Starfleet Design Bureau

hm. that is actually genuinely hard for me. well, at least for three of the options, chem lab can go hang. but Stellar Dynamics, Cargo, and Crew accommodations are all very, very tempting.

Well, one of my picks will be cargo either way, so really it's the dynamics lab or crew quarters that is the choice for me. let's see some arguments on the subject!
From what I can tell from reading, Stellar Dynamics improves the ship's ability to perform remote observation, while the Chem lab improves its ability to perform field investigations. Extra crew quarters, meanwhile, give us a happier crew and enable longer missions without people going space-crazy or morale plummeting.
 
I'm down for stellar dynamics. Crew quarters near the exterior is probably the other pick just due to duration and combat stress. I suppose it could also serve as buffer for avoiding casualties in a red alert situation. My cargo bay instincts keep whispering though.
 
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Extra Quarters + Cartography combined with our prior choices gives this thing an extremely clear peacetime role of frontier survey and Weird Shit Response, which means it's out in the region where it's most likely to be the first responder to foreign invasion. This, needless to say,, is where we want it, so the synergy seems pretty solid to me.
 
A ship with this much range should have the ability to mark interesting things for later dedicated explorers.

[ ] Stellar Dynamics (+2 Science)
[ ] Extra Crew Quarters
 
We've also got the Kea still as a superb surveyor that can follow up on spots that were marked off. So yeah, I think this is a solid build that will achieve the intended role as a dedicated mainline tactical cruiser while having a perfect peacetime niche as a frontier surveyor.
 
I think i am going with stellar cartography and extra crew quarters.

Stellar cartography getting a slight boost because of the very slight potential of it being maybe useful if the ship is used to raid Klingon territory where the Federation only has spotty maps.
 
[ ] Stellar Dynamics (+2 Science)
[ ] Chemistry (+2 Science)
[ ] Extra Crew Quarters
[ ] Cargo Bay (+3 Cargo)

And finally, we get the capstone modules.

This is genuinely a rather difficult choice (kudos, Sayle, these all largely sound quite useful), but I think I'll have to laser in on two particular modules, with one module I wouldn't mind winning.

Stellar Dynamics means we can use this ship, while it defends the borders of the Federation, to find more strategically important spaces (whether that's potentially resource-rich moons or asteroid belts, places we can set up defenses or listening posts, or finding enemy listening posts and bases), and do what needs to be done with them. Crew Quarters directly impact morale, allowing us to stay out for longer rotations with a fresh, battle-ready crew at high morale (and I'm sure one of them won't mind sharing a room with the ice cream machine :)), and that's something you can't often measure out so precisely.

I could definitely see a cargo bay being useful, so I wouldn't mind if that won over either of the stated modules, but my votes are going to be Stellar Dynamics and Extra Crew Quarters.
 
Hmm. I want THREE and I get to pick two. IT'S HARD!

Stellar Dynamics - Perfect for a long range ship in unknown space. Also I can think of at least one military situation where this would have been relevant, the current Gorn crisis in Strange New Worlds.
Chemistry Labs - Complements our enhanced medical, lets us poison Dirkonium Cloud Creatures, that kind of thing. Also exploration!
Crew Quarters - This ship is for the long haul. Let's plan for that. We lost out on the arboretum so at least have some space.

But I'm going to be the Science Stick advocate. An awful lot of Star Trek is poking deep into the unknown, and finding new threats in deep space, and then - in the immortal words of Mark Whatney - sciencing the shit out of them. Get us Chemistry, get us Stellar Dynamics, get us out there and ready to deal with it. Even if it takes a fabricating a special gizmo or a chemistry lab.

[ ] Stellar Dynamics (+2 Science)
[ ] Chemistry (+2 Science)
 
[ ] Stellar Dynamics (+2 Science)
[ ] Chemistry (+2 Science)

while I'm not... enthused (and honestly a little confused) with this being a science ship I am willing to believe the QM is acting in good faith, so these will be my choices.
 
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I think i am going with stellar cartography and extra crew quarters.

Stellar cartography getting a slight boost because of the very slight potential of it being maybe useful if the ship is used to raid Klingon territory where the Federation only has spotty maps.
Entering deep enemy territory with spotty maps had crossed my mind yeah. If we have to pick only one science lab I vote stellar dynamics. I just want us to have both.

edit: Science scores won't let us beat cloaking devices. Stellar Dynamics WILL give us an edge fighting in weird solar systems and nebulas.
 
Thinking any of these three:
[ ] Stellar Dynamics (+2 Science)
[ ] Chemistry (+2 Science)
[ ] Extra Crew Quarters

Since this ship is going to mostly be spending it's life out on the Federation's border to deter the Klingons and Tholians it's going to encounter plenty of weird and novel stuff so more Science is always good.

The Extra Crew Quarters help for that same reason since it'll probably be further away from starbase and planet-side amenities on average compared to other ships so giving everyone some more room will help keep morale up.

Any one science facility plus our previous choices should push this to Science 10 at a minimum (we might get some synergies like what the Kea got) which while not as impressive as a Kea's Science 19 still beats out the Saladin and let's it match the half century old Sagarmatha.

That should let it take over the Saladin's old job once the war with the Klingons is over.

I would personally advocate for our next ship to be a light cruiser where we remove the Engineering section of this ship and strap some nacelles onto the saucer Miranda style with the rear half converted into a shuttle and cargo bay (which as we saw with this ship is perfectly doable).
 
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I'm going to vote for Stellar Dynamics and either Extra Crew Quarters or the Cargo Bay. Stellar Dynamics is just too useful to pass up and I am really tempted by the morale boost of the crew quarters, but the cargo bay would make it a really flexible ship able to do whatever the Federation needs done quickly because of it's speed.
 
[ ] Extra Crew Quarters
[ ] Cargo Bay (+3 Cargo)

Among other things, the cargo bay can hold extra supplies for super-long-range missions
 
The cargo mafia returns!

Look, cargo is good. SOMEONE needs to haul around quadrotriticalie. But there is literally no reason that it should be us. We've got a space truck for that! The Archer is running around playing their theme song and everything. I love that dumb orb, let it do its job!


View: https://www.youtube.com/watch?v=5hqG-29NTSU
 
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I'm inclined towards stellar dynamics, which can be used while the ship is patrolling so it's not just flying around, plus either cargo or extra crew. I can see the use for both here.
 
Stellar dynamics and extra cargo, because the cargo is simple 'for but not with' growth space in the forward hull that could probably be repurposed towards more phasers in a later refit if the Fleet thinks its necessary.
 
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