Starfleet Design Bureau

I want to reiterate - this is a war ship. That is its primary purpose, to be good at war. That means we need to spend the resources to make it good at fighting.


It's penny pinching and giving us a massive hit to our capacity to engage 1v1 at sublight speeds, which we have been told is what's going to be happening. Ships for fighting are the costliest thing in the game system, but that's just a reality we'll have to live with.

Maneuver doesn't matter for its specific role in fleet actions. But it does matter the rest of the time. When it happens you REALLY WANT IT, but we've already made most of the decisions to make this a fleet anchor. Basically you're setting us up for more climactic big battles rather than overall strategic strength.

No one would think Aircraft Carriers aren't good at war and we don't make them max speed torp boats, we make Destroyers for that. It doesn't give us a massive hit. It's just saying we're choosing not to specialize in it.
 
Let us consider that Starfleet believes the primary engagement scenario to be one on one ship duels. Assuming we go for maximum phaser coverage, we can reasonably be expected to defeat or at least draw with anything significantly lighter and more maneuverable than us. Against a peer or near-peer target, we will want some degree of torpedo capability, and we will want to ensure said torpedoes can arrive on target in a reliable fashion. It would also be worthwhile to minimize the ability for other vessels to target us with impunity.

I do not know how expensive full phaser coverage will end up being. I do know that failing to accomplish it will be foolish at best, especially if we choose the lesser engine. Torpedoes I am less concerned about, though we must retain some capability in that regard.

A very rough proposal would be twin fore rapid launchers and a single rear rapid launcher, but it will depend on how things math out. I do not expect us to require more firepower than a six-strong salvo. It is possible the rear tube could be swapped with two single-fire launchers, price depending. All of this, of course, depends on whether there's a prototype we should spring for, which Sayle has hinted toward - in which case, wanting to get the best use out of said torpedoes, we would want higher maneuverability.

I am trying my best to come up with pros and cons for both engine arrangements, and I am failing to convince myself that the central engine is a good pick. I feel that the price difference is negligible at best and the benefits are by far worthwhile. However, should the central arrangement win out (as it appears to be doing), I must reiterate the vast importance of maximum phaser coverage - if we cannot guarantee keeping an enemy within a given arc, we must ensure we have a gun in every arc.

[X] Dual Engines [Cost: 99] (Maneuverability: Maximum) [200% Standard]
 
The primary cap is strategic material supply, not money. Which isn't quite the same thing. Cost is fundamentally a representation of resource expenditure, it's just the Federation runs on a different (better) style of economics for military procurement than other powers.

And yes, the Joyeuse killed a Bird-of-Prey with torpedoes, because the Bird-of-Prey flew in front of it. I'm not sure I'd entirely agree with the idea that phasers are a backup weapon, but they do become more relevant the larger the ship and the less able it is to dogfight (and less relevant as it gets smaller).

Under the current system the Excalibur basically flies like a 90kt light cruiser, which is more than enough to maneuver equally and/or better than the D7, but not well enough to stick on the rear of a Klingon Bird-of-Prey. While I'm not keen to draw up actual statblocks for enemy ships, it is starting to feel like it's necessary on a basic level. And to be fair while before I kind of cringed at the idea as being impossible, as my health improves it doesn't actually feel quite that way any more, so maybe we can get some sort of warbook detailing the basic armaments/maneuverability/masses of primary enemy ships.
Less backup, and more secondary armament; the five-inchers to the torpedo's twelve inch main guns
That seems ike it is in the process of changing in the direction of their being co-equal effectors, but that transition hasnt happened yet

Thank you for the expanation with regards to the Callies

And while a warbook woud be quite welcome even as a purely fluff exercise of an overview of other militaries, do not feel obliged to exercise yourself on our account
We can manage without it

We picked the larger ship. They intend to deploy it it small task forces or fleets. They want it to replace the Kea's or Newton's battle-role, which was not to use maximum thrust and let the Excailbers and likely the upcoming Mirandas use the Federation's stable position and coverage to keep flocks of small ships off of their rear.
But as Wootius points out that's not the role. This is an anchor. They trade maneuverability for firepower and stability. Also: more than likely it won't change the fact that heavier ships will not be spinning in space.
These are all ad hoc explanations for max speed, and we simply don't need it.
The meta for the foreseeable future is solo engagements
Thats official Starfleet doctrine as of 2244
Fleet anchor only comes into play when we have big enough fights to have Starfleet taskforces throwing hands

