Starship Design Bureau

[X] Commual Crew Quarters
As much as I would like to give the other one. We need the space for all the extra stuff.
 
[X] Personal Crew Quarters

This is the golden age of the Federation people! We don't have to share quarters as if we're on Kirks Enterprise! These more primitve days of the wild, wild west lay behind us. This is a time of exploration and civilization. The build ships for this time, for his Federation and not the Klingon "Defense" Fleet where they think having your own spot of metal to sleep is the high point of comfort!
 
2340: Project Ambassador (Internals)
Order -> Spaceframe -> Propulsion -> Tactical -> Internals -> Prototyping -> Certification -> Retrospective​

[X] Communal Crew Quarters

You eventually decide that individual quarters would have too many downsides for the internal space question - perhaps in a couple of decades when an even larger starship is on the drawing board you'll have so many decks over so much area that it won't matter. But for now there are plenty of auxiliary systems and internal facilities you want to put in but don't already have the space for, and you don't want to cut that number down even more. That just leaves actually deciding what to install.


Medium Modules (Pick Two):
[ ] Enhanced Medical Facilities. More empty beds, drug synthesis, isolation rooms. Everything an enterprising medical officer needs to put down the latest terrifying plague from the Deep Black. (Utility)
[ ] Bulk Transporter Array. For when a starship needs to use every transporter at the same time to move a lot of mass from one place to another place, and even put it back together at the other end. (Utility)
[ ] Recreational Areas. They aren't just places to socialise and have a drink - pick up painting, clay sculpting, put on a violin concert or a poetry recital. Enrich yourself. (Comfort)
[ ] Secondary Computer Core. When the laboratories need more computer time, sometimes the answer is to give them a whole new computer. (Science)

Large Modules (Pick Two):
[ ] Cargo Bays. You can never have enough cargo bays. (Utility)
[ ] Antimatter Storage. Increasing the time the ship can go without resupply will allow voyages deep into unknown space. Perhaps a five-year mission? (Utility)
[ ] Conference Areas. Having a dedicated section for diplomatic affairs will allow the ship to host major conferences and accommodate large groups. Quarters included. (Diplomatic/Comfort)
[ ] Science Section. Laboratories, sample storage, and experimental areas for the curious mind. Astrometrics, biosciences, geology, stellar cartography, archeology-the list goes on. (Science)

Extra Large Module:
[ ] Arboretum: Green spaces, fresh air, running water. Species of all types find nature soothing, and what better place for it than in the heart of a starship? (Comfort)
[ ] Cultural Exchange Center: a large area for demonstrating the Federation's diversity and hosting cultural events. (Diplomatic/Comfort)
[ ] Cetacean Ops: The aquatic members of the Federation should be able to freely contribute their skills. For science! (Science)



Project Ambassador must be capable of long-range exploration and independent scientific investigation. It must be able to provide diplomatic amenities and appropriate quarters for dignitaries. It will ideally be capable of engaging on equal terms the Klingon Vor'cha class.

Minimums:
Tactical Score: A (Requested)
Scientific Score: B+ (Required)
Comfort Score: A (Required)

Two Hour Moratorium on Voting, Please.
 
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[ ] Cetacean Ops: The aquatic members of the Federation should be able to freely contribute their skills. For science!
Personally, I would like an Arboretum much more. Having an expansive garden area on a starship would be supercool for a bunch of reasons! But I have to vote for this instead. How could I possibly say no to our aquatic friends? Totally not my cuteness bias speaking.
 
Extra Large Module:
[ ] Arboretum: Green spaces, fresh air, running water. Species of all types find nature soothing, and what better place for it than in the heart of a starship?
[ ] Cultural Exchange Center: a large area for demonstrating the Federation's diversity and hosting cultural events.
[ ] Cetacean Ops: The aquatic members of the Federation should be able to freely contribute their skills. For science!


"Hey Starfleet, you're doing a 3 ship minimum production run right?"
 
Cetacean Ops is the biggest, baddest show off we can do, but I sadly doubt it can directly contribute to any scoring metrics, as stupid impressive as the module would be…
 
[ ] Antimatter Storage. Increasing the time the ship can go without resupply will allow voyages deep into unknown space. Perhaps a five-year mission?

