Starfleet Design Bureau

[ ] 0: Ten Saucer Type-1 Phasers (Cost++) [Avg Damage: 9]
[ ] 1: Two Forward Photon Launchers (Cost++) [Avg Damage: 1.5] [Alpha Strike: 36
[ ] 2: One Aft Photon Launcher (Cost+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: Four Engineering Section Type-1 Phasers (Cost++) [Avg Damage: 3]

For when you just want to make sure no one touches your boats.
 
Oh boy, here we go. The choices before us are expansive, to say the very least. So, let's not waste any time and dive into the decisions before us.

[ ] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[ ] 0: Ten Saucer Type-1 Phasers (Cost++) [Avg Damage: 9]

So, we start with the main armament of phaser banks on the primary hull. 6 phaser banks is not the worst by far, but the security of having a few extra banks covering the ship a little more fully is not a bad feeling. However, with the options below to talk about, there's certainly a part of me that doesn't feel the need to fully load the saucer section.

[ ] 1: No Forward Torpedoes
[ ] 1: Two Forward Photonic Launchers (Cost+) [Avg Damage: 0.6] [Alpha Strike: 15]
[ ] 1: Four Forward Photonic Launchers (Cost++) [Avg Damage: 1.25] [Alpha Strike: 30]
[ ] 1: Two Forward Photon Launchers (Cost++) [Avg Damage: 1.5] [Alpha Strike: 36]

With how much experimental tech we have already, there's a part of me that feels okay with going with the tried and tested photonics for this one vessel, but the numbers on the pure photon torpedoes are certainly a tempting proposition, even with the experimental roll (Edit: actually just a prototype roll. Even better!).

[ ] 2: No Aft Torpedoes
[ ] 2: Two Aft Photonic Launchers (Cost+) [Avg Damage: 0.6] [Alpha Strike: 15]
[ ] 2: One Aft Photon Launcher (Cost+) [Avg Damage: 0.75] [Alpha Strike: 18]

And here we get to the meat and potatoes of the secondary hull, and why I feel more okay with lessening the primary hull's armaments. With an aft torpedo launcher, we gain a remarkable amount of coverage that has some bite in a section of the ship which is often more vulnerable than the rest. Along with...

[ ] 3: No Engineering Section Phasers
[ ] 3: Two Engineering Section Type-1 Phasers (Cost+) [Avg Damage: 2]
[ ] 3: Four Engineering Section Type-1 Phasers (Cost++) [Avg Damage: 3]

Some secondary hull phaser banks! Now, I don't feel the need to go ham on the amount of phaser banks on here, tempting as it might feel, but taking at least two offers still more coverage, which for an explorer, I feel, is far more vital than just focused fire.

So, in summation, my vote, as it stands at the moment, is likely going to be:

[ ] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[ ] 1: Two Forward Photon Launchers (Cost++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: One Aft Photon Launcher (Cost+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: Two Engineering Section Type-1 Phasers (Cost+) [Avg Damage: 2]

Though, of course, I am open to debate and turning around on what I vote on.
 
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I'm thinking full saucer phasers since the base has a forward weakness, plus photons.

Sleep on the engineering phasers I think.
 
And at the end of the day, given the size differences even if photons don't pan out we can replace them with twice their number of photonics on the non-prototype ships.
 
[ ] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]
[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: One Aft Photon Launcher (Infra+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: Four Engineering Section Type-1 Phasers (Infra++) [Avg Damage: 3]

I name thee the UFS Megadebt, destroyer of budgets!
 
[X] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]

[X] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]

[X] 2: One Aft Photon Launcher (Infra+) [Avg Damage: 0.75] [Alpha Strike: 18]

[X] 3: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]

All angles coverage to account for our glacial maneuverability, and prototype the new torpedoes for future designs.

We've already got so many prototypes crammed into this thing that I'm seeing it more as testbed than pure production line unless we get God rolls for the prototyping, so we might as well shore up the weak points so that what we get is at least quality.
 
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Oh come on, we all know the players can't restrain themselves. USS Century 2.0 GOOOOO!

(This design group would never come up with the Constitution)
 
[ ] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[ ] 1: Two Forward Photon Launchers (Cost++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: No Aft Torpedoes
[ ] 3: No Engineering Section Phasers
Maybe it is a bit too late to worry about cost, but I am kinda vibing with this kind of layout. I like big numbers and the experimental tag, but if the other directions are covered a bit by the existing loadout, i don't think this particular ship needs to be a hedgehog.

I'm really not on board with not upgrading the frontal firepower, it's really pathetic in the minimal configuration.

The rest I agree with, with a maybe for aft torpedoes.
 
