Orbs have large amounts of useful space for their mass.If I'm reading this correctly, ORBs have bad firepower but great durability?
Nothing says "noncombatant" like Orb. The hull providing the greatest internal space we probably want on a ship intended to see combat is probably the full saucer.Orbs have large amounts of useful space for their mass.
They're probably best used on frigate-weight vessels small enough that we wouldn't want to bring them into combat anyway because their HP is so low.
Given what we know about the Archer, I'm pretty sure they don't have notable durability. Just bad firepower.
From what I understand, slapping weapons on anything but the front of a spherical hull can be challenging.If I'm reading this correctly, ORBs have bad firepower but great durability?
From what I understand, slapping weapons on anything but the front of a spherical hull can be challenging.
@Sayle was the Selachii-II/Falcon meant to go in main threadmarks? I wouldn't have thought it was meant to be quest-canon.
What made Admiral Marcus a villain was his effort to force a war with the Klingons (while also backstabbing everyone within reach in an effort to disguise his skullduggery). Rolling out Vengeance's improvements in automation across all new ship construction would have been a fantastic force multiplier for Starfleet, particularly in light of the personnel losses from the prior movie.A lot of the "we must build warships that can defeat everyone and everything" reminds me of ST: Into Darkness Villains...
What made Admiral Marcus a villain was his effort to force a war with the Klingons (while also backstabbing everyone within reach in an effort to disguise his skullduggery). Rolling out Vengeance's improvements in automation across all new ship construction would have been a fantastic force multiplier for Starfleet, particularly in light of the personnel losses from the prior movie.
Since the Klingons in this game's continuity have made it clear they won't wait for excuses to wage war, I'll take all the force multipliers I can get.
The incident at Genesis iirc was because Scotty had little time to jury rig an automatic command circuit and wasn't expecting combat in any event.Less crew means we would need less crew quarters and might get another module space out of it. I do think it's far too early and introduces a risk for combat ships - see what happened to the Enterprise at Genesis.
That fills up the "HERO DOES SOMETHING COOL TO SAVE THE DAY" meter, though. How will SCIENCE! prevail against the Threat of the Week without that banked power?But it does drastically rise the chances of the few or alone red shirts screaming in mortal terror.
I see no tactical benefit whatsoever from trying to climb (or launch torpedoes) out of a gravity well and possibly atmosphere.Honestly, so long as we keep doing our builds like the Darwin, we can definitely do well armed and specialized ships. Part of me is wondering if the ability for the Darwin to land on a planetary or asteroid surface will provide it a nice tactical bonus for surprise attacks...
What, you don't want your heart burned in a fire?Honestly, reducing crew requirements would be a boon for us, as long as we don't pull an M-5.
It's much easier to hide on a planet than it is to hide in space.I see no tactical benefit whatsoever from trying to climb (or launch torpedoes) out of a gravity well and possibly atmosphere.
What, you don't want your heart burned in a fire?
They lost their Dilithium suites to gain torpedo launchers though, or hasn't that refit happened yet? Also I'm thinking with the advantages of warp 8 drive, and maybe specialized suites for sniffing out Tritanium and those other rare things, assuming Sayle considered this plausible and agrees.I looked at the loadout of the Kea and it's basically optimized for Dilithium Prospecting. It's hard to get more focused on Dilithium than it already is. What you're describing would be 'Kea but updated to modern technology'.
Honestly, reducing crew requirements would be a boon for us, as long as we don't pull an M-5.
Star Trek crews are already tiny compared to the ships' mass and volume. The canoncial TOS Enterprise has twice the displacement of a real-life supercarrier, but only 150 crew members as opposed to several thousand.Less crew means we would need less crew quarters and might get another module space out of it.
Of course. The Darwin is armed like a light cruiser, with somewhat higher mass to accommodate facilities for its intended peacetime role. It's much cheaper to do this than to build a dedicated combat and dedicated specialist ship each, though obviously not always possible.Honestly, so long as we keep doing our builds like the Darwin, we can definitely do well armed and specialized ships. Part of me is wondering if the ability for the Darwin to land on a planetary or asteroid surface will provide it a nice tactical bonus for surprise attacks...
You notice when the script is written by screenwriters instead of authors.Ah, Into Darkness. The setting where everybody has Star Wars Hyperdrives but simultaenously can't spot a secret shipyard over a planet in your capital system.