The Excaliburs were decommissioned in 2295 without seeing a new war
Make of that what you will
 
[X] Central Engine [Cost: 91] (Maneuverability: Normal) [120% Standard]

the dual engines would be needed if we wanted this to do solo combat missions, but with us not taking the sprint warp engines, we have basically decided that that is not a capability we are focusing on.

so as a fleet lynchpin that mainly stays in the center of a formation, it does not need max maneuverability.
I mean if we don't have sprint then we can't force an engagement, but equally well if we don't have sprint and can't win the fight, then we can't even risk deploying. At the same time it is fair to say that even without high maneuverability, we could likely win a fight against most extant cruisers. But there might be future combatants that could change that.
No one would think Aircraft Carriers aren't good at war and we don't make them max speed torp boats, we make Destroyers for that. It doesn't give us a massive hit. It's just saying we're choosing not to specialize in it.
This analogy doesn't hold up because all our ships fight essentially similarly, in the same combat arena with the same weapons and defenses. So making a ship that is good at one sort of combat makes it easier to also be good at other sorts. Aircraft carriers aren't good as AAW missile ships because the features that make a good AAW ship compete with those that make a good carrier.

Also in general as I've noted the nature of Starfleet means it can't afford highly specialized warships or noncombatants. We've seen that over the Four Year War and the runup that Starfleet just has limited ships relative to its requirements, so hulls are inevitably forced to cover multiple roles or end up shortchanging the mission in various ways.
 
[X] Dual Engines [Cost: 99] (Maneuverability: Maximum) [200% Standard]

This exact same argument happened with the Kea, when we decided that as a non-combatant we would give it low maneuverability, high phaser coverage and a mediocre torpedo armament (in that it had none). And even though it was a fuckhuge ship, the Kea ended up being a poor combatant because phasers simply are not enough to fight enemy cruisers.

Let's not make the exact same mistake on an honest-to-god warship, yeah? One of the lessons that Starfleet took from the Klingon war was that high capability warships are expensive, and this is very much meant to be a high capability warship. Just suck it up and build an expensive warship.
 
The Excaliburs were decommissioned in 2295 without seeing a new war
Make of that what you will
While I mostly agree with your points this is IMO a serious mistake. Retrospectives do not predict the future. People leaned on them to argue that we didn't need to consider heavily armed ships or refit capability on the new warp core, and then the Klingons invaded us twenty years early. Retrospectives represent a possible, even likely future, but they're not certain.
 

The second proposal is for the other end of the scale. Project Federation envisions a cruiser more along the lines of the Kea-class, using a higher mass than other contemporary starships to produce powerful defense fields and a depth of capability in vital areas of interest. This idea of a line cruiser would then be able to weather any conflict it takes part in, acting as a lynchpin for a small task force or the main force of battle in a larger engagement.

I asked you not to quote me, please respect that. The design brief comes after the retrospective you're quoting. The design brief is the official request by Starfleet command and the latest word we have of their intentions. Everything else is conjecture by you and me.

They want a ship they can build small task forces around and if needed center a fleet.
 
Maneuverability measures the ability of a starship to accelerate and adjust its heading under thrust. The level of performance is still dictated primarily by mass, but a starship with a "maximum" or "very high" maneuverability rating would be considered to have an acceleration curve and turn time equal to the typical performance of a starship half its mass. Ergo, a 300kt starship with "maximum" maneuverability would perform equivalently to a 150kt starship with "standard" maneuverability. As a statistic it is measured as a fractional value between a minimum of 0 and a maximum of 1, with no thresholds determining higher or lower levels of performance. "Standard" is the median and generally expected rating.

As a rating, higher maneuverability increases a starship's ability to keep its highest damage weapons on target. As statistics are computed with the assumption that peer vessels are at least half the mass of the ship, this increases the single-target damage rating. Against vessels with standard maneuverability but less than half the design's mass, or during formation actions, the multi-target damage rating determines general damage output.

The problem is that this makes zero sense under physics. Any spacecraft that dedicates ten percent of its mass to manoeuvring thrusters will be exactly as manoeuvrable as any other whether it mass ten tonnes or a million.

Now various caviats apply: this is only true as long as you have sufficient surface area to mount all these thrusters; physical stresses on the frame from centrifugal force limit rotation speed and eventually relativistic effects place a hard limit theron; and a larger ship will move a smaller percentage of its dimensions which limits dodging.

