Starship Design Bureau

For 3 I am going Science facilities, this is not a long range exploration vessel, and sometimes you just got to technobabble something so better science facilities will help with that. Also means we can put in cargo bays for supplies to be used in combat when needed.
 
Hear me out first before condemning my choices.
[ ] 1: Cargo Bays
Extra space for spare parts, supplies and bulk cargo. It means this class is always inside the Federation where they re the most usefull instead of out and about exploring. (The extra space could also be useful to transport Soldiers and their equipment in the future)
[ ] 2: Crew Recreation
That is self explanatory. A happy and Contend Battleship crew is a motivated one.
[ ] 3: Antimatter and Fabrication
Range and the ability to make repairs/build new stuff on the fly. Incredibly useful on a fleet flagship.

Together thee parts ensure the Sovereign is not misused as long range explorer, or Diplomatic shuttle and is always inside Federation space. Yes it will lack diplomatic/science ability but to that i say FUCK THAT this is a Battleship. Sending your big Battleships out on multi year exploration/diplomatic missions is a fucking stupid idea.
 
[ ] 1: Cargo Bays
[ ] 2: Diplomatic Facilities
[ ] 3: Antimatter and Fabrication

fabrication and cargo gives it legs, self sustainment, etc.

Diplomatic facilities. Because sending a goddamn battleship to transport a VIP sends a statement.
 
For 3 I am going Science facilities, this is not a long range exploration vessel, and sometimes you just got to technobabble something so better science facilities will help with that. Also means we can put in cargo bays for supplies to be used in combat when needed.
The anti matter and fabs Let's it (re)build colonies after it shows up to blow up a threat.
 
[ ] 1: Science Labs -> [ ] 3: Scientific Facilities
[ ] 1: Cargo Bays -> [ ] 3: Antimatter and Fabrication

The third slot is basically the first slot writ large. Science labs to major science facilities, and basic cargo bays to major fabrication and antimatter storage. We here we could double down on science/utility, or do both and chose a major and minor focus.

[ ] 2: Crew Recreation
[ ] 2: Diplomatic Facilities

There are already two holodecks, but more comfort isn't bad, either.
 
It's speed and power does make it a good diplomatic courier, but it would have to be a hell of an important mission to pull it off it's regular duties.
With Starfleet's doctrine, it honestly doesn't need a standing warship most of the time. It's regular duty is going to be whatever we outfit it for now, Dominion War and Borg Incursions not withstanding.
 
[] 1: Cargo Bays
[] 2: Crew Recreation
[] 3: Scientific Facilities

Maybe it's just me, but I'm not particularly worried about needing the range or the diplomatic capabilities in addition to everything else? I don't really think we're going to send one of our limited (very limited, if the amount of prototypes is anything to go by) battleships away from the Federation into deep space on a 5 year mission. Not to mention we just made the Endeavor-class that to fill that role. And we can probably pull out some of the old Ambassadors if we need a mobile diplomatic station.

A bigass science bay and secondary computer core is a little more iffy for this ship's role, but for Star Trek that might as well be a massive buff to it's "Technobabble" score in order to do whatever it needs to at the time.

Taking the big science means grabbing the small one isn't as much of a loss either.
 
I'm leaning either Science Labs, Crew Recreation, and Antimatter and Fabrication, or Science Labs, Recreation, and Scientific Facilties. The first option makes a good general-purpose class, while the second makes a good science ship. Not sure which I prefer.
 
We have already seen how useful having large industrial replicators were for a long range science ship, and I can see them being just as useful for what is going to be the primary warship of Starfleet.
 
I'm strongly leaning towards the role that most closely aligns it with the old Constitution/Enterprise and Excelsior classes. Eventually this will be superceded by something even larger, if the Sovereign is still a capable multi-role vessel at that point it'll extend the longevity just like the Excelsior. And I feel like we're being warned to keep from making it only capable of wartime operations.