I feel like this is necessary to qualify as "long range"
 
[ ] Enhanced Medical Facilities. More empty beds, drug synthesis, isolation rooms. Everything an enterprising medical officer needs to put down the latest terrifying plague from the Deep Black.
[ ] Recreational Areas. They aren't just places to socialise and have a drink - pick up painting, clay sculpting, put on a violin concert or a poetry recital. Enrich yourself.
[ ] Science Section. Laboratories, sample storage, and experimental areas for the curious mind. Astrometrics, biosciences, geology, stellar cartography, archeology-the list goes on.
[ ] Antimatter Storage. Increasing the time the ship can go without resupply will allow voyages deep into unknown space. Perhaps a five-year mission?
[ ] Arboretum: Green spaces, fresh air, running water. Species of all types find nature soothing, and what better place for it than in the heart of a starship?

These are my main choices, hate me if you must
 
[ ] Enhanced Medical Facilities. More empty beds, drug synthesis, isolation rooms. Everything an enterprising medical officer needs to put down the latest terrifying plague from the Deep Black.
[ ] Recreational Areas. They aren't just places to socialise and have a drink - pick up painting, clay sculpting, put on a violin concert or a poetry recital. Enrich yourself.
[ ] Conference Areas. Having a dedicated section for diplomatic affairs will allow the ship to host major conferences and accommodate large groups. Quarters included.
[ ] Science Section. Laboratories, sample storage, and experimental areas for the curious mind. Astrometrics, biosciences, geology, stellar cartography, archeology-the list goes on.
[ ] Cetacean Ops: The aquatic members of the Federation should be able to freely contribute their skills. For science!

My Vote.
 
Lots of options to choose from.

Recreational Areas might be enough to boost our comfort score to what is required for this ship (It's currently sitting at a B) but all the options here sound like they would be good to have.

For large modules I'm thinking we should go for Antimatter Storage given that Starfleet wants this ship to be capable of long-range exploration. For the second option, Science Section and Conference Areas are both equally tempting.

Extra large modules are interesting. Cetacean Ops will probably boost our science score, the Arboretum our comfort score. Not sure which score the Cultural Exchange Center would boost but Starfleet did say they wanted a diplomatic ship, and this would definitely be helpful for that.
 
I think this makes sense:

Medium Modules (Pick Two):
[x] Enhanced Medical Facilities. More empty beds, drug synthesis, isolation rooms. Everything an enterprising medical officer needs to put down the latest terrifying plague from the Deep Black.
[x] Recreational Areas. They aren't just places to socialise and have a drink - pick up painting, clay sculpting, put on a violin concert or a poetry recital. Enrich yourself.

These two give us an excellent sickbay to handle whatever comes and allow the crew to relax.

Large Modules (Pick Two):
[x] Conference Areas. Having a dedicated section for diplomatic affairs will allow the ship to host major conferences and accommodate large groups. Quarters included.
[x] Antimatter Storage. Increasing the time the ship can go without resupply will allow voyages deep into unknown space. Perhaps a five-year mission?

The Conference Areas are a need for the new flagship. The Antimatter Storage to give us even more reach for this class.

Extra Large Module:
[x] Cultural Exchange Center: a large area for demonstrating the Federation's diversity and hosting cultural events.

And this, to enhance the ability to bring new faces into the Federation.
 
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[x] Enhanced Medical Facilities. More empty beds, drug synthesis, isolation rooms. Everything an enterprising medical officer needs to put down the latest terrifying plague from the Deep Black.
[x] Recreational Areas. They aren't just places to socialise and have a drink - pick up painting, clay sculpting, put on a violin concert or a poetry recital. Enrich yourself.

[x] Science Section. Laboratories, sample storage, and experimental areas for the curious mind. Astrometrics, biosciences, geology, stellar cartography, archeology-the list goes on.
[x] Antimatter Storage. Increasing the time the ship can go without resupply will allow voyages deep into unknown space. Perhaps a five-year mission?

[x] Arboretum: Green spaces, fresh air, running water. Species of all types find nature soothing, and what better place for it than in the heart of a starship?

This makes sense to me. Medical and science can't really be replicated in other categories, and if there's one thing a long ranging Starfleet ship needs it's the ability to handle whatever weirdness the universe decides to throw at them. Antimatter is a must for endurance, recreation is needed for comfort, and an arboretum is just a general use space that has trees in it by default. Also, I can't think of a bigger cultural flex than equipping your flagship with its own biosphere.
 
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Personally, I would like an Arboretum much more. Having an expansive garden area on a starship would be supercool for a bunch of reasons! But I have to vote for this instead. How could I possibly say no to our aquatic friends? Totally not my cuteness bias speaking.

Well, if anything, we can possibly also use it it as an aquarium or something, and aquarium is just a watery arboretum, right?
 
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