Starship Design Bureau

If the ship's mission profile changes, I expect Starfleet to also adapt crew numbers to fit. We have the space to support more crew than the 100 that have been mandated, after all- if the ship ends up being modified to operate outside of its original design envelope then the constraints of that envelope should change too, including staff numbers.

I think you are underestimating how much large institutions like Starfleet absolutely hate having to increase their running costs or manning requirements. This makes such a refIt significantly less likely IMO.

But more importantly, I think this absolutely adds value to the design right now, because there is no single other option we can pick which will increase our ranking by a whole letter grade or more, short of taking no extra systems and maybe getting to an "A" in Ease of Maintenance.
 
Leaving some crew unallocated contributes to ease of maintenance score
 
I think you are underestimating how much large institutions like Starfleet absolutely hate having to increase their running costs or manning requirements. This makes such a refIt significantly less likely IMO.

But more importantly, I think this absolutely adds value to the design right now, because there is no single other option we can pick which will increase our ranking by a whole letter grade or more, short of taking no extra systems and maybe getting to an "A" in Ease of Maintenance.
Running costs? What are those? Can you eat them? Or are you talking about that archaic thing called moh-knee? :V

But more seriously, while you are correct that this would increase the science rank of the ship, I don't think that rank increase would really add proportional value to the ship in its current role. Certainly not enough to justify using half our spare crew complement on it. Science just... isn't what the ship is intended for, and while having broad capabilities is good, specialisation and min-maxing can sometimes be better.

If they want to use the ship class as an explorer or something later, then they'll just need to accept the higher crew requirements- though honestly, an extra ten crew is hardly a huge number of people.
 
The ship should have sufficient tactical armament for convoy duty and responding to distress, as well as sufficient cargo space to act as a bulk hauler. It must have a crew of 100 or less.

Science is not mentioned.
 
But more importantly, I think this absolutely adds value to the design right now, because there is no single other option we can pick which will increase our ranking by a whole letter grade or more, short of taking no extra systems and maybe getting to an "A" in Ease of Maintenance.
The grades are not a means in and of themselves. They give us a general notion of a ship's competencies, but they don't capture everything.

More to the point, if we're to cram in a full lab we'd only get to pick a maximum of two other science/technical modules, which would directly impact the ship's ability to conduct search & rescue or otherwise respond to emergencies. We would be banking on the idea that unusual, novel disasters that require intensive study on site happen more frequently than the more well-known, already encountered types of disaster that can effect a whole planet, and that sounds wrong to me even for Star Trek.
 
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The grades are not a means in and of themselves. They give us a general notion of a ship's competencies, but they don't capture everything.

More to the point, if we're to cram in a full lab we'd only get to pick a maximum of two other science/technical modules, which would directly impact the ship's ability to conduct search & rescue or otherwise respond to emergencies. We would be banking on the idea that unusual, novel disasters that require intensive study on site happen more frequently than the more well-known, already encountered types of disaster that can effect a whole planet, and that sounds wrong to me even for Star Trek.

Star Trek usually has the capital ships as the ones responding to bizarre and novel incidents, not the smaller ships yeah.
 
Better science facilities also add a huge amount of versatility to the ship which is useful right now, not just in future. Going up from a "D" to a "C" or even "B" rating means that that rather than being unable to do anything other than the most basic scientific tasks, the ship can do useful research alongside its other duties. This significantly increases its mission profile, and means the ship should for example be able to perform surveys of proto-stars whilst escorting colonists to a new world.
This is not a exploration vessel. Point in fact it is a high value cargo transport/convoy escort/disaster relief In none of these scenarios does this vessel need a big super science lab. Yes I know I know "the federation likes labs!!!" That should not be a priority in designing a good ship. There is something like trying to multirole too hard.

But more importantly, I think this absolutely adds value to the design right now, because there is no single other option we can pick which will increase our ranking by a whole letter grade or more, short of taking no extra systems and maybe getting to an "A" in Ease of Maintenance.
It does not add anything other ships cant already do. These ships are not intended to go exploring. Point in fact Convoy escorting and the rest will ll be happening inside already mapped federation space.
 