Science, diplomacy, anti-matter & fabrication is where I'm going I think. In 50 years that'll let it be out exploring when its been pushed out of the battleship role by the march of progress.
 
[ ] Plan: Internal Relief and Support Efforts Sovereign
-[ ] 1: Cargo Bays
-[ ] 2: Crew Recreation
-[ ] 3: Antimatter and Fabrication

Crew recreation over diplomatic facilities because having better onboard amenities for the crew would help with maintaining morale during a war and with providing the people participating in the "major movement of goods, supplies, and people" with access to those facilities.

All of these together result in a ship that can also provide excellent support to an entire task force attached to it, whether in war time or as the anchor for the efforts of an entire sector as something of a mobile starbase.
 
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I want one of the science options, but I'm not sure which one to pick, since I also want one of their alt options to allow the Soverign to contact support missions in the Federation interior, and both the Cargo Area and the Fabrication area would help with that.

I'm leaning toward the [ ] 3: Antimatter and Fabrication choice since the Three Production Runs of Eight Endeavour-class ships does help fulfill our needs for SCIENCE, but I could be convinced either way.
 
I'm really curious about the effects of having the scientific facilities, primarily the second computer core. I just really want to do a ship with two cores.

Do like the recreation and fine with either for one.
 
[ ] 1: Cargo Bays
[ ] 2: Diplomatic Facilities
[ ] 3: Antimatter and Fabrication

fabrication and cargo gives it legs, self sustainment, etc.

Diplomatic facilities. Because sending a goddamn battleship to transport a VIP sends a statement.
This build let's the class act in a similar diplomatic role to US super carriers: They will be absolutely amazing at disaster relief and when one is Is in the sector everyone is gonna sit down and talk out their problems rather then tangle with a one ship battle fleet.
 
Screw it, I'm throwing in with Five Year Mission as well. Antimatter and Fabrication are too good to pass up, Science Labs are the fore pick to ensure we can make any sense of what we find, and I just plain don't care enough about diplomacy, not to mention you can repurpose the facilities that keep the crew happy to keep visiting diplomats happy as well.
 
Hang on, looking at the schematic, the Sovereign already has three cargo bays?
Yeah, probably going to go with the science labs, pretty sure that is enough to qualify her as an heavily armed bulk cargo freighter.
 
Part of me really wants to go double Science for fighting evil space wedgies.
I know, it's what has me considering it too. Just like the other option is anti-matter+fabrication, the Science option is labs+computer core, nit just labs by themselves.

I think there's also the question of how much range this has at the start already. When we gave the Endeavor the extra antimatter, we gave it 2 Extra large storage pods in addition to the 5 normal ones it had already which brought it up to enough for 8 years total, 4 out and 4 back. Looking at the design for the Sovereign so far, we're starting with 6 of the Extra large antimatter storage pods. I wouldn't be that surprised if we already had enough to go 2-2.5 years out and back for a 4-5 year mission by default
 
I mean, if you go Science, Recreation, Fabrication, it would allow the ship to do not just disaster relief but also things like disaster stabilization, engineering, stuff like that since the scientists can go directly from science, to holodeck testing, to fabrication and then implementation all in one go.
 
[ ] 1: Science Labs
[ ] 2: Diplomatic Facilities
[ ] 3: Antimatter and Fabrication

Is basically the explorer package, it'd pretty much make this the Galaxy 2.0. There'd be nothing better to send off alone on long missions to known dangerous areas. 3 also lets it do relief missions by just rushing to the disaster site and just absorbing raw materials or act as a fleet tender of last resort.

It hurts not taking the super lab but Fabrication is just amazing.
 
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I know, it's what has me considering it too. Just like the other option is anti-matter+fabrication, the Science option is labs+computer core, nit just labs by themselves.
The antimatter+fabrication let's them build torpedoes and other spare parts as they need them, so it can help repair other ships and stations or what ever else needs fixed.
 
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