Starfleet Design Bureau

If I'm reading this correctly, ORBs have bad firepower but great durability?
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.
 
Last edited:
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.
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.
 
Last edited:
A lot of the "we must build warships that can defeat everyone and everything" reminds me of ST: Into Darkness Villains...

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...


From what I understand, slapping weapons on anything but the front of a spherical hull can be challenging.

Maybe our next Archer should have a cylinder for the primary hull. Hell, it might not even need a secondary hull, depending on the orientation. Just make the Star Fleet Super Logistics Tube (tm)
 
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.
 
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.

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.
 
Reducing crew requirements might be useful, if we were bottlenecked on crew. But we're not. The bottleneck limiting our starship production is resource availability, and because all known resource deposits are exploited to the utmost of capability with the assets available, this means the bottleneck is in the ability to survey and support the colonies that exploit those resources: the bottleneck in our starship production is in the number of starships with science and engineering capabilities.

This is why the Federation becomes a powerhouse, because while every other power is specializing their starships for maximum military utility, and get fleets that are a constant resource drain, Starfleet makes bigger ships that actually improve its capabilities over time because they're charting and surveying and supporting the entire apparatus that feeds the production of more starships.
 
to be honest, it is easy to hide things in a something as big as a solar system, even in settings like star trek.
that is a whole lot of space in which you can put something and in star trek most people are traveling to locations at warp most of the time.
it would be easy to not see the vengeance as it was in an out of the way location and the ship yard it was in was hiding it.
 
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.
 
I would argue that reducing crew requirements in the Star Trek verse is actually counterproductive, especially so for the Federation. It makes it really, really, easy to get your ships subverted/stolen, for starters (a super real threat in the Star Trek universe). It also means you don't have an experienced crew manning all your science labs and stuff. Your noncombat capability crashes to the ground.
 
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...
I see no tactical benefit whatsoever from trying to climb (or launch torpedoes) out of a gravity well and possibly atmosphere.

Honestly, reducing crew requirements would be a boon for us, as long as we don't pull an M-5.
What, you don't want your heart burned in a fire?
 
Sayle was saying that starships are dependent on materials that are finite in supply, like Dilithium, Tritanium etc. Given the sheer volume of our space it's unlikely that even every planet has been thoroughly surveyed. Is there a chance that when we design the replacement for the Kea-class that we'll be asked to design a ship that specifically can do in-depth minerology surveys, sniff out every trace of valuable/rare/magic!space minerals we can find?

Could be an interesting twist, a long-range general survey ship instead of a general science ship, or even a survey ship specifically designed to hunt down resources to boost our industry. A prospector ship?

Edit: Edited some stuff.
 
Last edited:
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'.
 
Last edited:
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'.
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.

Edit: plus, of course, better shields and weapons. Medium covariants or type 2s on a big ship, plus at least 2 fore and 2 aft launchers, maybe more thrusters, modern phasers etc could make it extremely tanky even compared to the kea. I'm super keen to strengthen our ship roster!
 
Last edited:
Honestly, reducing crew requirements would be a boon for us, as long as we don't pull an M-5.

Less crew means we would need less crew quarters and might get another module space out of it.
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.

Cost for personnel and mass used for crew spaces should be so small already as to be on the scale of a rounding error. Or at least close to it.
 
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...
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.

When it is, we should do it.

If we design everything like we have this project, with the assumption that in addition to its primary role it will one day be thrown into the breach in wartime, then we'll either deter future conflicts or be better prepared for them.

As for landing, I'd think it most useful for hiding. Climbing laboriously out of a gravity well won't leave much scope for surprise IMO.
 
Back
Top