Starfleet Design Bureau

@Sayle Would the larger warp core provide any tangible boosts to shield/phaser power?

No, nothing like that. The warp core handles much more power than the regular power systems on the ship can handle.

Actually @Sayle please clarify- you previously mentioned that due to current material limits max cruise is limited to 7.0. Is this still in effect, how would efficient cruise being at or potentially above that work? - or would we have to accept that until the next generation of nacelles is designed that the ship won't reach it's full potential?

It won't go higher than the maximum cruise.
 
Given the fact the dilithium prospecting module was between it and geosciences rather than with something like the expanded cargo bay for the Kea we could probably do both.
We definitely could, and being able to store more supplies would help with prospecting away from our core as well. My concern there is that the ship is then stuck in limbo between going out away from our developed territory to find materials or flying around our territory making important deliveries. Maybe it won't actually matter and Starfleet won't mind, but I don't think the two missions synergize well.

Also the Keas don't have the dilithium survey suite post-refit, so we're just down to the surviving Saladins which are getting a bit too old to work beyond our borders (or near them, with the various border conflicts we're set to have). A big beatstick that can keep going out might be really useful.
 
Funny idea - Prototype long nacelles. 4 of them. Long nacelles cruise faster, but we didn't pick that option. Imagine if we did. Stick 4 of them on this baby, set efficient cruise to something like warp 7.5. set maximum warp to 7.5. make a ship with only 1 effective warp speed.
The only time you don't go max speed is when you're making jumps short enough that you don't have time to fully accelerate.

Like, maybe planet-hopping in a single system. (tbh, I'm not even sure if trek warp has an acceleration phase)

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wouldnt having tanks slow it down some?
Trek warp is mass-independent, with speeds depending on how hard you can warp space.

That's a factor of (A) how much power your warp core can generate, (B) how much of that power your nacelles can apply to bending space*, and (C) warp geometry (which is kinda hand-wavey).

Extra antimatter keeps the warp core running longer, which lets you go farther without refilling (or returning home), but doesn't affect speed. Though as other posters have said, it would take a module slot.


* This is our current limiting factor.
 
I'm definitely going to go for the large reactor for cruising. What we want is the ship that shows up in a sector and the pirates all just SCATTER because they've got better things to do than die tired.

As for what I want in these modules? Really good sensors, because if we're out doing the Long Patrol we need eyes. And some good engineering and medical, to help while we're out there. Science capacity isn't the focus.

I think we should eschew esthetics for function, especially since the thread has already made the mistake of going command.

Just my personal opinion though
I'm not interested in aesthetics right now, but I'm not sure what you mean because I don't know what function you want prioritized.

Like, the Command saucer is the tactically focused one. Does that mean you want the medium reactor to double down on tactical capability with the armor bonus?
 
We definitely could, and being able to store more supplies would help with prospecting away from our core as well. My concern there is that the ship is then stuck in limbo between going out away from our developed territory to find materials or flying around our territory making important deliveries. Maybe it won't actually matter and Starfleet won't mind, but I don't think the two missions synergize well.

Also the Keas don't have the dilithium survey suite post-refit, so we're just down to the surviving Saladins which are getting a bit too old to work beyond our borders (or near them, with the various border conflicts we're set to have). A big beatstick that can keep going out might be really useful.
Yes, but with a warp 7 efficient cruise she can BE further with less issue as she can get home faster. Subspace comes mean you can recall her with a phonecall. It's just a matter of if she can get home in time and with warp 7 efficient cruise she can get home from twice as far in the same timeframe.

Also, imagine, dilithium prospecting plus a ton of shuttlecraft. She voops into a system, deploys shuttles like a hive of ants to get samples, collects all the shuttles and sciences the samples while she voops to the next system at warp 7. Do dilithium prospecting at maximum speed. Spend as much time as possible going that absurd warp 7 speed.
 
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We definitely could, and being able to store more supplies would help with prospecting away from our core as well. My concern there is that the ship is then stuck in limbo between going out away from our developed territory to find materials or flying around our territory making important deliveries. Maybe it won't actually matter and Starfleet won't mind, but I don't think the two missions synergize well.

Also the Keas don't have the dilithium survey suite post-refit, so we're just down to the surviving Saladins which are getting a bit too old to work beyond our borders (or near them, with the various border conflicts we're set to have). A big beatstick that can keep going out might be really useful.
I'm glad I clicked the button to see new posts, because you pre-empted my entire post.

Strong agree. High efficiency cruise and cargo, go together very well. Lots of travel between established federation locations, very quickly. Any other modules we pick should help with this.

Dilithium survey explicitly wants us to go places that are not already established Federation locations. Putting both in the same ship is counter productive.

