Starfleet Design Bureau

X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X]Plan: Miscellaneous Explorer
-[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
-[X] 2: Miscellaneous Storage
-[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
-[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
-[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
-[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)

[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)

[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)

[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)

[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)

[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
I agree this is probably the best all rounder design:
The Federation isn't big enough yet that we need that as extra fuel tank at the moment.
Geology lab is a MUST if we want to find places to mine.

[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
The ability to perform 4 year missions would be nice, but as was said we're about half a century from 5 year missions and if we managed 4 year ones now we'd probably end up butterflying them into being 8 year missions or something. As it stands, this is the best bang for our buck, so to speak.


[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Science Labs (+4 Science)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)

It's not going to win, but this is our mission statement, to boldly go where no man has gone before.
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
Plan votes are always an option. The vote program accounts for it.



A is always the most score you can have in that area, with F being the least. But you also have additional capabilities to consider, so the letter score isn't the be-all and end-all.
When you tally the votes, if you're counting by plan then non-plan line votes are incompatible with the count and if you're counting by line then plans are just bundled line votes, easier to entre, maybe, but not distinct.

Which way you count actually changes what wins, and more importantly what is Able to win.

In complicated votes where the results interact such that certain options are desirable if certain others are also chosen and highly undesirable if those others are not, counting by plan allows for their inclusion because there's no risk of them being chosen Without Also having the necessary other option chosen. If the count is per line such options are usually non-options because of the risk of the other part of the vote going the wrong way.

As an example, we were very likely to end up with both aft torpedos and secondary phasers in the last vote regardless of what people Actually wanted, because anyone voting to Not include one risked not including the other Also winning, leaving the relevant arc unprotected, making them less inclined to do so, and even if they did take the risk, one person voting for phasers only and one person voting for torpedos only was identical in the count to one person voting for both and one person voting for no rear weapons at all.

Counting by plan, while not without its own issues, fixes that.
Simply voting for a plan when the votes are still counted by line does not.
 
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[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Science Labs (+4 Science)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)

[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)

[X] 3: Science Labs (+4 Science)

[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)

[X] 6: Geology Lab (+2 Science, Capability: Geology)

Full science
 
Bandwagon made sensible points and looks to be great at exploring even if we can't go as far in a single journey so we miss out on the (potential) beelining for good turf. Without Astrometrics I think our odds of finding a good system out that far go down.

By taking a shorter range plus Astrometrics I think we'll be more likely to find habitable territory or interesting anomalies we can jump on quickly. With all the labs we can make sure whatever we find is safe and know if it is useful. Asteroid field, new metal for sale by a trader, planet has massive cave systems, time crystals, or a ROB hid some naquadria in this AU; the geology lab has your back. With a big cargo bay and fabricators we can plunk down an outpost, supply depot, or colony. Once refueling and energy infrastructure is in place we've got the Cygnus' to handle it and we've extended the furthest point our two year range can cover.

I'm also not extremely excited about the idea our biggest most expensive ships would regularly end up way out of range of every possible rescue platform except the 2-4 other ships of the class (which are likely also 2+ years away in another direction).

[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)

This seems like the best balance between the options, and while it won't get an A rank in Science, its many capabilities should make up for that. Plus, 6 cargo and its fast cruise means it'll make the most of its 2 year range.
X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
You're missing the left bracket here.
 
Probably not as cost-effective as a new build*, and also entirely too precious as a future museum ship. (Possibly even the Federation's USS Constitution-equivalent, where she remains in perpetual commission as the flagship of Starfleet.)

*would need an entire new warp core and nacelles, minimum, as well as a huge amount of internal reconfiguration as she no longer needs massive power conduits to feed all the weapons, all over the hull; the tech jump from polarized plating to shields means that for noncombat vessels ditanium is light, cheap, and strong enough that a new-build is almost certainly cheaper than awkwardly tetris-puzzling cargo and workshops into her highly-compartmentalized internals or ripping her saucer entirely apart and re-framing everything but the outer plating.
I was thinking more in line with new ceramic plating, warp core nacelle to cruise and impulse.
It will not be cheap but the savings on building a ship from scratch and the logistics gains and having a ship to aid in construction and setting up colonies, bases and outposts will be critical in this expansion phase of the federation.
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)

Yeah, I'll happily jump on the bandwagon. Replace the generalist labs for cargo space and just compensate with specialist labs assisted with more computing.
 
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[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Science Labs (+4 Science)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)

I feel like we need to Boldy Go where no one has gone before here, instead of slightly going outside our comfort zone.
I want to justify the costs of this explorer by having it go much further out.
 
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[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Extra Antimatter Pods (+250ly Range, +2 Cost)
[X] 3: Science Labs (+4 Science)
[X] 4: Extra Crew Quarters (Shared Quarters -> Personal Quarters)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Cargo Bay (+1 Engineering, Capability: +2 Cargo)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
A smaller cargo bay would probably be valid on a shorter-range explorer, yes. On the other hand, losing specialized geology loses out on learning about exotic materials that might be mined on potential colony worlds, including but not limited to the dilithium that is so crucial to warp power and which is not found in abundance on core Federation worlds, and the search for which might guide its expansion.

Yeah it feels like the additional capability might almost be worth 2 Science score.

EDIT: Voting time!

[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
[X] 1: Engineering Workshop (+2 Engineering, Capability: Fabrication)
[X] 2: Secondary Computer Core (+1 Science, Capability: Advanced Computers, +1 Cost)
[X] 3: Cargo Bay (+2 Engineering, Capability: +6 Cargo)
[X] 4: Astrometrics (+2 Science, Capability: Astrometrics)
[X] 5: Biosciences (+2 Science, Capability: Advanced Medical)
[X] 6: Geology Lab (+2 Science, Capability: Geology)
 
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