Starship Design Bureau

@Sayle guessing it'm impossible for game balance reasons, but could we replace the small science labs with crew recreation?
I.e.

Crew rec
Diplo
BIG SCIENCE

Edit:
you just got to technobabble something so better science facilities will help with that
I wonder if the big labs might help with technobab ling the borg
 
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[ ] Plan: First Contract Sovereign
-[ ] 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.
The Voyager incident will likley make every captian appreciate industrial fabrication capacity.
 
[X] Plan: Outsmart and Outfight
-[X] 1: Cargo Bays
-[X] 2: Crew Recreation
-[X] 3: Scientific Facilities

This is what I think I'm going to go for. Top of the line tactical systems to punch whatever needs to be punched. Top of the line scientific systems to figure out what it's dealing with and how the leverage that massive punch most effectively, or if we even need to punch at all to make sure we don't punch something we didn't and make the situation worse. And a crew kept in top shape to operate everything to the best of their capabilities.

Throwing the cargo bay on is just to round out the ship's capabilities.

Edit: looks like moratorium's up on my end.
 
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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.
Yeah, this along with the two holodecks makes me think we're alright on cargo capacity and crew recreation.
 
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.
Yeah, good point. It already has three cargo bays, so a fourth one isn't nearly as useful as giving it at least one science facility.
 
Consider though, that having crew rec that isn't holodecks means that they'll be used less, and therefore have less chances to go wrong and become the Problem of the Episode Week. :V

Holodecks are very cool though, and well worth having. Though I feel like many of crew who use them probably don't use then to their *ahem* 'full potential' just in case one of their superiors walks in on them doing some stuff; because apparently higher ranking officers are just allowed to waltz straight on in.
Still worth having though, one of the coolest technologies in star trek.
 
[ ] 1: Science Labs
[ ] 2: Diplomatic Facilities
[ ] 3: Antimatter and Fabrication

Replace the galaxy
I'm viewing these more as combat ships that can do some science work when not fighting, and a lot of [re]construction work, so I think I'd drop the Diplomatic Facilities in order to get the have the crews have a better time on the ship, which hopefully might help them preform better at the fighting/science/construction stuff

[ ] 1: Science Labs
[ ] 2: Crew Recreation
[ ] 3: Antimatter and Fabrication

Is this to be a plan vote?
 
[X] 1: Science Labs
[X] 2: Diplomatic Facilities
[X] 3: Antimatter and Fabrication
[X] 3: Scientific Facilities

A little bit of everything: Labs for explorer missions, for secondary assignments for the on home fleets, and technobabble miracles in battle; Diplomatic Facilities for first contact and for showing the flag; and Antimatter and Fabrication for explorer range and maintenance, disaster relief, and remote fleet tending.

Galaxy 2.0 in other words.
 
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[X] 1: Cargo Bays
[X] 2: Crew Recreation
[X] 3: Scientific Facilities

I just really want to get a secondary computer core on something.
 
[X] 1: Science Labs
[X] 2: Crew Recreation
[X] 3: Scientific Facilities
 
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Aid Relief and Peacekeeping Sovereign
[X] 1: Cargo Bays
[X] 2: Crew Recreation
[X] 3: Antimatter and Fabrication

Because not everything has to be a scientific survey ship or diplomatic party-boat, and serving as the backbone for regional task-forces and humanitarian efforts makes sure that the emergency response battleship is actually in a position to respond in a timely fashion. Plus, it means that they can serve as the anchoring capital ship for longer-ranged task forces in the event of a major war.
 
"....build an explorer-sized ship capable of fighting the Borg and contending with potential threats to the Federation."

[X] 1: Cargo Bays
It's a fast warship, it's meant to be moving around the front lines of a Borg invasion, so cargo to move refugees and supplies.

[X] 2: Crew Recreation
Recreation, because the crew is probably going to be moving from trouble spot to trouble spot to back up the rest of the fleet.

[X] 3: Scientific Facilities
I'm guessing a science team + second computer core is better, because it's designed to fight an enemy that quickly adapts to everything that gets thrown at it, and it's also the ship that will be called in to deal with weird new threats. Range probably won't be a problem with the 6 double sized anti-matter pods.
 
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[X] 1: Science Labs
[X] 2: Diplomatic Facilities
[X] 3: Antimatter and Fabrication

Big enough to be a bit of a generalist, and the fabrication capacity should be a great logistical boon. It's also helpful if some of the prototypes have a tendency to need replacement parts often.
 
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