Starfleet Design Bureau

[X] Expanded Medical (+2 Science)
[X] Extra Shuttlebay (+2 Engineering)

Well, we're about to give our long range fast warship a peacetime life as a hospital ship.

I suppose 'Fuck around and find out' is one way to make aliens and pirates respect the sanctity of the red cross.
 
[X] Main Cargo Bay (+3 Cargo)
More spare pallets of Torpedo reloads will do it better in its actual job than some comfort blanket science labs.

[x] Expanded Medical (+2 Science)
... and we still get some science from the thing that is actually helpful for its actual job, that being "fighting Klingons"
 
I mean, given how reliant she is on photons, being able to have a giant pile of the things in storage as reloads seems like it would support that better than some feelgood science labs, since if she shoots herself dry and has to run back to the nearest depot for more she ain't exactly going to be on the front line either.

We just made a solid logistics vessel whose job is to come in after a fight and clean up; being able to resupply without returning home shouldn't be an issue and the science labs (even if their combat use will be somewhat limited) will give her options for post-war deployments beyond being a family-sized Millennium Falcon (as shuttle or cargo bays would likely do)
 
Well, it's still 18:06 here (rather than the 18:13 needed for the vote) but since everyone else is doing it.

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

For great science! And Dr. McCoy and Mr. Spock's sake!
Edit:
[X] Ice Cream Maker (+2 Scoops)
 
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Honestly I myself am going to vote for cargo and medical.
I will attempt to keep this design focused on being a tactical beatstick and as ill-suited to being taken out of the Threat In Being role as is still possible, darn it.
I don't want this thing getting sent hither and thither and yon years from the Federation border, I want it at home giving any and all Klingon, Romulan, Orion, or Other parties that might decide to get frisky second, third, and fourth thoughts about doing so.

That ship already sailed when she was given over 300 light-years of operational range, something that Starfleet would be incredibly stupid to not take advantage of.
 
[X] Main Cargo Bay (+3 Cargo)
[X] Science Labs (+4 Science)

Our design has been so incoherent that I just don't care anymore, and I'll just vote for what I think will work best for a long-term mission as implied by the onboard fabrication and extended range.
 
An informational threadmark breaking down exactly what it is each module does (noting that any exceptions/what exact bonuses they grant will be noted in specific votes, and being expanded as new modules open up to us) would be rather handy, if somewhat tedious to start off with (assuming the descriptions aren't pre-written and stored somewhere), as it seems misunderstandings regarding what they do are becoming more and more common.

@Sayle
 
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I have been meaning to try out that approval voting thing

[JK] Extra Shuttlebay (+2 Engineering)
[JK] Main Cargo Bay (+3 Cargo)
[JK] Expanded Medical (+2 Science)
[JK] Science Labs (+4 Science)

How did I do? Is that enough approval for everyone?

[x] Expanded Medical (+2 Science)
[x] Science Labs (+4 Science)
 
Rule 3: Be Civil
We just made a solid logistics vessel whose job is to come in after a fight and clean up; being able to resupply without returning home shouldn't be an issue and the science labs (even if their combat use will be somewhat limited) will give her options for post-war deployments beyond being a family-sized Millennium Falcon (as shuttle or cargo bays would likely do)
oh, so now we have to wait for a different ship to get to the depot, pick up our photons, and then ferry them out to us. That is significantly slower stratigicly and will represent an extremely juicy target for any Klingons still operating nearby.

This is a completely flawless plan with no glaring flaws whatsoever and will surely be faster than just carrying a few hundred reloads in Cargo Bay Three. Definitely.
 
The cargo bay also is good if you want to stash a significant amount of samples, cultural items, or general goods for trade and outreach. Stuff that you won't be eating but after 3-4 stops could add up if you want to have some physical stuff. There'll be digital records of course but sometimes having the physical samples from a planet (with the environmental controls to maintain them) has value.

While the bay may not be designed for easy cargo access when in hauler mode it's internal to the ship. A bit of creative packing (or packing less full) could allow for consumables. As others have mentioned empty torpedo components would make sense. Once those are shot off there's now more room to access stuff in the bay. There's also nothing stopping them from parking someplace when out of combat and transporting a container or two elsewhere while they raid the space for consumables.
 
[X] Expanded Medical (+2 Science)
[X] Science Labs (+4 Science)

[X] Ice Cream Maker (+2 Scoops)
 
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[x] Expanded Medical (+2 Science)
[x] Science Labs (+4 Science)
[X] Main Cargo Bay (+3 Cargo)

On one hand, a Cargo bay would let us beat out the Newton in terms of Cargo capacity if we don't have a Cargo bay by default like the Kea.
Newton-class Light Cruiser [2225] [San Francisco Fleetyards]
Engineering: 12 (4 Type F Shuttles, 2 Cargo)
On the other hand, the Saladin even with it's low science score (9) was able to do frontier science work and it took advances in Klingon warship designs to push it out of that niche so even with our likely sub 10 Science Score this thing could do it's job.
The Saladin-class was for a time Starfleet's favoured tool on the border, being used to stake a claim on nearby territory and analyse accessible star systems for resources. Unfortunately by 2240 their vulnerability to more maneuverable Klingon designs like the Bird of Prey and outmatched systems against the new D7 cruiser consigned them to a more protected survey and local patrol role in Federation space proper.
 
oh, so now we have to wait for a different ship to get to the depot, pick up our photons, and then ferry them out to us. That is significantly slower stratigicly and will represent an extremely juicy target for any Klingons still operating nearby.

This is a completely flawless plan with no glaring flaws whatsoever and will surely be faster than just carrying a few hundred reloads in Cargo Bay Three. Definitely.
Cargo bays aren't suitable for holding antimatter, which torps include in their construction. As I've been told.
 
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