My main question is the technology of the era. Is the suite detecting from a distance via scanners as a fly by, in which case amazing cruise means we can scan a ton of systems, or is it more "shuttle down, get samples, analyse, move on" where speed matters less because of time spent at the sites?
 
My main question is the technology of the era. Is the suite detecting from a distance via scanners as a fly by, in which case amazing cruise means we can scan a ton of systems, or is it more "shuttle down, get samples, analyse, move on" where speed matters less because of time spent at the sites?
I think if we got ourselves advance sensors, stronger over basic scanners, would shorten the process if you can detect them instantly.
 
I'm glad I clicked the button to see new posts, because you pre-empted my entire post.

Strong agree. High efficiency cruise and cargo, go together very well. Lots of travel between established federation locations, very quickly. Any other modules we pick should help with this.

Dilithium survey explicitly wants us to go places that are not already established Federation locations. Putting both in the same ship is counter productive.

My main question is the technology of the era. Is the suite detecting from a distance via scanners as a fly by, in which case amazing cruise means we can scan a ton of systems, or is it more "shuttle down, get samples, analyse, move on" where speed matters less because of time spent at the sites?
She has the space to get a LOT of shuttles. We could voop into a system, deploy shuttles en mass to collect samples, then voop to the next system and science the samples while in transit at warp 7.
 
I consider it more differing preferences than outright a "Mistake".

I would not. The thread overreacted to the first part of a warning and went for a choice that severely limited our module space. And with people going "I want x shape" like shape matters.

It was a mistake. And now we should focus on making a ship that fits tactical and strategic needs.

ETA: I guess I'm overreacting, but the quest has consistently pointed out that our runs do not care about aethestics, so they should be a secondary concern.
 
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I would not. The thread overreacted to the first part of a warning and went for a choice that severely limited our module space. And with people going "I want x shape" like shape matters.

It was a mistake. And now we should focus on making a ship that fits tactical and strategic needs.
It limited. We will see if it is anything like severe.

- also going dilithium survey plus shuttlecraft gives the ship a nice mix of science and engineering, meaning she does one task really well (and fast) while still being a generalist.

And a big secondary hull is a good place to put a big shuttlebay. It's another solid argument to Starfleet for mass.
 
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Yes, but with a warp 7 efficient cruise she can BE further with less issue as she can get home faster. Subspace comes mean you can recall her with a phonecall. It's just a matter of if she can get home in time and with warp 7 efficient cruise she can get home from twice as far in the same timeframe.
I suspect that how it'll actually work if we go cargo+prospecting is that when they first come out they'll be used to relieve some of the burden on the Archers and deter piracy via existing nearby, and once we stabilize with an army of Miranda's in the next decade they'll get to go out and do prospecting missions.

Any other modules we pick should help with this.
I'm struggling to think of anything that really synergizes with cargo other than the usual generalist utility cruiser, though. Which would almost certainly be very useful, but it also means that we're basically just a big Miranda, and that's kind of boring.

The other specialty I've seen suggested is medical, but even on an Archer we were offered just a triage deck. I don't think we're going to have the module space to give it anything beyond at best a nice medical-focused lab, and we'd probably still have to take a bunch of utility.
 
[X] Large Warp Core (11 Deck) [Cost: 39.5] (Efficient Cruise: 6 -> 6.8)

Not only does Starfleet need a ship to restore its numbers, it needs a ship that can retain the speed and range to protect its entire territory. Much better cruise speed is going to be important for covering more territory, especially early on in its career.
 
I suspect that how it'll actually work if we go cargo+prospecting is that when they first come out they'll be used to relieve some of the burden on the Archers and deter piracy via existing nearby, and once we stabilize with an army of Miranda's in the next decade they'll get to go out and do prospecting missions.


I'm struggling to think of anything that really synergizes with cargo other than the usual generalist utility cruiser, though. Which would almost certainly be very useful, but it also means that we're basically just a big Miranda, and that's kind of boring.

The other specialty I've seen suggested is medical, but even on an Archer we were offered just a triage deck. I don't think we're going to have the module space to give it anything beyond at best a nice medical-focused lab, and we'd probably still have to take a bunch of utility.
Engineering, specifically fabrication. Cargo gives the fabricators material to work with meaning more time building, less time running back for materials.
 
I guess I'm overreacting, but the quest has consistently pointed out that our runs do not care about aethestics, so they should be a secondary concern.

Well I mean, I don't live in the Federation, I live in the real world where at the end of every build we get two things:
1. Some pretty pictures of the ship.
2. Some lines of narrative saying how the result performed.

I think it is entirely fair for every voter to balance how much they value the pictures versus what they want to see in the narrative.
 
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