I'd say, two Phaser Banks (exact positioning TBD) and either 2 standard launchers or 1 RFL.but even there we'll want enough punch to keep hostiles honest.
I'd say, two Phaser Banks (exact positioning TBD) and either 2 standard launchers or 1 RFL.but even there we'll want enough punch to keep hostiles honest.
That's a death trap this ship is going out behond the borders. Normal anomalies would eat this ship no matter possible hostile encounters.I think for the biosciences ship we should:
1) Sphere, maximum volume at lowest cost.
2) 1x Nacelle, to save cost.
3) Consider 'No Deflector', because it saves a ton of cost and provides a ton of internal space.
4) Probably 1x Phaser, no torpedoes
Combined altogether the Biosciences Ship might be able to acquire both S in both cost and Science, albeit at the cost of a solid 'F' in tactical capabilities. Likely be able to go under 100kt as well.
In fairness, 'small and specialized' does imply keeping costs reasonably low.The brief was small and specialized they said nothing on cheap.
Ideally, mind, not must be.In fairness, 'small and specialized' does imply keeping costs reasonably low.
I'd say more 2v1 to include margin of chance and other intangibles. 3v1 is a dicey proposition and isn't likely to be a consistent W in the Excalibur's column,Honestly given that our Excalibur can apparently go 3 vs 1 with a D7 it'd be hilarious if our specialized small science ship could 1 v 1 a D7.
Hmm. So we'd vote something like:So I've mainly been mulling over modules and how they work. On the one hand I'm not going to move away from the midline-MSD thing which each module having their own graphic, but it's undeniable that different sections of the ship should have much space than others. As it stands currently the Universe-class would probably have fewer modules than a Galaxy-class starship because of the way the 2d slice along the midline works. And also I don't want to have to keep doing fatter saucers, because...well, that's more space to fill. The sphere was a big pain.
So tentatively speaking I'm thinking of calculating how 'large' a module is, so something in the heart of the saucer along a couple of decks would probably only be a third the size of something that's along the rim of the same saucer. But rather tha nbeing abstract by giving them fractional science values, I'm thinking more along the lines of a sort of category - > module system.
Let's say you have the forward rim of the saucer. It would probably be a pretty large span of space. So if you made it a science section, you'd get three 'module' slots. Maybe starboard has a biolab, forward has a hydroponics bay, and port has a chemistry lab.
Given the obvious stat-inflation I was thinking that maybe in that case you'd have basic/expert/cutting-edge thresholds as well, where if you want it to be best-of-the-best you'd need to have three biolab modules throughout the ship. That would also make possible the sort of specialistion system as it exists (medical+chemistry= +1 science for drug synthesis, etc) a more unique thing in that it would unlock more modules you can choose to add to further specialise the ship off the basis of that.
I'm not exactly 100% on any of the exact mechanics of that, but I'd welcome suggestions. It's still very much in a nebulous phase. I just don't want to add brute-force mathematics to the current system. Better to expand choice and customisation instead.
Hmm. So we'd vote something like:
Front Saucer (3 modules) -> Science
Aft Saucer (2 modules) -> Crew Amenities
Secondary Hull (2 modules) -> Engineering
And then vote for individual modules on each section?
The other losses could be due to decommissioning if not combat. Aging shipframes and spiraling costs are the final hurdle to ship survival.
The US Navy couldn't even keep much of the vaunted WW2 Enterprise after the war during to costs. After all her achievements...
We should be glad we kept this timeline's Enterprise. If it got moved to the fleet museum, Kirk didn't manage to lose it over the Genesis planet.
EDIT: my bad, I forgot they built an Ent-A after Genesis. But maybe those extra torpedo launchers alpha struck Kruge's BoP out of existence compared to canon where Kruge managed to return fire.
The US Navy couldn't even keep much of the vaunted WW2 Enterprise after the war during to costs. After all her achievements...
