Starfleet Design Bureau

[ ] 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]

This is going to be my vote. This adds most of the phasers except on the dorsal aft engineering hull, and adds an aft Photon Launcher as an unpleasant surprise for anyone who tries to stay behind the ship because of that. All of the rest of the added Phasers and Photons can fire forward for concentrating on a target to put the hurt on anything with shields and taking advantage of the maneuverability we paid for.
 
Current Ratings
Cost: D
Infrastructure: B
Single Target: D (6)
Multi-Target: C- (5)
Oh dear. Well, a D is better than a D- (the lowest possible grade) when it comes to Cost. Based on previous updates, going overboard when it comes to Starfleet Infrastructure is worse than in civilian Cost, so I'd prefer something more tempered here.
While going overbudget on the civilian side is excuseable if you produce a ship worth the extra expense, going overbudget on the allowed budget from Starfleet will likely see substantially fewer ships of your design produced and a reputational hit.
Here's the relevant quote.
 
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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.
I figure that the fancy frontal torpedos compensate for the weak forward damage. They are theoretically almost 3* as effective as the old ones so i don't see why they wouldn't be good enough.
 
Building a battleship and then not taking the opportunity to arm it adequately begs the question of why we built a such a large ship in the first place. This is not going to be a cheap ship; it's going to show the flag, and scare the shit out of the Klingons when needed. It should be armed appropriately for its size to fulfil the role of a battleship, or it will be an embarrassing white elephant.

My vote would be:
[ ] 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: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]

Aft torpedoes seem contradictory to the point of torpedoes to me; you want to maximise your alpha strike in the arc where as many of your weapons can fire as possible. Two engineering section phasers should be sufficient to provide coverage and boost our average damage, especially as going full-hog on the saucer section will also improve our coverage.
 
Aft torpedoes seem contradictory to the point of torpedoes to me; you want to maximise your alpha strike in the arc where as many of your weapons can fire as possible.

Part of the draw for an aft torpedo for me at least is that it upguns a section of the ship that, usually, is rather poorly covered, trading off raw focused firepower with a flexibility of coverage. There are certainly merits to both approaches.
 
Full Photons, 6 saucer, and the 2/4 on the engineering hull sound good to me. Photons will really up the frontal damage.
 
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The engine upgrade went surprisingly well in the end, only a slight ding on cost effectivity, while bringing overall maneuverability to almost normal. That should mean any large opponent should be capable to be dragged in to the forward firing arc.

Though considering the standard layout of phasers, we have twice the rearwards firing ability compared to the front, that is a bit of a problem. Only two phases in the frontal arc total is pretty weak, especially for something this size. That would basically mean that unless the front gets upgraded, it would be ill advised to ever fight enemies in the frontal are, as it is simply incapable of taking down large enemies. Which is a bit of a problem, as the rear is where more of our more vulnerable stuff is put. The saucer in the end is where you can more afford to lose things, losing a lab or some cargo space won't kill the spacecraft after all, unlike holing deep in to engineering.


So over all due to the engine upgrade mostly working out, it is now no longer needed to have max firepower everywhere like a porcupine. So one can help press costs a bit while still having massive firepower now by upgrading the frontal arc to as strong as it goes. More rear facing phasers probably aren't needed, as at this maneuverability you should be able to drag almost anyone in to the rear phaser firing arcs. Only maybe some particularly agile small craft or so would have any chance I think of sticking in to some kind of blind spot and maybe not even them. So one could quibble a bit over having a rear facing photon torpedo still I guess in case one is worried over running in to opponents that got a little to clever for their own good and are some how able to use some of the few potential remaining loopholes in defensive arcs, or is able to make this craft run away and attack it from the rear in warp.


So it should be possible at this point to reduce some costs in weapons, thanks to the engines.
 
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Building a battleship and then not taking the opportunity to arm it adequately begs the question of why we built a such a large ship in the first place. This is not going to be a cheap ship; it's going to show the flag, and scare the shit out of the Klingons when needed. It should be armed appropriately for its size to fulfil the role of a battleship, or it will be an embarrassing white elephant.

