Starfleet Design Bureau

crew quarters will help in war by letting us rescue more crews

"I'm sorry Ensign, we can't let you out of that escape pod. We're out of beds aboard and...well, you knew the risks when you put on that red shirt."

*pushes the pod back into space*

[ ] 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.

?? Then why are you going to vote for the two science-based options? I mean there are two non-science-based improvements on offer.
 
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Huh, if we picked all three cargo options this ship could have 9 cargo compared to Archer's 6 cargo (though it doesn't take into account the cargo pod). Could have been a fast freighter. The more you know.

Anyway, I think antimatter pods and no crew comfort is going to cause mutinies. Whatever other option wins I'll be satisfied.
 
This is the third time we've had +3 Cargo given as an option. I don't think that's happened before with any internal option. I'm getting worried. Are we supposed to have cargo space on this ship for timeline reasons? Maybe Tarsus IV, or something else?
 
"I'm sorry Ensign, we can't let you out of that escape pod. We're out of beds aboard and...well, you knew the risks when you put on that red shirt."

*pushes the pod back into space*



?? Then why are you going to vote for the two science-based options?
I think they're saying that they don't think it's intuitive that it will work as a science ship but they're willing to trust you
 
@Sayle does the chemistry lab have the potential to speed up the next generation/Type 2 shield development (and the development of other technologies) through the analysis of novel resources?
 
Pick Two
[ ] Stellar Dynamics (+2 Science)
[ ] Extra Crew Quarters
[ ] Cargo Bay (+3 Cargo)


Stellar Dynamics is a must pick IMO given the ships range and speed, its likely to do a fair bit of surveying near the border.
And it helps identify negative space wedgies and the like.

I dont currently have a strong opinion between the other two options, though Im leaning towards Cargo Bay.
 
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because despite your mocking me I am still willing to believe that you are acting in good faith offering them for this ship and with that mindset they are the options that appeal

Wasn't mocking you. It just seemed a very strange disconnect.

@Sayle does the chemistry lab have the potential to speed up the next generation/Type 2 shield development (and the development of other technologies) through the analysis of novel resources?

No, nothing like that. I can see it working in a sort of RTS-style quest where finding the resouces you need to make stuff is a thing, but not here.
 
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[ ] Extra Crew Quarters
[ ] Cargo Bay (+3 Cargo)

Morale, and some supplies for morale. Or spare parts. Sounds good to me.
 
This is the third time we've had +3 Cargo given as an option. I don't think that's happened before with any internal option. I'm getting worried. Are we supposed to have cargo space on this ship for timeline reasons? Maybe Tarsus IV, or something else?

I'd honestly forgotten it was an option in the engineering section. Cargo is mainly my go-to for "extra option" that isn't dialed in on something specific. And it is a capability that's worth ranking next to the other options.
 
[ ] Extra Crew Quarters

This is the one that I REALLY want on this choice.
Whatever our other choice, we're putting our crews through a long voyage with little in the way of creature comforts...lets at least not cram em in there.
 
[X] Stellar Dynamics (+2 Science)
[X] Extra Crew Quarters

We've got the longest range in the fleet so this is a no-brainer.
 
I made the offhand comment earlier about "negative space wedgies", but I think the Stellar Dynamics genuinely would be very useful for the sort of edge-of-known-space exploration this ship will do, even in a function as a wartime cruiser. Space is big and dark and weird and scary and mysterious, and that module helps clear some of that mystery.
"Strange space geography threatens the ship" is common in ST, and I think it's a fitting danger when we think about space being a metaphor for the ocean and unknown landmasses.
Further, the SD module might help get better pictures from afar of the Klingon side of the border/warzone. Not all the way to their homeworld in high resolution, but a few light-years past the Neutral Zone territory? Wouldn't shock me.
 
This is the third time we've had +3 Cargo given as an option. I don't think that's happened before with any internal option. I'm getting worried. Are we supposed to have cargo space on this ship for timeline reasons? Maybe Tarsus IV, or something else?
I suspect the QM is doing a semi-reactive system where an option can show up on multiple lists but won't be offered twice if taken at any point.

