With the exception of the mass pinging getting people to openly call out the pinger, your increasingly belligerent attitude is the only time that anyone has been told to 'shut up' (in effect) for quite some time in this thread.Oh, get off your high horse. You've been dismissing, demeaning, and all but outright insulting towards every single person who doesn't agree with your little plan since the beginning. And now you want me to be less bitter so I won't hurt your feelings or some shit?
Fuck off.
Why are people getting heated over a vote that literally doesn't affect the tactical of this ship at all
like
this is mostly just going to be a few lines of fluff in the retrospective
[X] Extra Shuttlebay (+2 Engineering)
[X] Expanded Medical (+2 Science)
If the Federation ever builds runabouts, extra shuttlebays mean more offensive capabilities and force multiplier options.
An expanded medical bay also means you can take more risks in the event of boarding or counterboarding actions.
Remember that this ship is a warship first and foremost.
Yeah, like, the Galaxy-class was only capable of carrying two at a time.Note that ds9 style runabouts are also something you require BIG ships for
The only winning move is not to play.Some people get offended we're making the Enterprise a war ship, some people get offended we're making a war ship the Enterprise, some people are offended we're making a war ship at all... you just can't win in this room can you. At least when war is involved.
There's a metaphor there.
Well, if the cargo bays don't cut into the tactical capability and the beleaguered colonies are on the frontlines anyways, it's much more efficient to make multiple deliveries in one trip.
Hunting raiders and delivering aid or supplies to their nearby victims doesn't sound wildly contradictory to me. I wouldn't expect the primary mission to be hauling stuff but it is a useful capability to have.
[x] Expanded Medical (+2 Science)
[X] Science Labs (+4 Science)
[X] Ice Cream Maker (+2 Scoops)
Ooh, ice cream maker!
[X] Ice Cream Maker (+2 Scoops)
[X] Main Cargo Bay (+3 Cargo)
[X] Expanded Medical (+2 Science)
Seriously though, fast cargo and emergency response are good post-war duties, while still potentially useful during the war itself.
Not to mention, another thing cargo bays can carry: actual food. Not as fancy as hydroponics, but I'd think some of y'all would be all over that.
(I'm hoping we get an improved sensors option next vote, for a more combat-useful +science option)
We are literally over a century from combat capable runabout craft as standard, this is TOS. That's just not a thing.
@MJ12 Commando loves the Starfleet Battles game, where the Federation no-joke has their own space version of the F14 Tomcat. Which honestly like, if we could pull a lever and Manifest that into being, I definitely would.
Funnily enough I had been asking @Sayle what he thought about designing an attack craft/combat shuttle as our next project, to make a bit of a change and also because it makes a degree of sense (especially given our experiences in the Kzin wars). To which his response was some variation upon of "Fuck no, doing anything that small sounds like a nightmare to draw!".
I agree cargo is important, but we literally just built a space truck for the purpose[X] Main Cargo Bay (+3 Cargo)
We NEED to get cargo guys
We have long range anti-matter making our fighting capable ship good for long range missions, such as exploration. It's even tough enough to actually be okay going out solo! We are a hairs breath away from a FLEET OF EXPLORATION SHIPS!
But we don't have the storage to actually support that action.
Even when its not flying to shed light unto the darkenss. The mundane need to 'carry this important shit from point A to point B, or people will die!" will never stop being a thing. Food, Medical supplies, Ect. Ships are rare enough that any additional carry capacity is always going to be helpful.