We aren't currently at war with the Klingons, and despite the fact that we are putting weapons on it, this is not a warship, it is a exploration ship: doesn't effect the weapons vote at all but I just hope when we get back around to internals we remember that fact and don't get a bad science rating.
 
That brings you to tactical systems. As you see it there are three major decisions to make, each relating to a different part of the ship. First is the main saucer, which is currently equipped with six Type-1 phaser emitters capable of covering all major firing arcs. Presently they have a strong presence to aft, but the forward arcs only have two emitters to cover them. Adding another two emplacements to bring the total to ten would further reinforce port and starboard, while also allowing three emitters to fire forward for each arc at the bow rather than just one.

Second is the torpedo systems. While the Copernicus has space for four forward photonic torpedo tubes and two aft at the warp regulator, an alternative to the standard payload is currently being developed. The photon torpedo intends to further enhance the standard payload with a larger antimatter charge and counter-defense systems. However this would require much more internal space for the extra preparation and launch systems, and you will at most be able to mount two forward torpedoes and one aft with the tighter space constraints. The technology is also yet to be proven, and you can't be sure it will live up to the hype.

Last are the phasers on the engineering section, with mounting points available along the ventral and dorsal surfaces. The two ventral hardpoints would provide extra firepower both forward and aft in the ventral plane, while the two hardpoints above the shuttlebay would add extra security aft in the dorsal plane. Given that every extra phaser and all the attendant power conduits and sophisticated technology increases the infrastructure needed to devote to the ship, you should probably consider carefully if you really want to push the ship to its maximal capabilities in exchange for a high cost.
Since cost score is by design stage, and not compared to a completed ship, I think we can assume that the dockyards are assuming we'll add more than the absolute minimum number of weapons to this ship. I expect if we take only infra+ options that'll keep our cost score, if we drop things that will improve it, and if we take infra++ options that will make it worse. That means we really have to limit our infra++ options, as we're already at a D.

Ok, let's go through the options here. Numbers are phasers that can fire in each arc fore/port/starboard/aft. Saucer phasers seem to fire in 2/4 arcs, and engineering in 3/4.
Current phasers: 2/4/4/4
Additional saucer phasers: +4/2/2/0 for a total of 6/6/6/4. Infra++.
Engineering ventral phasers: +2/1/1/2 for a total of 4/5/5/6 with just this option. Infra+.
Engineering quad phasers: +2/1/1/4 for a total of 4/5/5/8. Infra++. This option seems terrible, honestly. Very little return on investment unless we are supposing that our heaviest ship is going to spend all its time running away.

If we took both saucer and engineering phasers we'd have +8/7/7/6 phasers. This seems solid for a very heavy firepower design, but I think in that case we should only take photonics. I think we can probably afford at most one infra++, so I think the question is between something like:

Current+engineering phasers+2 photons fore, one aft. Phasers: 4/5/5/6. Torpedoes: 4*/0/0/2*, but the
Current+saucer+2 photonics fore, 1 photon aft. Phasers: 6/6/6/4. Torpedoes: 2/0/0/2*.

*I am counting each photon tube as being worth 2 photonic tubes, since that seems to be about the right conversion.

From this, I think we should go with the engineering phasers. We have lots of coverage on the sides for ships that get out of our torpedo alleys, and very heavy forward firepower even without phasers, thanks to our torpedo launchers.
 
From this, I think we should go with the engineering phasers. We have lots of coverage on the sides for ships that get out of our torpedo alleys, and very heavy forward firepower even without phasers, thanks to our torpedo launchers.
Alternately you could entirely drop the engineering phasers and take the extra forward phasers I guess? Unless you think that pushes forward firepower up to much? It is the preferable arc to fight in though if one can help it.
 
Alternately you could entirely drop the engineering phasers and take the extra forward phasers I guess? Unless you think that pushes forward firepower up to much? It is the preferable arc to fight in though if one can help it.
I think this is a bad idea, because extra saucer phasers are an infra++ option. We'll get more forward firepower out of the other infra++ option, which is 2 photon torpedo launchers, and I don't think we should take more than one infra++ option. 2 photons is equal to 4 photonics fore, which I think more than compensates for 2 fewer phasers in the bow arc.

