- Location
- Canada
you got my vote
you got my vote
I think so, but I'm not sure what the maximum cruise improvement would be. 7.4, maybe?
Still more of a fan of three, but that does sound rather good.
18% fasterCan anyone do the maths for how much time 7.4 saves over 7 for me?
Currently mid road trip and can't really check.
Can anyone do the maths for how much time 7.4 saves over 7 for me?
Currently mid road trip and can't really check.
Going to 7.4 makes this 4 days and 12 hours for 5ly, 18 days for 20ly and 67 days and 14 hours for 75ly.At warp 6 for efficient cruising the ship would be able to cover 5ly ('star to star distance') in 8 days and 10 hours, and 20ly ('sector distance') in 33 days and 19 hours. We would also be able to cross the rough radius of the Federation (75ly) in 126 days and 19 hours.
With a warp 6.8 efficient cruising this changes to 5 days and 19 hours, then 23 days and 5 hours and then 87 days and 2 hours.
Warp 7, if we can reach it with cruise nacelles, would get that even lower, with the sector value becoming 21 days and 7 hours, and the cross federation radius value 79 days and 20 hours.
In an age where we're down a lot of ships that really adds up, especially when it comes to putting out fires.
You and me will never see eye to eye on that.
Can you please let it go? I would genuinely rather have to read five more years of the Klingons stomping our shit than have to read pages of people huffing and puffing about how the thread made a mistake because a vote didn't go their way. You can do I told you sos in the future when we get the ship retrospective and we know how it all panned out, but in the moment you're just talking shit and bringing the thread down.
They all have their ups and downs, but people are absolutely justified getting on a high horse about the Kea's missing torpedo launcher or the Archer's sprint focused nacelles to name two examples (both things I voted for and can acknowledge the folly of - even if I still maintain the Archer looks way cooler with the drag racing nacelles).I mean, going by the retrospectives we've never made a lemon, so beyond some quibbling over some minor bits of text a 'i told you so' can't really be done. We will never produce a bad ship.
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.
Sayle's been vocally annoyed that people are misunderstanding what 'fabrication' entails. I would not count on that being an option.Engineering, specifically fabrication. Cargo gives the fabricators material to work with meaning more time building, less time running back for materials.
Can you please let it go? I would genuinely rather have to read five more years of the Klingons stomping our shit than have to read pages of people huffing and puffing about how the thread made a mistake because a vote didn't go their way. You can do I told you sos in the future when we get the ship retrospective and we know how it all panned out, but in the moment you're just talking shit and bringing the thread down.
Ya know, Big Tough and Fast would make a pretty decent diplomatic courier. Probably a tertiary use, but might be worth grabbing some luxury suites or whatnot if offered.I'm struggling to think of anything that really synergizes with cargo other than the usual generalist utility cruiser, though.
And ninja'd by someone else with similar thoughts! I'll happily take some confirmation bias, thank you.I'm telling you, the model for this ship is a dnd Paladin. Very tanky, with good diplomacy and healing. And 'on a horse' for endurance and speed.
I don't think medical modules have ever helped us with post-battle casualties, presumably because the standard medical is usually enough. And if it's not, well, our ships are antimatter powered so there's only so much damage we can take and still have people who can be treated.Though, for a ship that is meant to be anchoring fleets, a triage deck is exactly what you need for the aftermath. Because if there's one ship that we expect to be intact after the battle, it's this one.
I'm telling you, the model for this ship is a dnd Paladin. Very tanky, with good diplomacy and healing.
Hmm, actually, I'd forgotten that I thought diplomatic suites would be a good module on this ship. So I take my engineering comments back - Medical and Diplomacy, with as good sensors as we can get. Again, Diplomacy via showing up and saying we can take care of ourselves. Not to mention being a safe haven for diplomatic parties in contested space.
The big way medical would help post battle wouldn't be for our own casualties. The idea would be to triage the casualties from a dozen other ships, some of which may not exist anymore.I don't think medical modules have ever helped us with post-battle casualties, presumably because the standard medical is usually enough. And if it's not, well, our ships are antimatter powered so there's only so much damage we can take and still have people who can be treated.
Diplomacy would be neat and probably help us expand, and there is some synergy with medical, but then a diplomatic ship also spends a lot of time in one place. I don't think I can support any option that wants to stay in one system for extended periods of time like diplomacy or medical if we do end up going with great efficient cruise. If we pay for the whole warp core we should use the whole warp core.
Plus if we design the ship with the large core and 4 nacelles, it'll have the capability for future refits. We're predicting quite a few things in the next 20 years so let's have the power available to make the most of them when they do arrive. Can you imagine how disappointing it would be if we went for the standard core and when the 4th generation nacelles arrive there's not enough power to max them out?I think so, but I'm not sure what the maximum cruise improvement would be. 7.4, maybe?
Can anyone do the maths for how much time 7.4 saves over 7 for me?
Currently mid road trip and can't really check.
Warp Factor | C | Days/Ly | Ly/Day |
7 | 343.00 | 1.06 | 0.94 |
7.1 | 357.91 | 1.02 | 0.98 |
7.2 | 373.25 | 0.98 | 1.02 |
7.3 | 389.02 | 0.94 | 1.07 |
7.4 | 405.22 | 0.90 | 1.11 |
7.5 | 421.88 | 0.87 | 1.16 |
7.6 | 438.98 | 0.83 | 1.20 |
7.7 | 456.53 | 0.80 | 1.25 |
7.8 | 474.55 | 0.77 | 1.30 |
7.9 | 493.04 | 0.74 | 1.35 |
8 | 512.00 | 0.71 | 1.40 |
Yes, I will agree you are overreacting. And aesthetics may not matter in setting but they do matter to the playerbase to varying degrees. You don't care about such, and that's fine, but at the same time you don't get to dismiss the opinions of those who do care.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.