As a first responder, the Ferdinand project would benefit immensely from improved medical facilities. As an errand craft with significant, for its size, cargo capacity one of the augments for shifting cargo would benefit it greatly. As a convoy escort the extra fuel would allow it to serve any of its defined roles better.
If write ins were an option, I'd put in a biology lab rather than multidisciplinary for perhaps half the crew of the more capable systems.

Of course, the question then becomes "do we provide what was asked for or risk guessing what is actually needed", which I do not feel that we have the information to have a good chance of succeeding at.
 
I support measures to maximize design goal solutions. Emergency response presumes casualties, which presumes a sickbay. Good crew quarters can be downconverted in an emergency to house refugees, it's harder to upconvert miscellaneous storage for habitation. We expect to run into disaster zones, so easily repairing and replacing damaged components is key. I would prefer at least 10 spare crew for that, which means one last 5 point slot I'd dedicate to antimatter pods, as an escort needs to be able to escort, and adding additional weapons-range allows it to push attackers without peeling off of their convoys.
 
I support measures to maximize design goal solutions. Emergency response presumes casualties, which presumes a sickbay. Good crew quarters can be downconverted in an emergency to house refugees, it's harder to upconvert miscellaneous storage for habitation. We expect to run into disaster zones, so easily repairing and replacing damaged components is key. I would prefer at least 10 spare crew for that, which means one last 5 point slot I'd dedicate to antimatter pods, as an escort needs to be able to escort, and adding additional weapons-range allows it to push attackers without peeling off of their convoys.
Antimatter Pods are fuel storage not weapon boosts.
 
I support measures to maximize design goal solutions. Emergency response presumes casualties, which presumes a sickbay. Good crew quarters can be downconverted in an emergency to house refugees, it's harder to upconvert miscellaneous storage for habitation. We expect to run into disaster zones, so easily repairing and replacing damaged components is key. I would prefer at least 10 spare crew for that, which means one last 5 point slot I'd dedicate to antimatter pods, as an escort needs to be able to escort, and adding additional weapons-range allows it to push attackers without peeling off of their convoys.
I'd take transporters over antimatter pods in that case, for maximising emergenct pickup speed.
 
Fundamentally, every starship in Starfleet is expected to undertake science duties. That's Starfleet doctrine, that's why every ship is an absurdly overbuilt cruiser. (Yes, even the Defiant.) If Starfleet wanted to design a utilitarian escort, we would design a Bird of Prey, which can be operated by a crew of twelve, and trade on advantageous terms with any Federation starship in service. But we don't, because that isn't Starfleet doctrine.

Adding science bays gains us a whole extra rating, when nothing else we have can do the same. Extra transports or extra medical facilities make the ship better at responding to crises, but as a Federation starship, which is useful, it's already extremely well-equipped at doing that at a baseline, with a level of provision that most other races would consider remarkable. Science facilities will make the ship better at doing scans, surveys, and other routine tasks, which is a mission it will be doing every day, alongside its regular escort duties. It's a significant increase in the utility of the ship, especially because the jump from D to other tiers represents a much bigger difference than going from say, B to A tier.

Like, I think there's an idea here that from a utilitarian, "min-maxing" perspective, what we should do is neglect science... but the utilitarian answer is actually absolutely the opposite! Adding labs this gets us the largest statistical improvement to the ship's stats any option. It is a given that these capacities will be used if they are built, because there is not a single Federation starship in service which does not do science as part of its mission profile.
 
[ ] Better Quarters
[ ] More Cargo

Better Quarters for sure, I'd think. Crew comfort is important when you want your people to respond as best they can to emergencies, which will happen.

Extra Transporter Rooms: -5 Crew

Useful for emergencies, both for teleporting more crew/supplies over in a hurry and evacuating people. But not useful during normal operations, as we already have enough teleporters for that.

Expanded Sickbay: -5 Crew

Absolutely essential. Makes the ship far more capable of responding to all kinds of emergencies.

More Antimatter Pods: -5 Crew

Better endurance for normal operations. Pairs well with assigning 5 crew to general engineering to also improve the ship's endurance. Doesn't help with emergencies though.

Underfloor Shuttle Storage: -5 Crew

Helps with normal operations and emergencies. Shuttles are multipurpose, after all! But we've already got proper shuttle bay, so I think this might not be quite as big an improvement as the other options.