Strictly speaking the Type-1s remain a slightly better performance to cost proposition, but your main limitations are structural rather than financial so it may be worth sticking to the Type-2s and hoping for refinements rather than ditching it.
Resembles the typical "disruptive technology" cycle. First the newcomer has a unique feature that is worth it in some applications, but it can't match the price or reliability of the old version. As the newcomer becomes more popular and advanced, price drops and reliability increases, until the new tech is just strictly better outside of niche areas.
 
[ ] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[ ] 1: Two Forward Photon Launchers (Cost++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: One Aft Photon Launcher (Cost+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: Two Engineering Section Type-1 Phasers (Cost+) [Avg Damage: 2]

Total Cost: 4
Average Damage: 9.25, Alpha 36/18
I like this. Only carrying one type of torpedo is better than having to mix and match and since we have the extra punch we can save some cost on phasers. Putting two on the engineering section saves us one + from cost vs a fully loaded saucer for the cost of 2 average damage (which the torpedoes mostly claw back).

My other preferred configuration would be so the saucer phasers carry the weight in the forward arc we still get our prototype (and a sneaky punch for anyone behind us).

Total Cost: 4
Average Damage: 11.75 Alpha -/18
[ ] 0: Ten Saucer Type-1 Phasers (Cost++) [Avg Damage: 9]
[ ] 1: No Forward Torpedoes
[ ] 2: One Aft Photon Launcher (Cost+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: Two Engineering Section Type-1 Phasers (Cost+) [Avg Damage: 2]

Edit: Fixed brackets for consistency and added average damage totals.
 
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I'm currently on this by the way:

[ ] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]
[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: No Aft Torpedoes
[ ] 3: No Engineering Section Phasers

But I could be convinced about the aft photon torpedo.

Will the chosen weapons/their count for each category come down to which option has the most individual votes or the plans they're assembled in?

I don't think there's plan vote.
 
Good to know.

As far as aft weaponry goes, it's most likely to be a significant factor when the ship is being chased, which may be most likely at warp, it'll be hundreds of years before phasers can be used at warp so at minimum it must be equipped with some sort of torpedo rear to let if do more than just run.
 
Whatever torpedo arrangement people are leaning toward, you should probably aim to have photon or photonic, not both. I wouldn't be surprised if keeping two different types of torpedoes is some invisible extra infrastructure hit from the added complexity.

Anyway, this is what I'm feeling. Skip the engineering section phasers, going for a full spread on the main hull should cover everything, and the aft torpedo launcher can sucker-punch anyone who wants to get cute to sternward, which should make up for the reduced phaser coverage. As is, this arrangement's only 'weak point' is going to be to the ventral stern, literally covered by the secondary hull, and the ship should be able to roll or yaw as needed to move armaments into position to cover that.

[ ] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]
[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: One Aft Photon Launcher (Infra+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: No Engineering Section Phasers
 
"Don't look at the cost, only sadness awaits." :V.

But oof. Anyway. Photonics are sorely obsolete, we need to go modern. The question is numbers. Currently thinking-

[ ] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]

[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]

[ ] 2: One Aft Photon Launcher (Infra+) [Avg Damage: 0.75] [Alpha Strike: 18]

[ ] 3: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]

4 Phasers on the engineering hull seems excessive and has diminishing returns anyway.
 
Good to know.

As far as aft weaponry goes, it's most likely to be a significant factor when the ship is being chased, which may be most likely at warp, it'll be hundreds of years before phasers can be used at warp so at minimum it must be equipped with some sort of torpedo rear to let if do more than just run.

This brick is never running. It'll fight and die taking 10 times its tonnage in enemies like all our big nonsense has done before.

Whatever torpedo arrangement people are leaning toward, you should probably aim to have photon or photonic, not both. I wouldn't be surprised if keeping two different types of torpedoes is some invisible extra infrastructure hit from the added complexity.

Anyway, this is what I'm feeling. Skip the engineering section phasers, going for a full spread on the main hull should cover everything, and the aft torpedo launcher can sucker-punch anyone who wants to get cute to sternward, which should make up for the reduced phaser coverage. As is, this arrangement's only 'weak point' is going to be to the ventral stern, literally covered by the secondary hull, and the ship should be able to roll or yaw as needed to move armaments into position to cover that.

[ ] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]
[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: One Aft Photon Launcher (Infra+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: No Engineering Section Phasers

Yeah I'm not opposed to this either.
 
Now you lot are blinking at the cost? Cowards.

[ ] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]

[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]

[ ] 2: One Aft Photon Launcher (Infra+) [Avg Damage: 0.75] [Alpha Strike: 18]

[ ] 3: Four Engineering Section Type-1 Phasers (Infra++) [Avg Damage: 3]

You all wanted expensive, so let's get expensive!
 
[ ] 0: Ten Saucer Type-1 Phasers (Infra++) [Avg Damage: 9]
[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: One Aft Photon Launcher (Infra+) [Avg Damage: 0.75] [Alpha Strike: 18]
[ ] 3: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]

Yes. Utopia Planitia hates us. What else is new?
 
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