Starfleet Design Bureau

[X] Arboretum (+2 Science)

Cargo would make this a great little tiny generalist ship. I could honestly see this design floating around for a long time because of its sheer convenience.

But it's not what they asked for, and frankly I think our science score would be too low to do the job properly if we went that way.

I'm absolutely happy with making a nifty science ship produced in smaller numbers to do a specialist role.
 
[X] Medium Cargo Bay

From a fiction perspective, having a large massive cargo bay means we have a space to put the science of the week apparatus someplace. It's a Flex space.
 
[x] Medium Cargo Bay

I hate to say it, given how zealous I was about cutting costs and following the brief but that ship has sailed. The brief for a cheap, specialized ship has been completely ignored, so we need to design to a new brief, rebuilding Starfleet. To that end, we kinda need a bit of everything, so a moderately priced ship that can do a bit of everything is probably best.

TLDR: The ship is too expensive to specialize.
 
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I would have expected science labs to be very easy to refit, at least if they weren't high energy.

[X] Arboretum (+2 Science)
 
[X] Medium Cargo Bay

From a fiction perspective, having a large massive cargo bay means we have a space to put the science of the week apparatus someplace. It's a Flex space.
I'm sorry to say, but unless it's noted in the module option as something that can be done (and even then something like turning a cargo bay into a lab/whatever is needed that week is more of an explorer thing in the first place) we only get what it says.

Picking the medium cargo bay will permanently reduce the science rating of this ship by 2 points.
 
On the one hand, potential to make this ship another Miranda (in the sense of a long-term workhorse ship).

On the other hand, better at it's intended job (and morale).

Not sure which way I want to vote, so I'm Abstaining.
 
[X] Medium Cargo Bay

From a fiction perspective, having a large massive cargo bay means we have a space to put the science of the week apparatus someplace. It's a Flex space.
I explicitly said, fiction, not function. Otherwise it would have a science value poster.
I hate to repeat myself, but I feel I must here. Picking the medium cargo bay will mean that that area is only ever good for cargo from a score point of view, we will never gain or have the possibility of gaining any additional science from it, permanently reducing the potential science score of this ship by 2 points.

Since we took the weapons option that reduced our module slots by 1 this will be to the detriment of the ship and Starfleet as a whole.
 
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[X] Arboretum (+2 Science)

If we submit the base design to Starfleet Design, they can "redesign" it into a generalist role. WE were specifically asked for a task specific Bio-Sciences ship, we just made sure it can protect itself against hostile Flora and Fauna. It can still "specialize" if we focus on sciences here on out.
 
If we submit the base design to Starfleet Design, they can "redesign" it into a generalist role.
Even if we don't, the fact SanFran can work on all official briefs simultaneously (and their history with the Newton) means there's probably going to be a more generalise design coming out anyways (and even if their refit and satellite design took up most of their resources there, they can take the basic frame we've got here and do as they please with it).

we just made sure it can protect itself against hostile Flora and Fauna.
Not only that, given the wining option you'd need a pack of BoPs or a D7 equivalent to get the jump on a Darwin that knows they're coming, since we've got 92% of a prime universe Connie's alpha (and 42% of that in the form of a rear 1-2 torpedo burst - or 15.4% of that if we can't burst fire from behind).

This ship is going to put the Oberth-class to shame, even if it doesn't get a TMP style refit.
 
[X] Arboretum (+2 Science)

I feel like this hits the design brief better than the cargo bay. Also, gotta love the bonus to crew comfort.
 
[x] Medium Cargo Bay

If this ship wasn't coming off the lines right after a devastating war id pick the arboretum.
But this ship is coming online after a devastating war and i think in this respect the cargo space combined with the landing capability will be invaluable to help the damaged colonies.
 
[x] Medium Cargo Bay

If this ship wasn't coming off the lines right after a devastating war id pick the arboretum.
But this ship is coming online after a devastating war and i think in this respect the cargo space combined with the landing capability will be invaluable to help the damaged colonies.
There is already a ship thats going to be doing that I believe. We were asked to build a science ship and we already took out a module for more torpedo launchers.
 
We do need a lot more warp 8 ships and this wouldn't be a bad one, but this isn't going to be a proper colony support ship either way.

Besides, we've already made it land, why not put trees in it?

[X] Arboretum (+2 Science)
 
[x] Medium Cargo Bay

If this ship wasn't coming off the lines right after a devastating war id pick the arboretum.
But this ship is coming online after a devastating war and i think in this respect the cargo space combined with the landing capability will be invaluable to help the damaged colonies.
This ship isn't going to meaningfully contribute towards post war reconstruction, doing so would take away from its actual mission - biosciences prospecting of future colonies/colony sites. A medium cargo bay would explicitly only be useful for colonial support missions (which would be undertaken after science missions).
 
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Yeah the Star Trek setting has a lot of bizarre flora, like a plant that mind controls you but also provides you with perfect health, a plant that is alive and thinks (Phylosians), or you know just a plant that somehow shoots you dead with a bunch of massive spikes.

It's a pet theory of mine that the Hippy Plants were actually a species 'retirement plan' where they retreated from the galaxy (we see it happen so often) with perfect health and happiness on a planet with dangerous radiation no one else would want. They died off eventually because of lack of drive, but they probably died happy.

[X] Arboretum (+2 Science)

Someone needs to transplant the giant man-eating plants. It's sure to be important for some reason.

Sulu...

Explicitly not how it works in the quest. Starfleet isn't going to give us "science points" for a cargo bay no matter how you twist it.

I'd really like side votes where we get to vote on developing optional extras. Like 'cargo pod modules' for neat stuff you can strap to the Archers, or an unpackable science kit for landing ships that lets you get 'science' from 'cargo' and other cool options.
 
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