Multidisciplinary Science Labs: -10 Crew

Helps with emergencies only. Expands the amount of emergencies the ship can respond to, where without this any negative space wedgies need a different ship to show up.

[] Plan Emergency Responder
-[] Better Quarters
-[] Extra Transporter Rooms: -5 Crew
-[] Expanded Sickbay: -5 Crew
-[] Multidisciplinary Science Labs: -10 Crew

We're Starfleet. Normal operations shipping cargo around is good and useful, but it's a secondary priority. I think sacrificing a chunk of endurance is well worth it for a more capable ship. "The ship should have sufficient tactical armament for convoy duty and responding to distress, as well as sufficient cargo space to act as a bulk hauler." I think these are the three missions of this ship design. A focus on bulk hauling is useful but just isn't as important as the other two.
 
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I'd lean towards cargo space over crew comfort. Remember, this is a ship meant to be staying within the Federation, not seeking out new worlds. They will have plenty of opportunity for shore leave and aren't going to see long voyages between planets as often as say the Enterprise.
 
[X] Plan Emergency Responder
-[X] Better Quarters
-[X] Extra Transporter Rooms: -5 Crew
-[X] Expanded Sickbay: -5 Crew
-[X] Multidisciplinary Science Labs: -10 Crew

Moratorium is up. Reasoning for this plan in my post above.
 
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I'd lean towards cargo space over crew comfort. Remember, this is a ship meant to be staying within the Federation, not seeking out new worlds. They will have plenty of opportunity for shore leave and aren't going to see long voyages between planets as often as say the Enterprise.
Don't underestimate the impact of day-to-day living conditions on morale, or the impact of morale on performance.
[X] Plan Emergency Responder
-[X] More Cargo
-[X] Extra Transporter Rooms: -5 Crew
-[X] Expanded Sickbay: -5 Crew
-[X] Multidisciplinary Science Labs: -10 Crew

Moratorium is up. Reasoning for this plan in my post above.
You've put More Cargo, while your reasoning says you prefer Better Quarters?
 
[X]Plan Search And Rescue (10/20 Crew)
--[X] Better Quarters
--[X] Expanded Sickbay: -5 Crew
--[X] Underfloor Shuttle Storage: -5 Crew

[X]Plan Search And Rescue Extended Range (15/20 Crew)
--[X] Better Quarters
--[X] Expanded Sickbay: -5 Crew
--[X] More Antimatter Pods: -5 Crew
--[X] Underfloor Shuttle Storage: -5 Crew

EDIT:Approval votes.

[X] Plan Save them All (15/20 Crew)
 
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[X] Plan Save them All (15/20 Crew)
-[X] Better Quarters
-[X] Extra Transporter Rooms: -5 Crew
-[X] Expanded Sickbay: -5 Crew
-[X] Underfloor Shuttle Storage: -5 Crew

This keeps crew comfort high, gives us maximum options for getting people onboard and out of danger in a hurry, and gives us the improved medbay. The focus is on saving as many people as we can, as quickly as we can.
 
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[X] Plan Emergency Responder
-[X] Better Quarters
-[X] Extra Transporter Rooms: -5 Crew
-[X] Expanded Sickbay: -5 Crew
-[X] Multidisciplinary Science Labs: -10 Crew
 
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[X] Plan Emergency Responder
-[X] Better Quarters
-[X] Extra Transporter Rooms: -5 Crew
-[X] Expanded Sickbay: -5 Crew
-[X] Multidisciplinary Science Labs: -10 Crew

I can see the argument that having extra transporters and a sickbay does make us a much better "first responder" when responding to contingencies. It's not essential, but if you consider this as the starship that most people in the Federation are most likely to come into contact with... it makes sense, and it synergises with the high sprint warp factor. If decreasing operational costs is important later on in the ship's life, we could always cannibalise a cargo bay and stick in five more engineers.

This is a good plan which produces a really capable workhorse starship for Starfleet (barring any major cost increases or problems with the phasers), which is ideal for meeting all the challenges of the 24th century.

[X] Plan Future Proofing

Thanks for the vote of support, but I've decided that rather than splitting the pro-science labs vote, I'm going for Emergency Responder. Obviously feel free to vote however you like, but I'd recommend you do the same.
 
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