KlavoHunter
THOU SHALT WORSHIP NO GODS ABOVE ENTERPRISE!
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I'm not arguing, I was raising some concerns about strategic mobility and received a series of lectures about sprint speeds, which I never brought up. The issue was, we couldn't implement warp 8 drive in our old ships, hence they weren't updated with better warp reactors, hence their speeds were lower than they would've been. I rather thought that was clear.Alright, enough with arguing over cruise vs. sprint for whatever time this is, let's save that fight for the upcoming Nacelles.
I'm... Hmm, leery of the Miranda-class using the old MKI photorps tbh. I'm worried with us making the Federation-class so expensive we might be delaying the wide-scale implementation of next-gen weapons that I'd love to see proliferated as widely as possible. We always seem to be so depressingly behind in terms of firepower.Honestly, I do think the current Miranda is underwhelming for the workhorse of the federation, but it'll achieve that with the TMP Refit coming up. Right now it's looking to be an affordable, solid engineering ship with good tactical capabilities, if a bit slower than desired.
Cheers for compiling this. Hmm, not nearly as bad as I thought, I forgot we updated our phasers after the Archer-class, didn't we? Just come out of a multi-day fever so my facts and recent memories may be disordered.Actually, let's do a side-by-side comparison with the ship that the Miranda is meant to replace, the Newton:
Class Miranda Newton Mass 220,000 130,000 Single Target Rating 27 14 Multi-Target Rating 14 4 Max Sustained Damage 34 17 Alpha Strike Damage 58 41 Coverage 73% 38% Engine Power High High Hull Rating 47 24 Shield Rating 43 19 Engineering 12 (4 Type F Shuttles, 2+ Cargo) 12 (4 Type F Shuttles, 2 Cargo) Science 4 (Duotronic Computer Core) 4 (Duotronic Computer Core) Efficient Cruise 6 (216c) 5.6 (175c) Maximum Cruise 7 (343c) 6.4 (262c) Maximum Warp 7 (343c) 7.4 (405c) Operational Range 216 86
I more or less agree with this, past a certain size it just doesn't make sense for Starfleet to accept a ship that can't cover all of the basics by default to some extent, and having the ability to shape the specialisation will let us still have a role to play without the incongruity of Starfleet letting a ship go out without capability in an area.It feels reasonable to shift to a system of 'it has all the basic modules, what do you want to specialise in?' system for larger ships. Either that, or give us the option to go completely 100% all in on a particular area (multiple redundant science labs/engineering labs/sensor systems/whatever) at the cost of being incapable in others.
Indeed, it could also be that senior admirals have requested/ordered specific things due to their own preferencesPerhaps, leave the modules up to chance, write down a bunch of module ideas you like the sound of, number them- then consult the RNG for which ones to include. That would help with being stuck, maybe.
Another thing could be re-framing what the modules are, if part of the issue is that there is an inevitable point where 'everything can just be shoved into the ship'. Then maybe the module we pick isn't so much what's included in the ship, but rather what modules are being over-focused on. Like designers are going to have biases right, perhaps they spent too much time designing an upgrade to some fabrication workshop and now the in-universe designers feel like they must include it even if it doesn't fit the ships profile to a T or makes other areas of the ship worse due to attention going to the fabrication workshop.
We see some enlisted quarters in Star Trek 6, and there's a fair few people to each one. Don't remember the exact numbers, but it's definitely not individual.Every ship I've served on (in the US Navy), the enlisted lived in spaces filled with bunks that held 2 or 3 beds. There were enough of these bunks for every enlisted to have their own bed to sleep in. My first ship also had an overflow space for extra personnel, such as officers. Said overflow space was smaller than any of the individual enlisted specific sleeping spaces. Most officers shared a space with 1 or 2 other officers or civilian Contractors. Some personnel got to not share their sleeping space with any one else, usually the higher officers.
But this is happening on ships where space is at a premium. By this time in this quest, Starfleet should be building ships with a lot more available space for crew living spaces. Probably not yet at individuals rooms just yet, but 3 person living spaces sound like a possibility.
Here's the ones on the Excelsior, couldn't find the ones on the A but they're similar.We see some enlisted quarters in Star Trek 6, and there's a fair few people to each one. Don't remember the exact numbers, but it's definitely not individual.
Well the quest is still thoroughly in the Shower Thoughts(TM) update phase for the moment, because I've mentally stalled on the modules with the realisation that there's an inevitable point where you can just fit Everything, and been sort of mulling over what other possibilities for internal space are. Also I got really into Vintage Story, which is surprisingly refreshing as a co-op game. Medical treatment will be kicking back into progress after Christmas in a couple of weeks, so hopefully that will counteract some of the energy drain. Just gotta get to the nacelle/general stat rework that requires careful deliberation rather than artistic creativity. Though in complete honesty part of it is just getting off my ass and doing the update.
As thoughts so far go:
Crew Quarters. You've got crew sharings bunks by shift rota, individual bunks, personal bedrooms, working quarters (desk+bed+a bit of space) and then the living quarters you see later in the timeline. More comfortable crews mean less space left over for other stuff.
