secondary role is worth doing, with something that also has some battlefield utility.

[ ] Expanded Medical (+2 Science)
 
First impressions:
[ ] Extra Shuttlebay (+2 Engineering)
Interesting but It is a question of what to do with it.
[ ] Main Cargo Bay (+3 Cargo)
If it is meant to travel far or deliver something fast it is needed.
[ ] Expanded Medical (+2 Science)
Nice for first response or heavy care.
[ ] Science Labs (+4 Science)
This would be a very nice rounding of abilities.

Before reading discussion I tend to Cargo Bay and Medical.
 
Medical seems to be a shoe-in from the general vibe of the thread, and the cargo section is probably at least a little redundant. In my mind we can either go for the generic science for a nice 6 or we can stack the spare shuttle bay for more utility there and 4 engineering. I do believe there's another vote after this, so we can probably focus whichever of the two we neglect here in that one.
 
No, no that's not what it's for. It's to carry tractors for a colony or new mining equipment or something. It's space open for other people's supplies, not the ship's own supplies.

(It's really turning me against cargo that some people are jumping straight to 'it'll increase ship endurance'.)
If that's true then Starfleet are the most unimaginative people I have ever heard of. Not even bothering to use the space to store ammunition and parts while in active wartime duty? That's just... Ugh. I know Starfleet is pacifistic but that's just dumb.
 
Not another Major Aux slot, there's one, maybe two more slots in the fore section, but they're not as big as the ones in the engineering and aft saucer.

Still! I think we've got a winner here, it's stronger than the canon Connie by quite a lot, has a similar level of capability, and it's only marginally more expensive!
 
Constitution is shaping up to be an absolute beast, and one made on a tight budget to boot so it can have a bigger production.

Thunderchild if I recall was given a blank cheque in its design due to Earth and a major colony literally getting nuked by the Romulan Empire and needing a giant FAFO Anchor to punch their faces in.

If next design gives us a blank cheque for a super ship/Dreadnought that would be extremely bad because it would mean the Klingons have managed something similar before the Constitution series can fully deploy.
 
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If that's true then Starfleet are the most unimaginative people I have ever heard of. Not even bothering to use the space to store ammunition and parts while in active wartime duty? That's just... Ugh. I know Starfleet is pacifistic but that's just dumb.

Starfleet doesn't use weapons that would need spare ammo, generally, except for torps and IIRC, reloading them underway is tricky. Each ship carries spares to a certain point, but this runs straight into "Logistics says you get X, not X+2."
 
If that's true then Starfleet are the most unimaginative people I have ever heard of. Not even bothering to use the space to store ammunition and parts while in active wartime duty? That's just... Ugh. I know Starfleet is pacifistic but that's just dumb.
There's a difference between the ships own cargo stores (which are designed to handle specific volatile cargoes, like torpedoes) and general cargo stores that are rated mostly for space grain and tractors.

On specialist exploration ship there might be some overlap (due to mission duration), but this is a heavy cruiser primarily not an explorer even if it can explore.
 
Don't think so, it calls out aft saucer and there's still a bit of empty space in the fore on the graphic. I think we get one more vote to stuff something into there.
I think you're right when I saw Aft Saucer I was stoked. We're going to put 4 aux modules in this thing and still have the front saucer to vote on.

As for the vote: I'm set on medical but could be convinced on almost anything else. I do like cargobays and the possibility of stuffing them full of salvage and loot but that's not going to be the make or break use case.
[ ] Expanded Medical (+2 Science)
 
Each ship carries spares to a certain point, but this runs straight into "Logistics says you get X, not X+2."
Yeah.

Logistics and Tactical say how much ammo our ships should carry, and we've already made sure they're carrying it. Adding more cargo won't get us assigned extra torpedoes beyond what Logistics and Tactical think it needs, because those are torpedoes that someone had to build and charge with antimatter, and there are only so many to go around.
 
Seeing the options with the view of the now.

Med+cargo seems like the best option.

We don't have a modern ship capable of after battle triage that's a big hole strategically so it's priority and it's going to be probably the toughest ship on the fleet.
Cargo on war time you can carry parts that you can't fab or play blockade runner to deliver a supply+reinforcement combo.

Shuttle bay feels redundant if we had combat shuttles and this was a different design concept maybe but not here.

the gen science looks out of place here. I would rather go for a pair of specialist lab or a bio+sensors/coms/c.core on the front.
 
Starfleet doesn't use weapons that would need spare ammo, generally, except for torps and IIRC, reloading them underway is tricky. Each ship carries spares to a certain point, but this runs straight into "Logistics says you get X, not X+2."
I was very clearly talking about torps, I mentioned it in the first post of mine you quoted. Once you've freed up space in the normal torp storage by using torps, you can empty the cargo bay to refill em. Is my thought. How are they building their cargobays that moving stuff like that is untenable?

I can see an argument of "they already have enough torps in storage," that'd make sense. But this weird situation of "we can't use things stored in the cargo bays just seems weird and arbitrary. If you don't want cargo being used for torp storage, the first reason is the way to go imo.
 
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