Starfleet Design Bureau

Hmm, I'm not sure if it got the photon torpedoes either 🤔

We should be getting shield tech soon, going by a bit about it being a few years off a couple updates back, so we could refit the NX with all 3.

It will probably be a long overhaul given they have to install the whole pipeline to get antimatter from the reactor to the torpedoes casings. Which is why the Stingrays can't get them incidentally since they run off that time release antimatter capsule whatever the hell.
 
[X] Internal Nacelles (-Optional Aft Cannon, Defense Rating 10 -> 12) [Warp 3.6 Cruise]
 
[X] Internal Nacelles (-Optional Aft Cannon, Defense Rating 10 -> 12) [Warp 3.6 Cruise]
While I'm not 100% on how Defense Rating works, if nothing else prototyping this arrangement will help with durability later on - something that would be very useful.
 
[x] Internal Nacelles

It's a bit slower, but it's going to be with the dreads who are the same speed, and just enough suitability to survive the first hit is a very good breakpoint to reach. So lets see if we can get the ship to that point.
 
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I imagine so. Some of the stuff showing up on the internals is just that I've been arsed to do tiny sprites for whatever it is. For small ships especially I'd think that having a communal area would be very much needed for psychological reasons.
I mean, compare it to the size and crew complement of an Ohio-class submarine. It's 155 people squeezed in a tin can a third the height of a Stingray, same width and slightly shorter than a Stingray.

Of course, not everyone is built to be a submarine crew member, so yeah, the communal spaces are likely quite welcome.
 
2159: Project Selachii (Final)
[X] Internal Nacelles (-Optional Aft Cannon, +Defense Rating) [Warp 3.6 Cruise]

The internal nacelles break the classical rule that they should each have line of sight to the other set of warp coils, but as a subspace phenomenon it is not strictly required. What the intervening mass does do, however, is degrade the resulting field strength. As a result even with the improved injectors the Selachii is only able to reach a cruise of Warp 3.6 and a maximum of Warp 4.9. The displacement of other auxiliary systems to house the nacelles, however, has had consequences. There is no space for an aft phase cannon, and the internal storage areas have been relocated and sharply curtailed. Bluntly put, the Selachii is unlikely to go very far without resupply from stations or other starships with the available capacity. The price you pay for such a small package.

The impulse engines are fortunately compact enough that you manage to squeeze them in at the edge of the wings, though any crew intending to service them will have to use an access tunnel running under the nacelle housing to reach it. The resulting manoeuvrability promises to be…substantial. It has the same engines as the Stingray, but with half the mass the Selachii can turn very quickly indeed. The larger warbirds will find it essentially impossible to shake the small ship, given the Stingrays can just about stalemate them in an agility fight.

With the overall layout of the ship now complete, you turn your attention to the tactical systems. After running some simulations you come to the conclusion that the addition of another two phase cannons on the dorsal surface is simply too good to pass up. They promise to add additional forward and aft firepower as well as covering their respective sides of the ship, almost doubling the Selachii's damage-on-target for a minimal cost. The aft cannon may have been more controversial, but that is no longer an option thanks to the nacelle configuration.

She's a small thing, no doubt about it. All she needs now is a name.

[ ] UES Selachii
[ ] UES Shark
[ ] UES Skate
[ ] UES Arrow
[ ] Other



Project Selachii [2159]
Tactical Rating: 10
Multi-Target Rating: 2

-Average Damage: 4.1
-Max Sustained Damage: 10
-Alpha Strike Damage: 22.5
-Coverage: 50%
-Maneuverability: Very High
Defense Rating: 12

Engineering: N/A
Science: 1
Warp (Cruise): 3.6 (46c)
Warp (Max): 4.9 (117c)
Industrial Cost: 12 (Civilian) + 16 (Starfleet)
 
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Sixteen fucking Industry for this Absolute Monster?

Good god, it's not going on any extended voyages independently, but it'll have a fine retirement as the premier System Defense Boat in the early days.

That aside, what does Defense even mean @Sayle ? Is that just straight up "How much damage it can absorb" while Manueverability is how many hits it actually takes and how good it is at making the other guy take hits? If that's the case, despite the reduced mass, this thing is actually statistically massively more likely to survive than a Stingray.
 
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Sixteen fucking Industry for this Absolute Monster?

Good god, it's not going on any extended voyages independently, but it'll have a fine retirement as the premier System Defense Boat in the early days.

That aside, what does Defense even mean @Sayle ? Is that just straight up "How much damage it can absorb" while Manueverability is how many hits it actually takes and how good it is at making the other guy take hits? If that's the case, despite the reduced mass, this thing is actually statistically massively more likely to survive than a Stingray.

Yeah I stripped out "necessary" industry from the number. All the industry you're paying is hull+extras beyond what is needed to build a floating coffin with warp drive/sublight but no weapons.

Defense is generally correlated with mass, but maneuverability factors in to the final number.
 
You did give us an industry discount! Well, this one absolutely meets the brief.

Edit: Ooh, so Stingray credits are a bit cheaper than this one now. Ah well.
 
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