Escape Pods. Currently Starfleet seems to be using shuttles or evacuation pods like mini-shuttles rather than the later classical escape pods. My personal reading is that starships become more durable and the chances of abandoning ship being 'evacuating under fire in under X minutes' goes up enough to have a distributed and self-sufficient escape system look like a useful addition. Also a neat thing to put on the exterior to add some flavor, though I think the earliest ship we see with the hatch-based pods seems to be the Ambassador-class.
The other thought I had was that the current system works for the smaller ships where you absolutely can't fit Everything and getting to a maximum specialisation in something requires ditching basically everything else. So stuff the size of the Attenborough, essentially. My thinking was that in future ships maybe something like a module system where you get to install systems that would distinguish or accentuate a starship's role at the cost of refocusing the current auxiliary modules to a smaller, more precisely selected range. "You have space, do you want the medical facilities to be more focused on research and analysis, or emergency medicine?" for the current system, while a starship module might represent larger departures from the norm. So the Miranda refits might get a slot for their heavy rollbar phasers, the Nebula would have one for their modular mission system, the Attenborough's landing system could have been one. Saucer separation. Quad nacelles for increased cruise. Stuff that diverges from the classical everyman starship design and begins to really sketch out what the ship is designed to do really well before you get to stuffing the innards of the pinata with subsystems.
Really the issue with the module system isn't just more empty space to fill, it's also that on a personal level I find it annoying that these spaces would also be expanding volumetrically. But point inflation based on that would I feel like give the wrong impressions about massively ballooning capability, so I suspect this might become a case of hidden gut-instinct adjusted numbers on the backend purely to produce a comparative grade. Basically the current system, just where I can pretend "this ship has 10x more lab space but only has the same amount of points" isn't actually an issue.
Thoughts for the future, given that some sort of writeup/revamp is inevitable for TMP.
Other things I'd like to do. A visual engagement chart representing what classes of ship can be relied upon to fight. Maybe expressed in damage ranges, with the Federation providing 39 damage in the under 150kt category and 56 above. Get some damage curves in there with artistic liberty that would maybe make you think "hey we don't actually have anything that really effectively engages ships under 80kt" or something. Obviously a more side project/inspiration strikes thing, maybe one that only needs doing when a major conflict is anticipated.
Obviously the TMP UI still needs doing, as I only have the cosmetic console element done so far. I'm committed to ditching the rear view in favour of a full-color sideview, but I'm much more leery of a resolution increase. As ships get bigger you kind of get to do more granular detail in hull texturing anyway. The half-meter windows on the rim of the Federation Project look fine, not that I think most people care.
Then there's the stat rework in general. Distinguish how torpedoes give you warp offense/defense. Give maximum cruise a strategic range stat for wartime vs operating range for efficient cruise/peacetime. Likewise give maximum warp some stat that represents the power of decision it provides tactically and postnote some ship classes it exceeds. Free Engagement, maybe?
As for more granular stuff, I considered a Federation map but it really runs into that the showrunners of TNG didn't care that much so a lot of stuff just doesn't make sense, so best not. The same sort of gut feeling applied to a sort of Federation statblock in that my idea of reasonable growth won't get to 8000 light years of Federation in 100 years, so. You're the people providing the toolkit, not making the decisions. I also don't want the only impact you feel being the wars. I mean, it's true that they're obvious inflection points, that's true of history as well as fiction. But I liked the shift that happened quite naturally with the focus on logistics over expansion.
Anyhow, that's my ramble. Feel free to disregard or comment as you like. It's all very amorphous right now and hasn't even really touched on the costing system that makes large ships objectively better. Tying more costs to mass seems like the way forward, but I'm not clear on what parts should be left alone until I take a good look at that and have a good think.
This seems an excellent idea.My idea for modules on BEEG ships would honestly be what Sayle did for the Federation, but expanded a bit.
As several people have said, we have the basics like labs, medical, and crew morale stuff.
We get one or two votes for particularly big things like the Cargo and Refueling thing the Federation has, and then instead of voting for particular modules we borrow from the last vote and simply vote for the specialization that will operate similar to a 'package' of modules and give us a variety of scores and areas this ship does well in.
This is a well thought out way to do it. No longer doing each vote as they happen, we'd have an idea of what we could do.This seems an excellent idea.
The only thing I would add, and this is one Sayle might rightfully point out doesn't actually work in practice, but it would be good if we could know how many and what sort of modules we're going to get. We kinda go in blind and it's hard to have a coherent plan
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Obviously it'd be written out with normal text boxes like we usually use for voting.
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We mould the ship's costs, size and capabilities, both tactical, utility and specialist to whatever we want and know the inner and outer limits of our choices from the start.
Thoughts?
Part of the problem is that it requires Sayle to basically sketch out each possibility and fill it with gear to see how much space is left, and then it could be ruined by us throwing in an inline deflector or something anyway.
The only thing I would add, and this is one Sayle might rightfully point out doesn't actually work in practice,
Answer the phone.