Starfleet Design Bureau

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.
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.
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.
 
...the cruise option looks yummy but I'm still leaning toward the middle option for two reasons, and only one of them is incredibly stupid and metagamey:
  1. Most of our issues come down to "flip-flopping concepts on each vote results in an unfocused design"; with command config having won (mostly) for tactical superiority, I'm inclined to double down on tactical and go for the tougher integrated hull.
  2. I desperately want a super cruise-optimised ship when we get the new nacelles. I crave it. And I'm terrified that if we've done a cruise-tuned ship in the last century, there'll be no way to muster the votes for another one.
Cruise is just ridiculously useful for this thing, though :/
 
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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.
 
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 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.
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 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.

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. And 'on a horse' for endurance and speed.

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.

Engineering, specifically fabrication. Cargo gives the fabricators material to work with meaning more time building, less time running back for materials.

Also works I suppose. But I prefer my own plan.
 
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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.

I don't intend to go on any further, if that's what you're worried about. I've made my argument for focusing on choices that enhance functionality already, no point in rehashing it.

Besides, either I'll be right or wrong at the end, and going on about it more than this isn't worth it.
 
I'm struggling to think of anything that really synergizes with cargo other than the usual generalist utility cruiser, though.
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 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.
And ninja'd by someone else with similar thoughts! I'll happily take some confirmation bias, thank you.
 
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.
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.
 
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.
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.
 
Depending on how long the legs of the ship class and design are, I could see a hospital vessel sub-class coming out of a big design like this (we've seen sub-classes done recently before this, even if it's the first time such a thing has happened).
 
I think so, but I'm not sure what the maximum cruise improvement would be. 7.4, maybe?
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?

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 FactorCDays/LyLy/Day
7343.001.060.94
7.1357.911.020.98
7.2373.250.981.02
7.3389.020.941.07
7.4405.220.901.11
7.5421.880.871.16
7.6438.980.831.20
7.7456.530.801.25
7.8474.550.771.30
7.9493.040.741.35
8512.000.711.40

Works out to an extra 16% further. so journey times over distances:
sector (20Ly): 21.2/18 days
Federation radius (75Ly): 79.5/67.5 days
12 days faster from the core to the periphary - that is a huge savings

[X] Large Warp Core (11 Deck) [Cost: 39.5] (Efficient Cruise: 6 -> 6.8)
 
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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.

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.
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.
 
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