Starfleet Design Bureau

[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[x] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
[X] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]

This is what I'm feeling.
 
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[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[x] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
[X] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]

[X] 1: No Torpedoes

[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
[X] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]

I'm sticking up for the four phaser emitter design mainly due to the fact that I don't feel we need torpedoes, but I'll be fine either way.
 
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[X] 0: Dual Engines (Maneuverability: Medium)
[X] 1: No Torpedoes
[X] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]
 
[X] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[x] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
[X] Parallel Configuration (+0.2 Cruise/Maximum) (Prototype) [1 Success Check]

The new nacelles are quite large, but look even more so next to the comparatively small Brahe. The hope is that these will break the Warp 7 barrier, though a Warp 5 cruise would be an edifying result given that this configuration should give the field efficiency an extra boost that could push it over that hurdle. The warp engine and shuttlebay take up most of the secondary hull, the engine especially, but you've done as much as you can to preserve the saucer section for later installations.

With the warp drive completed, there's only a few major pieces left to install before moving onto the auxiliary systems. First is the impulse engines, where you are faced with the choice of either using a midline engine above the shuttlebay or a pair mounted to the nacelle struts. These are being produced by the newly established Avidyne Systems, a consolidation of the mix of suppliers that existed before the Romulan War.

Then there are the torpedoes, with a proposal for either a pair of dual launchers in the ventral saucer or none at all. While torpedoes are useful to punch up, they are less likely to be helpful if the ship is so slow it cannot usefully aim them at a manoeuvring target. Of course torpedoes are useful for putting damage on a variety of targets, from hostile ships to natural obstacles, but it's important to design from a tactical perspective. The space may be better used for other systems as well, so forgoing the launchers entirely wouldn't be a controversial deicsion.

Finally there is the choice between phase cannons or the new phaser prototypes. Unlike the phase cannons which deploy on a gimballed mount in their entirety, the new phasers use a fixed emitter that fires a nadion stream into a ball-mounted particle lens. While lacking the free targeting of the phase cannons thanks to their position closer to the hull, they still have a reasonable arc of fire and a substantially more potent kick. In either case, the planned arrangement is for the minimal armament to be a pair of weapons on the ventral saucer that can fire in multiple arcs, with the maximal loadout cloning this to the dorsal saucer. There might be blind spots, but the Brahe won't be entirely toothless.

[ ] 0: Midline Engine (Maneuverability: Low)
[ ] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]

[ ] 1: No Torpedoes
[ ] 1: Two Forward Photonics (+7.5 Burst Damage) [+6 Starfleet Industry]

[ ] 2: Two Phase Cannons (+1.25 Average Damage) [+4 Starfleet Industry]
[ ] 2: Four Phase Cannons (+2.5 Average Damage) [+8 Starfleet Industry]
[ ] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
[ ] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]



Two Hour Moratorium, Please.
Oh my. It has no neck!

Adorable.

If it gets Warp 5 or 7 I imagine it will be able to zoop away from most anomaly problems. Dual engines are probably fine, since its mainly in the weapons where the industry cost happens and I want to keep that low, so if we take fewer weapons we can run dual engines and it will have as much maneuverability as a Stingray. That sounds fine for most anomalies or weird stuff.

[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]

[X] 1: No Torpedoes

[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]

The torpedoes are too expensive in Starfleet industry terms since I want to test out the prototype phaser emitters and run dual engines. Getting the phasers up before we get to the utility cruiser and especially the explorer seems sensible.
 
[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[x] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[x] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]

Science focus time.
 
[X] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]
 
[X] 0: Midline Engine (Maneuverability: Low)

[X] 1: No Torpedoes

[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
I'm not actually that worried about the warp core. Sure it's bigger but it it's mostly in the secondary hull already so we don't lose that much saucer space.
Sure, but I was hoping we'd get at least a little extra room out of it like the Thunderchilds did. And can you imagine if we'd gone for an inline deflector and the vertical nacelles, then had to cram that monster of the drive into the ship? The only place it would even fit would be dead center in the middle of the saucer and good luck fitting anything else to that!
 
[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]

She'll have shields and warp 7 engines. This is enough for self defense.

If the ship absolutely needs to go offensive, she's got a deflector dish and a crew full of science types. She'll manage.
 
[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[x] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
[X] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
[X] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]

I could go for either emitter as long as we don't grab the torpedoes. Will certainly be much more expensive with the dorsal pair though.
 
[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[X] 1: No Torpedoes
[x] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
[x] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[x] 1: No Torpedoes
[x] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]

Dual engines good, phasers take up little internal space and give this perfectly decent firepower to fight off pirates or angry Klingons. Torpedoes take up too much space, since we have to mount two.

As it stands, I think this is shaping up to be an excellent Starfleet research frigate or cruiser. Lots of space for science, and perfectly capable of some multirole activity beyond that focus. Also, I like the hull shape and would like to build similar looking ships in the future.
 
[X] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]

Best balance between survivability and spamming these guys imo.

Looking forward to beefing up that Science score though.
 
[x] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[x] 1: No Torpedoes
[x] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]

...no. The Merchant's average damage is 0.75. Less than half of the pre-refit Singray's 1.8. I didn't mention it earlier because it's so low.

Oh bugger, you're right of course, I was thinking of its Max Sustained Damage.

Still, the broader point is correct - the Skate (and to a lesser extent Stingray) has a big differences between its average damage and burst/max sustained damage score, which are tactically very relevant.
 
Still, the broader point is correct - the Skate (and to a lesser extent Stingray) has a big differences between its average damage and burst/max sustained damage score, which are tactically very relevant.
I agree with the broader point. That's why I didn't mention it. (Sorry if I'm being too pedantic.)
 
[X] 0: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
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