Do we have to boost this turn? It runs the risk of us running out of RP net year and having to deactivate.
 
Do we have to boost this turn? It runs the risk of us running out of RP net year and having to deactivate.
If we are still going to start the Ambassador design next year we will have an extra 30 rp or so. Even if not we are still going to benefit from an extra research colony so the chances of being forced to deactivate any teams shouldn't be very high. If you want to be a bit more conservative drop the boost for FBS, the one for ONA is the one I consider important.
Also why Geological vs targeting sensors.
No strong preference for any of the possible choices, they all seem reasonable. Geological sensors seem like they'd improve the chance of discovering research/mining colony locations.
 
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I'm going to propose setting the Vulcan Science Academy on a different next research project then Nix's choice. I'd like to go a little more martial and have them work on targeting sensors. Probably won't make it in time for the Ambassador, but it'll be in place for the next generation escort design. Galaxy is getting dangerous.

Also, will take Void Stalker's suggestion on boosting Forward Defense so we can get that Doctrine going.

[X] Plan Steady Goings
-[X] Generic Team 3 : Hospital Ship Research Project
-[X] Daystorm Institute : 2330s Colony Cores
-[X] Starfleet Science Academy : 2310s Message Networking

[X] [BOOST] Office of Naval Architecture, Admiral Lathriss

[X] [VSA] Vulcan Science Academy : 2320s Targeting Sensors
 
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[X] Plan Steady Goings
-[X] Generic Team 3 : Hospital Ship Research Project
-[X] Daystorm Institute : 2330s Colony Cores
-[X] Starfleet Science Academy : 2310s Message Networking

[X] [BOOST] Office of Naval Architecture, Federation Broadcast Service

[X] [VSA] Vulcan Science Academy : 2320s Targeting Sensors
 
Do we have to boost this turn? It runs the risk of us running out of RP net year and having to deactivate.
We currently have an income of 134 rp, research colony finishing q4 gives us 7 more and Qloathi hitting 300 should give us another 2 or 3 plus 2 left as a remainder so 145 before events.
We need 218 for next year (208 tech teams and 1 boost for hospital project). With 145 already that means we need 73, we gain 30 rp from starting ambassador dropping that to 43 needed from events. Last year we gained 80 points from events so I think we can manage it.

Edit:
Indoria currently gives 2rp so Qloathi giving 2 is a good estimate. 143 income for eoy, 2313 eoy will be up to 153, more if Apiata join in 2313
 
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So, we can activate up to six additional projects without having to ice any of the continuing ones?



I'm digging this new Enterprise crew. I imagine the Betazoid security officer fighting like a Thinker from Worm.

Yes, that was what I had in mind. Even for a Betazoid, being able to read intent and react in real time is likely to be a rare skill, so it is going to surprise a lot of people.
 
[X] Plan Steady Goings
-[X] Generic Team 3 : Hospital Ship Research Project
-[X] Daystorm Institute : 2330s Colony Cores
-[X] Starfleet Science Academy : 2310s Message Networking

[X] [BOOST] Office of Naval Architecture, Federation Broadcast Service

[X] [VSA] Vulcan Science Academy : 2320s Targeting Sensors
 
Debatable, Kharak wasn't the Kushani homeworld, just the planet where their ship crashlanded.

The Kadeshi have their hearts set on a specific planet twenty years away based on Preserver records, and won't settle for any of the many other potential colony sites we could offer them.

Now, what do we know about the Preservers? Even before TNG introduced the concept of them having seeded the humanoid (preserveroid, really) genome on countless worlds, TOS had them relocating primitive sophonts to distant planets to save them from local catastrophes.

It seems very likely to me that the "Kadeshi" are not actually native to Kadesh, but were relocated there to protect them from a planetary disaster. They've known about this for quite some time, as the records were among the data they recovered from the Preserver artifacts that their spacefaring culture was built on. Perhaps those records also indicated that their original homeworld would be ready for recolonization sometime in the next few hundred thousands of years, a date which is now past. They were probably already planning to send an expedition there before the Biophage happened, and now they've decided to kill two birds with one stone by making it the destination of their refugee fleet.

It makes the most sense with the evidence we've seen, and is also reasonably close to the plot of Homeworld while still fitting perfectly into the established Trekverse.
 
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Geological vs Combat sensors: Combat sensors has 4 subtechs, Geological has only one. Three of the combat sensor subtechs are 20 points and will finish in 3 years no matter what, but the fourth one's 40 points. Geological subtech is 60 points. So we are looking at 8+10+10+15 or vs 13+15+15+15+15, meaning that by two points, Combat sensors will complete a year quicker. We can then put the Vulcans on geological sensors hand have them finish it up in 15+15+15+15, and get done in 4 years instead of five, albeit finishing three years later than would have otherwise occurred. Of course, if we go with Geological sensors first, then researching combat sensors takes only 3 years in a 10+15+15, doesn't it? So both finish in 8 years pretty much no matter what.

BEST CASE, we actually finish Combat Sensors in three years with 13+15+15, but the odds of that are outstandingly low. That's the only way to get all the techs in just seven years without spending a boost.

[X] Briefvoice
 
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Okay, regarding the wider argument over designs/escorts/etc.

One of the mechanics I have been trying to finalise in my head is a method of using Starfleet Tactical Command to designate "Roles" which ship classes belong to. Something more meaningful than Escort/Cruiser/Explorer, which are pure weight-based evaluation. Basically a set of criteria that defines a type of ship for a purpose (FYM explorer could be, >= 5 Science/Presence, Science/Presence no more than 1 behind Combat, a Fleet Escort could have minimum Combat of 3, Hull+Shield of 4, blah blah).

With those, you can then pick the ROEs that belong to roles. In other words ... you have an mechanical+narratively neat way of telling me certain ships shouldn't respond to certain events.

This would never apply to Distress Calls, which must be responded to. But it does mean that crazy response roles won't send your Miranda to conduct diplomacy on its lonesome.

That sounds pretty good to me. I think it would help.
 
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