Phasers are good for coverage, and our ship is pretty well set up for coverage. Basically, I'm imagining that this ship can absolutely demolish anything to bow with the 2 photon launchers and 4 phasers from current+engineering, while anything trying to move to the sides is still covered by even heavier phaser batteries.
 
Damn the costs this ship is gonna fight god and win!

[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: Four Engineering Section Type-1 Phasers (Infra++) [Avg Damage: 3]
 
Alternately you could entirely drop the engineering phasers and take the extra forward phasers I guess? Unless you think that pushes forward firepower up to much? It is the preferable arc to fight in though if one can help it.

The design of this ship gives essentially 360 degree coverage from the saucer on the ventral side. Without the engineering phasers is could have trouble dealing with things on the dorsal side, but a slight tilt either way should get the saucer phasers in range.

EDIT -

Another idea for the naming convention, since this really is like... an exploration/diplomatic ship but with absolutely balls-out armaments, maybe name the ships after wartime civilian leaders? Roosevelt, Churchill, etc. Implying "We don't want to use our big stick, but we will..."
 
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[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]
 
[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: Four Engineering Section Type-1 Phasers (Infra++) [Avg Damage: 3]
 
It's a bit strange, but I think this is what I'm leaning towards for my vote. The driving impulse behind this is that the options we have right now don't penalize the Cost, they penalize the ship's Infra score which is actually rather decent right now. So going full ham on weapons isn't "Damn the Cost this ship's already expensive as fuck may as well make it worth it." It's knocking down one of the ships remaining good scores that can help offset that expensive pricetag.

With that in mind, I think that the extra pricetag for rear torpedoes makes them even less enticing when we can already prototype photons with just the forward tubes. That and I think the single pair of Engineering phasers should have enough of a forward firing arc and others to still provide some good firepower while being slightly cheaper than the saucer phaser upgrade, though I can be swayed to do it instead. I don't think we should do both of them though, and definitely shouldn't take saucer+4 Engineering phasers.

[X] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[X] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[X] 2: No Aft Torpedoes
[X] 3: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]
 
From this, I think we should go with the engineering phasers. We have lots of coverage on the sides for ships that get out of our torpedo alleys, and very heavy forward firepower even without phasers, thanks to our torpedo launchers.

This was my thought as well, if they stay forward they get hit with torpedoes, if they outmaneuver us (likely) then we'll be able to put out solid damage when they strafe or try to hit us from a different side, it also gives us good options if we need to rotate to spread the damage to other shield arcs. Other options offer more damage but also start pushing cost up quickly.
 
  • Engineering ventral phasers are efficient RoI and help out forward coverage too
  • Saucer phaser vs full forward torpedoes both cover our current forward weakness for the same cost, but torpedoes also let us prototype photons, which I think we want ASAP for tech-advancement reasons
  • Aft torpedo is expensive, we don't need it to prototype the photons, and we have fantastic aft phaser coverage; skip.
[ ] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[ ] 1: Two Forward Photon Launchers (Infra++) [Avg Damage: 1.5] [Alpha Strike: 36]
[ ] 2: No Aft Torpedoes
[ ] 3: Two Engineering Section Type-1 Phasers (Infra+) [Avg Damage: 2]

Total 4/5/5/6 phaser and 4/0/0/0 torpedo coverage (counting the photons as being worth two photonics) for three Infrastructure pluses.

counting on the whopping six rear phasers to protect that arc and the engineering phaser + heavy torpedo armament for forward threat, but skipping the aft torpedo primarily for cost, secondarily for cost, tertiarily for cost, and quarternarily for internal-space considerations.
 
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[x] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[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]

For phasers covering 4/5/5/6 and torpedoes for 4/0/0/2, as explained above. 2 infra+ options and one infra++, but not more than that.
 
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[X] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[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]
 
[X] 0: Six Saucer Type-1 Phasers (Standard) [Avg Damage: 5]
[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]
 
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