Few of these should apply here. Star trek ship thrusters take up negligible surface area and we are no where near hitting relativistic effects from turning. Structural limits could reduce the amount of thrusters we can safely mount but Star trek ships make a mockery of structural forms anyway.

Acceleration and turning should be effectively independent of mass as long as thrust to weight is kept constant. Smaller ships should be better at dodging.
 
[X] Central Engine [Cost: 91] (Maneuverability: Normal) [120% Standard]

the dual engines would be needed if we wanted this to do solo combat missions, but with us not taking the sprint warp engines, we have basically decided that that is not a capability we are focusing on.

so as a fleet lynchpin that mainly stays in the center of a formation, it does not need max maneuverability.
It IS going to be doing solo combat missions most of the time

Thats the default for combat; explicit word from the Starfleet admiralty
Its Sprint is not maxed out, but because we specced for Max Cruise unlike other ships it can keep pursuing a given enemy ship for longer than it can afford to sprint

Essentially we're built the Feddie's warp capacity as an endurance predator, the way human hunters can literally pursue faster animals to death
 
You will have more options than just rapid-launchers. Probably 2 standard, 2 rapids, or 2 prototypes.
Huh. It looks like we can see next-gen torpedoes and phasers in the technology threadmark:
ComponentImplementationCostReal CostEffectivenessUnknownsIf TakenImplementation Schedule
Duratanium Alloy HullStandard33+60% DefenseMature: 2260
Type-3 Impulse ThrusterStandard55+ThrustMature: 2260
Type-4 Photon LauncherPrototype (+25% Cost)4512 Average/36 BurstStandard: 2270
Type-1 Photon LauncherMature (-25% Cost)32.256 Average/18 BurstTech Matured
Type-1 Rapid LauncherStandard121218 Average/54 BurstMature: 2260
Type-II Phaser BankMature4318 DamageTech Matured
Type-V Phaser BankPrototype (+25% Cost)4524 DamageStandard: 2270
 
Warbook: Starships
Starfleet Warbook [2250]

Klingon Empire

K'tinga Heavy Cruiser [Development]
Mass: 180,000 Tons
Maneuverability: ?
Armament: 2 Heavy Disruptor Cannons, 1 Heavy Disruptor Beam, 1 Plasma Torpedo Launcher
Shield Rating: 50
Cruise: Warp 7
Maximum: ?
Estimated Cost: 80-95

D7 Heavy Cruiser [Active Production]
Mass: 120,000 Tons
Maneuverability: 120,000 Tons (Standard)
Armament: 2 Heavy Disruptor Beams, 1 Plasma Torpedo Launcher
Shield Rating: 30
Cruise: Warp 7
Maximum: Warp 8.2
Estimated Cost: 60

D6 Cruiser [Out of Production]

Mass: 60,000 Tons
Maneuverability: 60,000 Tons (Standard)
Armament: 2 Disruptor Beams, 1 Photon Torpedo Launcher
Shield Rating: 20
Cruise: Warp 6
Maximum: Warp 7.2
Estimated Cost: 44

B'rel Bird-of-Prey [Development]

Mass: 60,000 Tons
Maneuverability: ?
Armament: 2 Disruptor Cannons, ? Torpedo Launcher
Shield Rating: ?
Cruise: ?
Maximum: ?
Estimated Cost: 40-55

Bird-of-Prey [Active Production]
Mass: 30,000 Tons
Maneuverability: 15,000 Tons (Very High)
Armament: 2 Light Disruptor Beams, 1 Photon Torpedo Launcher
Shield Rating: 12
Cruise: Warp 6
Maximum: Warp 7.2
Estimated Cost: 24
 
It seems like a lot of people are voting for central with the understanding that this ship will exclusively fight as the center of large set piece battles. But from the sixth post of the four-years war:
That said, the usefulness of the high-cost and high-performance Excalibur-class could not be overstated. The war had thoroughly discredited a once-popular viewpoint that the future was to be found in light cruisers which could be inexpensively built to carry out the myriad of duties needed in the ever-expanding Federation and then consolidated in the event of warfare. While there was still a place for specialist vessels, military theory in the coming years would be more focused on how to deal with the long-range deployments and individual engagements necessitated by deep interstellar warfare.
It's clear that this ship needs to be capable of serving in small scale actions, and for that it needs to be able to maneuver well. From our war book we can see that maximum maneuverability on a 300,000 ton ship will put us close to a D7, and hopefully not too far off a K'tinga.
 
