It works well for the Galaxy (see the Nebula, New Orleans, Chllanger and more) and there's at least one great example for the Excelsior.It barely worked for the Constitution, it absolutely does not for the Excelsior.
It works well for the Galaxy (see the Nebula, New Orleans, Chllanger and more) and there's at least one great example for the Excelsior.It barely worked for the Constitution, it absolutely does not for the Excelsior.
Yes, very nice and very sleek. Where's the deflectorIt works well for the Galaxy (see the Nebula, New Orleans, Chllanger and more) and there's at least one great example for the Excelsior.
That strip along the back of the secondary hull is WAAAAAYYYYYYYY too thin. Looks like it's only 2-3 decks. I think a minimum of 6 would be better.Sayle is somewhat against spheres because of the sheer volume they need filled with stuff, iirc, so I think a better Archer 2.0 would probably be a modification of the next generation explorer, kinda like the Curry-type is often head-canoned as.
As well as the innate cargo/engineering spaces of the secondary hull (which for us will probably be more pronounced compared to the Excelsior) it shouldn't be too hard to fit a docking point for 1-2 large cargo pods on the underside between the nacelles. It'd also likely be substantially faster, potentially even warp 7-8 efficient cruise capable depending on design choices/how things have advanced,
Good point.
It's something I was thinking about as well: design a decently-cheap hull with a bunch of space for mission-specific modules in a standardized format, like engineering bays, labs, medical facilities, etc. Bonus points if the module format matches a common freight/logistics format, and/or the modules can be "packed flat" into such a format.Maybe a workhorse basic hull designed so that it's very easy to produce new variants? You lose on efficiency on each role, but a new small research ship becomes a new loadout for the multipurpose boat.
I was assuming a dedicated modular design with swappable (within a month of work?) modules would be even less viable at present, with too much in the way of lost capabilities. I also assumed that the base empty version would not be a very good cargo ship despite having volume, as it would need to be overspecced and compromised compared to an actual empty hold.It's something I was thinking about as well: design a decently-cheap hull with a bunch of space for mission-specific modules in a standardized format, like engineering bays, labs, medical facilities, etc. Bonus points if the module format matches a common freight/logistics format, and/or the modules can be "packed flat" into such a format.
It's something I was thinking about as well: design a decently-cheap hull with a bunch of space for mission-specific modules in a standardized format, like engineering bays, labs, medical facilities, etc. Bonus points if the module format matches a common freight/logistics format, and/or the modules can be "packed flat" into such a format.
With facilities to easily transship modules, we get:
More importantly, the modules can be mix-and-matched to give a more-flexible ship, and starbases can easily stock a variety of modules, to respond to various emergencies or short-term needs. If the modules can be packed to a significantly smaller size, it might even make sense for a modular ship to carry a handful of modules in its cargo, to enhance its crew's capabilities when dealing with specific situations.
- a decent cargo ship when empty ;
- a troop transport when filled with housing modules ;
- a hospital ship ;
- etc.
Some modules will definitely need additional crew with specialized training, but it makes handling large-scale emergencies (like the aftermath of a war) much easier without having to get a pile of hospital and/or salvage ships in a hurry. Likewise, it should simplify making one-off experimental or customized modules.
Plus that makes refits easier, when all the facilities are already easily swappable. It won't help much with refitting newer point defences, shield, or warp drives, but this isn't a class meant for combat or peak performance... and if the concept is successful, it might make sense to make a new class down the line which can use the existing modules in a modernized hull.
it might even make sense for a modular ship to carry a handful of modules in its cargo, to enhance its crew's capabilities when dealing with specific situations.
Though I would like to see hybrid modules that are mixed science and engineering use, but add less to ether total score than a pure module.iirc we don't do modules like that because it makes choice meaningless, sayle wants distinct and "take enough mass for 3 multi-module slots and the cargo to hold a swap" takes all the character out of outfitting a ship.
is specifically why stats are separated so cleanly: so people stop trying to argue that Engineering should be making probes or doodads for Science
Containerized logistics are great, but I want to build it into the Archer 2.0.DID SOMEONE SAY CONTAINERISED LOGISTICS?
It'd be so awesome... But yeah, shuttlecraft seem a tad more synergistic.
Cargo means we turn this into the Archer 2.0, but with guns this time. Starfleet grumbles about the price but builds 20 of them.Shuttles just have a lot more utility for multiple uses and probably synergize with whatever modules come later
I'm hoping this doesn't turn into the Archer 2.0 (would it even be the archer 2 if the archer still being produced and will be for 8 more years)Cargo means we turn this into the Archer 2.0, but with guns this time.
Shuttles means we turn this into the Drake, all grown up. The Goose class, if you would.
(emphasis mine)The second option is to specialise towards the transport of extra-large cargo such as finished infrastructure or volatiles requiring heavy containment, which as a capability is in short supply in the fleet outside of the slow Archer-class and its bulk transport role.