By the way I like the structure of the "4 options pick 2" votes.
 
No, nothing like that. I can see it working in a sort of RTS-style quest where finding the resouces you need to make stuff is a thing, but not here.
I more meant in a roundabout sense, if we're going about analysing more stuff it stands to figure we'll stumble across the stuff that went into the canon Type 2 a bit ahead of schedule* (and for other resources with advantageous properties the Federation can exploit) and thus get the potential to get into it quicker, not that it'd straight up unlock stuff.

*assuming it's not all just hard computations/stuff that doesn't occur in nature.

But if that's the case then I'm probably not gonna vote for the chemistry lab.
 
*whalesong intensifies* :V
The whales were on a stolen BoP /Pedant

I made the offhand comment earlier about "negative space wedgies", but I think the Stellar Dynamics genuinely would be very useful for the sort of edge-of-known-space exploration this ship will do, even in a function as a wartime cruiser. Space is big and dark and weird and scary and mysterious, and that module helps clear some of that mystery.
"Strange space geography threatens the ship" is common in ST, and I think it's a fitting danger when we think about space being a metaphor for the ocean and unknown landmasses.
Further, the SD module might help get better pictures from afar of the Klingon side of the border/warzone. Not all the way to their homeworld in high resolution, but a few light-years past the Neutral Zone territory? Wouldn't shock me.
Especially in Star Trek, which really is a universe of Eldritch Horror. It's just that Star Trek has decided to look at the horrifying void and say FORGET the grimdark, we're gonna be friends with it. And I think that's glorious.

And in a war? Well, to be grim, I wouldn't put it past Klingons to start deploying planetary scale chemical weapons on colony worlds. In fact I'd actually expect it. Targeting either the people - unlikely, IDIC and species diversity ftw - or the agriculture. A starship with chemistry capacity is how you deal with that. And we've got expanded medical if they go the bioweapon route instead, deploy remedies.
 
[ ] Antimatter Storage (Range: 120ly -> 357ly)
[ ] Fabrication Workshop (+2 Engineering, Fabrication)
[ ] Shuttle Cargo Bay (+3 Cargo, +1 Engineering)
[ ] Hydroponics (+2 Science, Hydroponics)
[ ] Extra Shuttlebay (+2 Engineering)
[ ] Main Cargo Bay (+3 Cargo)
[ ] Expanded Medical (+2 Science)
[ ] Science Labs (+4 Science)
[ ] Stellar Dynamics (+2 Science)
[ ] Chemistry (+2 Science)
[ ] Extra Crew Quarters
[ ] Cargo Bay (+3 Cargo)

Okay so I guess we never had the option to just not cram random science extras in given 5 of our last 12 options were science related, with 3 cargo options that were deemed as functionally useless, including the only other engineering option since apparently Search and Rescue is for other people instead of Starfleet.

That leaves:
5 out of 9 as Science
2 out of 9 as Utility
2 out of 9 as Engineering
 
[ ] Antimatter Storage (Range: 120ly -> 357ly)
[ ] Fabrication Workshop (+2 Engineering, Fabrication)
[ ] Shuttle Cargo Bay (+3 Cargo, +1 Engineering)
[ ] Hydroponics (+2 Science, Hydroponics)
[ ] Extra Shuttlebay (+2 Engineering)
[ ] Main Cargo Bay (+3 Cargo)
[ ] Expanded Medical (+2 Science)
[ ] Science Labs (+4 Science)
[ ] Stellar Dynamics (+2 Science)
[ ] Chemistry (+2 Science)
[ ] Extra Crew Quarters
[ ] Cargo Bay (+3 Cargo)

Okay so I guess we never had the option to just not cram random science extras in given 5 of our last 12 options were science related, with 3 cargo options that were deemed as functionally useless, including the only other engineering option since apparently Search and Rescue is for other people instead of Starfleet.

That leaves:
5 out of 9 as Science
2 out of 9 as Utility
2 out of 9 as Engineering
Search and rescue is not for people other than Starfleet. Search and Rescue is for the Archer Class. That's specifically what got them their unfair reputation as 'vulture class' in the writeup.
 
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