K'tinga Heavy Cruiser [Development]
Mass: 180,000 Tons
I see that the K'tinga, at least, will be big enough for the Federation to hit it with the big guns. Good to know.

I think I'd go for either the new Type 4 launchers, or a mix of a Type 4 and a Rapid for forward tubes; I think we can take a hit to the total forward punch in exchange for advancing torpedo tech, but having only prototype tubes makes me antsy.
 
K'tinga Heavy Cruiser [Development]
Mass: 180,000 Tons
Maneuverability: ?
Armament: 2 Heavy Disruptor Cannons, 1 Heavy Disruptor Beam, 1 Plasma Torpedo Launcher
Shield Rating: 50
Cruise: Warp 7
Maximum: ?
Estimated Cost: 80-95
A very useful war/factbook, not entirely sure how their weapons stat out but it's good to see well handily exceed their shields by 25 points.

Also shows that (for their heavy shields equivalent) they're able to squeeze out ~27.5/27.7… per 100kt.
 
No one would think Aircraft Carriers aren't good at war and we don't make them max speed torp boats, we make Destroyers for that. It doesn't give us a massive hit. It's just saying we're choosing not to specialize in it.
But we DO make Aircraft Carriers to be max speed for their size
They are the fastest things in the US surface fleet after the Independence-class LCS boats, and they have the most endurance to boot of anything that isnt a nuclear submarine

====
My apologies to Wootius; I forgot

But the point remains: they want a ship to anchor task forces in wartime
But thats in addition to its base ability of operating solo during war and peace, which every Starfleet warship is expected to be capable of day to day. Even the Attenboroughs operate solo, and they are tiny at 105 kt

The UF does not have enough ships to operate ships in groups routinely
 
[X] Dual Engines [Cost: 99] (Maneuverability: Maximum) [200% Standard]
If it wasn't being mentioned that ships are getting bigger, I'd say stick with the central. But if the ship ends up being smaller than it's opponents then my vote is for manuverability.
 
Their ships are so cheap. Holy hell.
But that could be their respective cost compared to their economy, rather than the same cost to cost ratio we use.
 
I see that the K'tinga, at least, will be big enough for the Federation to hit it with the big guns. Good to know.

I think I'd go for either the new Type 4 launchers, or a mix of a Type 4 and a Rapid for forward tubes; I think we can take a hit to the total forward punch in exchange for advancing torpedo tech, but having only prototype tubes makes me antsy.

RFL forward and the new ones behind?

Starfleet Warbook [2250]

Klingon Empire

K'tinga Heavy Cruiser [Development]
Mass: 180,000 Tons
Maneuverability: ?
Armament: 2 Heavy Disruptor Cannons, 1 Heavy Disruptor Beam, 1 Plasma Torpedo Launcher
Shield Rating: 50
Cruise: Warp 7
Maximum: ?
Estimated Cost: 80-95

D7 Heavy Cruiser [Active Production]
Mass: 120,000 Tons
Maneuverability: 120,000 Tons (Standard)
Armament: 2 Heavy Disruptor Beams, 1 Plasma Torpedo Launcher
Shield Rating: 30
Cruise: Warp 7
Maximum: Warp 8.2
Estimated Cost: 60

D6 Cruiser [Out of Production]
Mass: 60,000 Tons
Maneuverability: 60,000 Tons (Standard)
Armament: 2 Disruptor Beams, 1 Photon Torpedo Launcher
Shield Rating: 20
Cruise: Warp 6
Maximum: Warp 7.2
Estimated Cost: 44

B'rel Bird-of-Prey [Development]
Mass: 60,000 Tons
Maneuverability: ?
Armament: 2 Disruptor Cannons, ? Torpedo Launcher
Shield Rating: ?
Cruise: ?
Maximum: ?
Estimated Cost: 40-55

Bird-of-Prey [Active Production]
Mass: 30,000 Tons
Maneuverability: 15,000 Tons (Very High)
Armament: 2 Light Disruptor Beams, 1 Photon Torpedo Launcher
Shield Rating: 12
Cruise: Warp 6
Maximum: Warp 7.2
Estimated Cost: 24

Although, two out three hits from two Type 4 Torpedoes and our phasers eat those shields for less then the cost of an RFL, then we get a 30+ damage hit in from the one we didn't need to pop the shields. That would be a bargain.
 
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