Starfleet Design Bureau

Honestly I think this was just me misreading. I was actually somewhat confused why it would only be able to have one front-facing weapon given the whole point of the arrowhead was that every gun could fire in the frontal arc, lmao. A better interpretation of the description is that it's about number of guns, and not the overall facing.

Well the bottom of the nose is taken up by the main deflector, leaving just enough space for a single turret on the top at the tip. Then the extra cannons are for either side of the bridge and can get pretty generous firing arcs because of the shape of the ship.
 
[X] Forward Deflector (Industry 2 -> 24) [2 Torpedo Tubes] [1 Cannon + 3 Optional]

If the total cost firepower ratios are roughly the same, I would much rather have the extra bodies in the air so losing a single ship has less effect on firepower.
 
Well the bottom of the nose is taken up by the main deflector, leaving just enough space for a single turret on the top at the tip. Then the extra cannons are for either side of the bridge and can get pretty generous firing arcs because of the shape of the ship.
Where is the third optional one? Near the rear?
 
[X] Forward Deflector (Industry 2 -> 24) [2 Torpedo Tubes] [1 Cannon + 3 Optional]
If we take the optional cannons, we'll be in a good position with a fairly cheap ship that can do a lot of damage. This is more torpedos than I thought we were going to get, so I'm pretty happy with the design.
 
I think I'd actually like to have the Third optional phase cannon in that case.
The hit and run dive bombing/wolf pack style of combat means having something to shoot after it's made it's pass before it can turn to come around again sounds pretty good.
 
Tail gun would be good for morale, and raises the stakes for any Warbird that latches onto an Arrowhead's tail.


What do we plan to call this one, btw? As a nasty little torpedo boat, I feel the urge to call it the Kennedy-class. Though, there's probably better names than that.
 
At 28 Industry each, we could build six of these each year for roughly the same cost of the five Stingrays and one NX we're currently building. At 30 Industry each, we'd be a bit overbudget, although it's certainly possible that this could be made up via industrial expansion under a war economy. Not a huge difference either way.

If it mostly raises multi-target versatility then I think that a rear-facing cannon might be good for a post-war refit. Useful when doing solo patrols, but not super relevant in a situation where the ship is going to be manoeuvring in a big battle and focussing every gun on enemy warbirds.
 
Tail gun would be good for morale, and raises the stakes for any Warbird that latches onto an Arrowhead's tail.


What do we plan to call this one, btw? As a nasty little torpedo boat, I feel the urge to call it the Kennedy-class. Though, there's probably better names than that.
Mosquito class. Small, fast, evasive, and punches through defenses annoyingly fast.
 
[X] Forward Deflector (Industry 2 -> 24) [2 Torpedo Tubes] [1 Cannon + 3 Optional]

I'm happy to keep the aquatic predator naming scheme
 
[X] Forward Deflector (Industry 2 -> 24) [2 Torpedo Tubes] [1 Cannon + 3 Optional]

The maximum gun design is tempting, but I'd rather not invest quite that much industrial output without at least basic shielding systems to give more combat survivability. Definitely worth revisiting in the future after shields are available.
 
Adhoc vote count started by Firehawk242 on Nov 23, 2023 at 3:56 PM, finished with 226 posts and 83 votes.


I don't know, guys. Looks like a really close run race, could go either way. What do you think?
 
Adhoc vote count started by Firehawk242 on Nov 23, 2023 at 3:56 PM, finished with 226 posts and 83 votes.


I don't know, guys. Looks like a really close run race, could go either way. What do you think?
The anxiety is killing me.
 
Honestly, if we look at the idea of the Lucrehulk as having both the central command ship and the other ring, which are detachable from each other, then "giant ship which can move a pre-fabricated starbase into position" seems like it would have a valid purpose? Must be a great deal cheaper than building starbases in-situ.

Essentially we'd be building something similar to those very specialised ships designed for moving around oil rigs.
That gives me an idea: the ring is the ship and that module in the middle is just optional cargo or mission modules. We need to move smaller star base? It can do that. We need a high fidelity sciance survey of a region? Give it a sciance module, we want do do a large engineering project? Grab the engineering module.

The orgional purpose of the lucrehulk in being a highly flexible bulk freighter is something the Federation has genuine use for.
 
I'll admit I'm significantly less salty with the assurance we can get at least 2 torpedo launchers on this thing regardless, rather than the expected 0-1.
 
That gives me an idea: the ring is the ship and that module in the middle is just optional cargo or mission modules. We need to move smaller star base? It can do that. We need a high fidelity sciance survey of a region? Give it a sciance module, we want do do a large engineering project? Grab the engineering module.

The orgional purpose of the lucrehulk in being a highly flexible bulk freighter is something the Federation has genuine use for.
Lucrehulks don't work with Federation warp drives. The engines are in completely the wrong place, and I struggle to imagine what a lucrehulk with the engines in the right place would look like.
 
[X] Aft Deflector (Industry 2 -> 32) [2 Torpedo Tubes +1 Optional] [2 Cannons + 4 Optional]
 
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