We should be glad we kept this timeline's Enterprise. If it got moved to the fleet museum, Kirk didn't manage to lose it over the Genesis planet.
While you're here, I know OUT of universe why one ship out of the bunch got the oddball name.
But why in universe was the 1701 the only ship not named after a weapon?
I'm guessing a write-in campaign or public poll, same reason the Space Shuttle was named Enterprise.
The Excalibur-class is definitely growing on me. Love its design. Wasn't sure about the half-saucer at first, but I think it looks pretty cool. All in all, I think the ship turned out pretty well.
Its pleasant to see another ship bear the name Enterprise.
You know, thinking about it, it actually does make sense for the Excaliburs to have an Enterprise. It's actually a really nice bookend - the first ship class to have a revolutionary new warp core has a member named after a similar trail-blazing predecessor. Canon actually accidentally implies this is an intentional naming scheme with the Enterprise-B being an Excelsior.
I have this poster on my wall, and it's a huge part of my ST WW3 headcanon!Also interesting to note that ramming the enemy when all else fails is apparently a bit of a tradition for ships bearing the name Enterprise!
Huh, one of the books has her going down in the Sea of Japan in 1995. To a similar effect.Also interesting to note that ramming the enemy when all else fails is apparently a bit of a tradition for ships bearing the name Enterprise!
I think the simplest solution would be that modules where the ship is thicker are treated as being bigger. That seems like it would handle making bigger ships have appropriately bigger capabilities. It doesn't need to be some sort of x3.2 thing but just a large module fits in this space, and is drawn like a standard sized module.So I've mainly been mulling over modules and how they work. On the one hand I'm not going to move away from the midline-MSD thing which each module having their own graphic, but it's undeniable that different sections of the ship should have much space than others. As it stands currently the Universe-class would probably have fewer modules than a Galaxy-class starship because of the way the 2d slice along the midline works. And also I don't want to have to keep doing fatter saucers, because...well, that's more space to fill. The sphere was a big pain.
So tentatively speaking I'm thinking of calculating how 'large' a module is, so something in the heart of the saucer along a couple of decks would probably only be a third the size of something that's along the rim of the same saucer. But rather tha nbeing abstract by giving them fractional science values, I'm thinking more along the lines of a sort of category - > module system.
Let's say you have the forward rim of the saucer. It would probably be a pretty large span of space. So if you made it a science section, you'd get three 'module' slots. Maybe starboard has a biolab, forward has a hydroponics bay, and port has a chemistry lab.
Given the obvious stat-inflation I was thinking that maybe in that case you'd have basic/expert/cutting-edge thresholds as well, where if you want it to be best-of-the-best you'd need to have three biolab modules throughout the ship. That would also make possible the sort of specialistion system as it exists (medical+chemistry= +1 science for drug synthesis, etc) a more unique thing in that it would unlock more modules you can choose to add to further specialise the ship off the basis of that.
I'm not exactly 100% on any of the exact mechanics of that, but I'd welcome suggestions. It's still very much in a nebulous phase. I just don't want to add brute-force mathematics to the current system. Better to expand choice and customisation instead.
I would be tempted to keep things as simple as possible, probably by simply eyeballing what spaces should get X number of modules, and be willing to fudge things a lot so that scores feel right. Fundamentally given how the system is already abstracted in terms of representing the inside of a 3D ship via a 2D view, I don't think that adding too much complexity in the name of fidelity is necessarily a positive here. So long as the end result gets total Science scores that feel sensible, and provides interesting choices for voters, I think that's the main goal.
Also:
A friend shared this tweet with me today and I thought it was both funny and rather interesting. May go some of the way to explaining why Earth in Star Trek has such an abiding respect and love for the name Enterprise. The link is above but I've also included a screencap below in case it requires a login to view:
Also interesting to note that ramming the enemy when all else fails is apparently a bit of a tradition for ships bearing the name Enterprise!