Starfleet Design Bureau

Options appear to have been edited at some point in time, people voting for the dual engines are doing it three different ways.
 
[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]

Even with two phasers this thing isn't that much weaker than a stingray refit. That's plenty capable for a ship that should be seeing off light piracy at most, not getting into slugging matches with Klingons.
 
Yeah, I'm thinking two phasers (gets the prototype out of the way for the warships and more ambitious projects when we need them), no torpedoes, and I could go either way in terms of engines.

Save the industry and let the industry build itself up for the projects that actually need to defend themselves. The dual engines might be justifiable because the maneuverability lets it both fight better and run away better in either case, and it's conceivable that one of the two will be needed even for a non-combat class like this.

[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)
[X] 1: No Torpedoes
[X] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]

I like having a little more firepower, never know when you're gonna run into a energy being you need to overload with phaser fire.
 
[X] 0: Dual Engines (Maneuverability: Medium) [+2 Civilian Industry]
[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] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]

Not going to comment on photons, I'd like them, but I can deal with just having phasers as long as there's four of them. If it looks like two mounts are going to win I'll have to insist it gets them though, so it meets the bare minimum standard of "not more poorly armed than a B'Rel"
 
[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]
 
[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]

Not every ship we make should be armed to the teeth
 
I don't see the point of paying for the dual engines if we're not also paying for the torpedoes that would benefit from that mobility. I think that's a weakness of this not being plan voting because I do want the engines but because I think they'd enable the torpedoes and those have additional utility I like. But since torpedoes are losing I really don't want to waste industry in manoeuvrability without anything to aim.

The only thing left I care about is ensuring we prototype the new guns.

[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] 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]
 
I'd sorta like to do 4 phasers, but it sounds like that would drive the Starfleet Industry cost of the ship up significantly, when we want to save lots of that for our even hotter new Utility Cruiser and Explorer designs coming up...
 
I don't see the point of paying for the dual engines if we're not also paying for the torpedoes that would benefit from that mobility. I think that's a weakness of this not being plan voting because I do want the engines but because I think they'd enable the torpedoes and those have additional utility I like. But since torpedoes are losing I really don't want to waste industry in manoeuvrability without anything to aim.

The only thing left I care about is ensuring we prototype the new guns.
Maneuverability is good for the ship to just be able to move around at sublight, especially with environmental hazards that something like a survey ship might deal with.
 
But since torpedoes are losing I really don't want to waste industry in manoeuvrability without anything to aim.

The phaser emitter banks, as well, are going to benefit from being able to swing around if needs arise, as they'll likely be mounted on the ventral and dorsal bow of the ship.
 
[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]
 
[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]

Let's hope the future captain of this ship is crafty enough to dodge and lose any pursuers/escape negative space wedgies should they found themselves in trouble.
 
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