Starfleet Design Bureau

I have a vision of each Federation-class ship supporting three or four Mirandas. Fuel, supplies, repair, rapid response, and heavy firepower. I think that might be the ticket for its peacetime role: A Federation-class is like a mini-starbase that's also super duper mobile.
Yeah I'm immensely hyped about this possibility as well, it turns a Freddy into a type of mobile Forward Operating Base that could serve as a Flagship prestige posting for rearline officers. Really give those Archer Captains something to aspire to.

[X] Support (Cargo, Fabrication, Repair)
 
[X] Frontier (Cargo, Evacuation, Medical)
[X] Support (Cargo, Fabrication, Repair)

Our Freddy will be the SCV of Star Trek, only armed!
 
So how does Federation Class look like it compares to the orginal timeline Constitution/Miranda Class?

Or the orginal supership successors to the orginal series like the Excelsior and Ambassador (Yeah I still dont think we are anywhere near something like the Ambassador, but Federation Class looks like a solid step for the doctrine that will eventually result in Explorer equivalents of Excelsior and Ambassador).
 
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Mothership Federation is a go!!
One conception for the Galaxy-class (fan, admittedly) is that owing to their rather oversized accommodations and other capabilities they can serve as something of a mobile Starbase for ships operating far away from regular support.

So how does Federation Class look like it compares to the orginal timeline Constitution/Miranda Class?

Or the orginal supership successors to the orginal series like the Excelsior and Ambassador (Yeah I still dont think we are anywhere near something like the Ambassador, but Federation Class looks like a solid step for the doctrine that will eventually result in Explorer equivalents of Excelsior and Ambassador).
Excalibur is our Constitution, and as far as comparisons go here's the Excalibur vs the Connie and the last bit we got for the Federation vs the Miranda.
.
ClassFederationMiranda
Design TeamUtopia PlanitiaSan Francisco
Mass300,000220,000
Cost--80
Single Target Rating3227
Multi-Target Rating3214
Maneuverability Rating150kt134kt
Max Sustained Damage3234
Alpha Strike Damage3258
Coverage100%73%
Engine PowerVery HighHigh
Hull Rating6447
Shield Rating7343
Engineering
Science
Efficient Cruise6.86
Maximum Cruise7.47
Maximum Warp87
Operational Range314216
.
ClassExcaliburConstitution
Design TeamUtopia PlanitiaUtopia Planitia
Mass180000190000
Single Target Rating5030
Multi-Target Rating42
Average Damage11.68.0
Max Sustained Damage5042
Alpha Strike Damage11078
Coverage31%18%
ManeuverabilityVery HighMedium
Hull Rating3841
Shield Rating3638
Engineering44
Science1012
Efficient Cruise6.26.6
Maximum Cruise77
Maximum Warp8.67.8
Operational Range357430
Ratings
CostC+A
Tactical RatingSB-
Engineering RatingC-C-
Science RatingC+B
Ordered1814
Refit22652270
Decommissioned22952294
 
[X] Frontier (Cargo, Evacuation, Medical)

I'm unsure if we need more cargo options, but there has been a long running want in the thread for some kind of medical focus. Besides that I only want to get dilithium surveying out of the survey option, admittedly the repair and fabrication of support is mighty tempting, and this ship really shouldn't be going around exploring when it can be doing things in the Federation (policy).
 
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[X] Frontier (Cargo, Evacuation, Medical)

We want this wall of a ship hanging out on the frontier for longer periods of time so that it's close to incursions when they happen.
 
[X] Exploration (Pathfinding, Scanners, Analysis)
[X] Survey (Geology, Biology, Prospecting)

Hoping to develop another capability beyond big cargo and guns. With those two we already make for a decent rapid response ship. Now we need some capabilities to save ships that stumble into wedgies they don't have the gear to understand.
 
Why exactly are we specialising a Heavy Cruiser to be a would-be support tender?
Because we need one if we want to keep our fleet in a frontier heavy deployment and it's realistically the only ship the right size. It's big enough to have the modules and cargo it needs, but not so big that we only build like 6 of them.

And this kinda grew out of the ability to refuel other ships. That capability feeds into repair and rearmament abilities as it keeps other ships deployed longer.
 
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What? Preposterous. What could possibly give you that impression?

The longer the franchise ran on, the firmer studio bootstraps held it down. Time travel isn't a good device to hang a multi episode plotline on for a live action TV show, and I'll die on this hill. Thank goodness the Discovery was lost with all hands on it's maiden voyage. Don't ask the Miranda design team at SanFran their opinion on time paradoxes though.

They've lost interns that way.
We've also got different ideas of what dumb episodes are - progress was an interesting character drama.

No I'm talking sorcerers threatening the Enterprise with a voodoo doll and chasing them as a giant cat. Sisko makes his whole crew play baseball with Vulcans to make an obscure point. Video games mind control the crew of the enterprise. Need I go on? Even good epsiodes can be pretty silly, like Actual Apollo and his Giant Green Hand.

This does not make Star Trek bad! But saying Voyager is weirder or more inconsistent than the rest of Trek just doesn't hold up. Same with the rest.

Now that's fun in this game because we're trying to prepare sensibly for a galaxy that is fundamentally absurd and full of outside context problems. That's difficult, and interesting.

Why exactly are we specialising a Heavy Cruiser to be a would-be support tender?
Because the brief was specific about it being an anchor for fleet actions. We go, we kick ass, we patch everyone up afterwards.
 
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The federation class here already has the second most cargo in the fleet - I think we can afford to build up its abilities in other areas because of that
So I won't be voting for more cargo
Also I hope even with survey at 3rd place there'll be an option down the line for dilithium analysis because we don't have the capability at the moment
Otherwise medical, evacuation, and repair seem like good ideas
 
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I see going for anything other than support/frontier, with the choices we've made, to make for a very incoherent and scattershot design. With how expensive and how big this is, it HAS to standout and excel in a few areas, and pivoting to science & sensors will just result in a wide spread of mediocre options instead of doing well in any area in particular.
 
[X] Frontier (Cargo, Evacuation, Medical)
[X] Support (Cargo, Fabrication, Repair)

I like this approach to module selection. It focuses on the ship's role instead of the hard numbers, which I think aligns better with what Sayle thinks about when drawing the art. I hope it leads to fewer arguments in the thread, that is my least favorite part of this quest.
 
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Support further future proofs the Federation design. Since even when it's armaments and speed cease to be bleeding edge by Starfleet standards, a role as anchor point and fleet support on the frontier will still remain highly in demand.

As will a role as a courier for strategic resources. Some of which could be emergency delivery of vital ship components.
 
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