Starfleet Design Bureau

[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]
 
My reasoning for choosing four emitters is largely that we just came out of a war against an empire that mostly fielded cloakable ships, and having a little more coverage with the weapons seems like a decent idea for a ship that will likely be off on its own doing science stuff, in case someone tries something similar, or just tries to get the jump on our 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]

Maneuverability is also useful if we choose a two-phaser configuration, because that has blind spots.
 
The main issue is that there's an alarming number of things that are either phaser resistant, make energy weapons in general a bad idea (gas pockets and suchlike) or even actively detrimental (Dynavores that aren't picky about their food for example)

And that list doesn't have a whole lot of overlap with "things that resist a photon torpedo to the face"

But I can deal.
 
[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]

This thing will be our fastest ship for a few years, and most numerous ship with it's speed for some time after that. I want it to have some teeth when it inevitably gets pressed into responding to stuff.
 
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[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: Dual Engines (Maneuverability: Medium) [+4 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Four Phaser Emitters (+4 Average Damage) [+12 Starfleet Industry] [Prototype]
 
The main issue is that there's an alarming number of things that are either phaser resistant, make energy weapons in general a bad idea (gas pockets and suchlike) or even actively detrimental (Dynavores that aren't picky about their food for example)

And that list doesn't have a whole lot of overlap with "things that resist a photon torpedo to the face"

But I can deal.
Gas pockets that can be ignited by phasers have no overlap with and won't be ignited by antimatter bombs, you say?

That sounds like some fascinatingly exotic combustible chemistry there.

Maybe the venn diagram you're describing has significantly more overlap than you're asserting, yeah?
 
[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]
 
Those aren't frigates. They're gunboats with two disrupter cannons and a single tube torpedo launcher (the B'Rel) or three disrupter beam emitters (one of which is aft) a a torpedo launcher, for the T'liss.
B'rels especially have a crew of like eight.

For an actual frigate you're talking about a K'vort, which is visually identical to the B'Rel but four times bigger (double the length, width and height, and thus four times the internal volume).
Oh no, the survey ship can't win a fight against a dedicated military fighting ship. Tragic.
 
K'vort, which is visually identical to the B'Rel but four times bigger (double the length, width and height, and thus four times the internal volume).
Eight times the internal volume. Double the length, width, and height is 2*2*2=8 times the volume.

(Amusingly, I first learned this in the context of why model sailboats mostly won't sail; with- for a 1/4 scale example- 1/16th the sail area on 1/64th the hull volume, they're hilariously overmasted.)
 
[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]

Extra Manoeuverability is always welcome
This is a science ship, so don't waste the space on torpedoes
Let's test out the phaser emitters on a small non-combat ship, so if they're less effective, it doesn't matter as much
 
[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: Dual Engines (Maneuverability: Medium)
[X] 1: Two Forward Photonics (+7.5 Burst Damage) [+6 Starfleet Industry]
[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 still think we should go as cheap as possible both so we can make more of these but also make them replaceable if destroyed. However I think it's worth splurging on Phasers for two reaons. First, because they represent a tactical shift and any future upgrades will be to the phasers not the phase cannons, so putting them in now means only an upgrade, not a total replacement down the line. It also lets us prototype our phasers before putting them on things that will actually be going into combat. Besides with 2 phasers the average damage is only .25 off of the refitted Stingrays.
 
[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]

I guess 4 phasers, in case something big happens and they have to be mixed in with a fleet , like what happened with the Stingray.
 
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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) [+2 Civilian Industry]
[X] 1: No Torpedoes
[X] 2: Two Phaser Emitters (+2 Average Damage) [+6 Starfleet Industry] [Prototype]
 
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