Starfleet Design Bureau

[ ] 0: 2 Torpedoes Forward, 1 Aft (Photonic) [Prototype] (+9 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

I say that this is a good mixture of the new weapon systems
 
My first thought on a cost-effective arrangement would be atomic torps (4 forward, 2 aft) and 8 pulsed phase cannons, for a total of +24 industry.
 
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[ ] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+18 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)
Well this is easy.
Remember this is a warship and industry cost does not affect build time.
 
[ ] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+18 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

How much industry do we have?
 
My first thought on a cost-effective arrangement would be atomic torps (4 forward, 2 aft) and 8 pulsed phase cannons, for a total of 24 industry.
No, This is war and we're basicly throwing a DREADNOUGHT out there. We're going Maximum and full Prototype. So even if this thing is a 'One War and into Mothball' Ship, she at least does her job well and prototypes the fancy technology.

[ ] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+18 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)
 
2 fore 1 aft photon launchers, and 16 pulse for a total of 33 industry. Enough torpedoes to be useful, and a huge energy armament to make the Romulans cry uncle.
 
[ ] 0: 2 Torpedoes Forward, 1 Aft (Photonic) [Prototype] (+9 Industry)

No reason to go max torpedoes, we need industry to actually produce it and other ships at the same time and going too expensive means nothing else is produced. Also as mentioned it likely can't always bring the torpedoes on target so might as well go with the fewer launchers. For the other

[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

Max cannons to cover things

Remember this is a warship and industry cost does not affect build time.
It does change if we can produce other ships at the same time, just one Bulkwark a year is a poor idea if it means no additional Stingrays or NX added to the fleet
 
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[ ] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+18 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

How much industry do we have?
Our industry right now is essentially just YES. Considering we are in wartime. It's like the first NX it's completely subsidized.
 
How much industry do we have?
We should have all of it available. NX production ended in 2156 and refit Stingrays ended a year earlier. On top of that, UE would have shifted to wartime production which should vastly increase the amount of industry we have available to use.

And of course, that doesn't factor in any industry growth we might have had since the refit Stingray order finished.
 
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Random Question, @Sayle - are pulsed phase cannons energy bolts, or the normal beam weapons?

Either way, I imagine I'll be voting to upgun the Bulwark as much as I can.
 
[ ] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+18 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)
 
[ ] 0: 2 Torpedoes Forward, 1 Aft (Photonic) [Prototype] (+9 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

Leaning towards this.
Phase cannons to fulfill the role the NX had to during the opening battle.

Photonic torpedos hopefully can deal with romulan ships better meaning we don't need the larger amount of tubes.
It's also meant to anchor formations of stingrays, which have their own launchers to supplement.

I'd rather save on torpedos here while still going for the prototype.
 
Our future museum ship needs the shiniest bling! :V

[ ] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+18 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)
 
Could we get a 2-2 option for torps as well @Sayle?

Also, I think we can all agree that there is no point in taking any of the 8 cannon options given what we are trying to accomplish, the only real consideration is the older, but reliable option, or the more powerful, but potentially testy option.
 
[ ] 0: 2 Torpedoes Forward, 1 Aft (Photonic) [Prototype] (+9 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

Realistically we aren't gonna get many ships in the sights of the torps, so lets only grab a few and use the prototypes, then bury it in as many guns as possible.
 
[X] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+18 Industry)
[X] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

theres no point half assing a battleship

also we want this thing killing 1 enemy ship per volley

apologies im going to bed its 1am here so i wont be there for the moratorium
 
[ ] 0: 4 Torpedoes Forward, 2 Aft (Photonic) [Prototype] (+9 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

"How many guns do you want in it?"
"Yes."
 
[X] 0: 2 Torpedoes Forward, 1 Aft (Photonic) [Prototype] (+9 Industry)
[X] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)
 
I'm leaning to 2 forward torpedos, and 16 guns, bith prototypes.

Keeps down cost a little, amd our foe uses small ships that are already trying to stay out of our torpedo launcher's arcs, so a lower rate of launching is be a smaller issue than if we were fighting bigger/slower ships.

----
Also, and this is speculation, but maybe taking the lower amount of torpesos will give us a bit extra space that can be used for sensor suites/targeting stuff.
 
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Photonic torpedos might genuinely be the play here. Yes, untested technology and wartime is generally a pretty bad time to put prototype tech in the field, but the grav field around them really extends their lifespan against Romulan guns trying to shoot them down - and remember, every gun they use to shoot a torpedo is a gun not shooting at the Bulwark, which has no shields and needs to rely on polarised plating still.

As for the cannons, though, go wtih the tested-and-true maximum amount of Phase Cannons - both for anti-torpedo defense and for shooting up Warbirds.
 
I'm thinking about going for this:

[ ] 0: 2 Torpedoes Forward, 1 Aft (Photonic) [Prototype] (+9 Industry)
[ ] 1: 16 Pulsed Phase Cannons [Prototype] (+24 Industry) (Average Damage: 15)

It lets us prototype the new torpedoes with less risk than if it was the main damage method for the ship, while still leaving it with some extra punch if it encounters bigger enemies than the current warbirds, while building it up as a cannon platform that can answer the current threat efficiently even if it can't get the torpedoes on target.
 
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