On the Ambassador: a tech needs to be picked where we go "This point, then prototype"

Otherwise we run into chasing perfection.
Once we have confirmation all the techs are up to date in the spreadsheet from this turn we can produce some designs but we had some good ones using the tech from before this turn so I think we start the project this coming snakepit
 
Does it, perhaps, have anything to do with actual birds of prey?

Current rough concept I have is:

1. Gorn design the original proto-BoP.
2. Orion and Gorn tech sharing/arms racing over the centuries causes the design to proliferate.
3. Primitive Romulans encounter Orions during their flight from Vulcan. First Romulan warp-capable ships are based closely on Orion birds of prey.
4. Hurr'q defeat the Orions, and then become the Orions with regards to technology.
5. Klingons overthrow Hurr'q and take many of their ships, which they continue to improve on.
6. Gorn gradually move away from the birdlike frame leading into modern times, though some of its design elements still remained visible in Gorn ships by Kirk's time.
 
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Once we have confirmation all the techs are up to date in the spreadsheet from this turn we can produce some designs but we had some good ones using the tech from before this turn so I think we start the project this coming snakepit
The tech people seem to want to wait for is this one-
2310s Starship Durability
The practicals of building starships, leading to more durable designs

0 / 40 Duranium-Tritanium Investigation (Hull Armour Material Science II) (Leads to new options)
0 / 40 Type-VI Family SIF Generators (Hull Integrity Grids II) (-1% to Hull Power Cost, +1 to Hull Reliability)
0 / 20 2310s Escape Pod (Escape Pod I) (Chance to reduce crew loss in the event of ship destroyed)
0 / 20 SIF Geometry Research (Durability I) (Leads to reducing combat potential loss due to hull damage)
0 / 20 Super-Heavy Duty EM Rail Ejectors (Warp Core Ejection Design I) (Better chance to prevent Warp Core Breach scenario at 0hp)

Now I can understand wanting more durable ships but in this case the cost is a likely 4-5 years more spent waiting for the techs to finish and THEN we need to research the bloody ship itself-and I really do suspect that an Explorer will have a 3-4 year design cycle. Looking at it like that, we risk running out of time before the end of the decade to begin construction.
 
Owch, 20 Resilience? I just went back and calced all our Impact to date, and we've barely cracked 200. We need more 25 Impact-Bombs like we got from the pacifists.
 
Now I can understand wanting more durable ships
Wanting 2310s Durability isn't really about more durable ships, we can already get decent Hull out of our current tech. It's about cutting down weight.

As it currently stands Hull is a massive (pun intended) weight sink. It makes sense since you're effectively adding weight to the entire ship but it does limit how much non-Hull stuff you can cram in. The hope is that the next level of Hull, specifically Frame, parts will have a better Hull-to-Weight ratio.
 
I don't think we can wait for that tech for the Ambassador. What we have now can give us a ship superior to the excelsior though with a 5 years build time. There may be some changes with new techs but I think we have good designs
 
Owch, 20 Resilience? I just went back and calced all our Impact to date, and we've barely cracked 200. We need more 25 Impact-Bombs like we got from the pacifists.

So started the Orion Campaign in 2309, so just another 3 years to the 400 level threshold. ~Yay! If we're very lucky, just in time for our war with Cardassia to start.

Wanting 2310s Durability isn't really about more durable ships, we can already get decent Hull out of our current tech. It's about cutting down weight.

As it currently stands Hull is a massive (pun intended) weight sink. It makes sense since you're effectively adding weight to the entire ship but it does limit how much non-Hull stuff you can cram in. The hope is that the next level of Hull, specifically Frame, parts will have a better Hull-to-Weight ratio.

And the thing is, most other parts we can "fix in refit" a couple of decades down the line. But we're pretty much stuck with the Hull we use in the initial design.
 
So started the Orion Campaign in 2309, so just another 3 years to the 400 level threshold. ~Yay! If we're very lucky, just in time for our war with Cardassia to start.

I didn't see much Impact end up in the 2309 EOY. Most of that was 10, 11, and part of 12. But we are averaging around 100 Impact a year. Probably around 120 this year because of the Pacifist bomb. If we could increase to 120/year we could hit the next threshold in 2314-15. Got any good ideas for deals we can make to get more Impact bombs?
 
I didn't see much Impact end up in the 2309 EOY. Most of that was 10, 11, and part of 12. But we are averaging around 100 Impact a year. Probably around 120 this year because of the Pacifist bomb. If we could increase to 120/year we could hit the next threshold in 2314-15. Got any good ideas for deals we can make to get more Impact bombs?

Well we were planning to reopen the legislation next year and add things that will presumably increase Impact, so there's that.

I worry about Cost, though. If we hit 100 Cost in a year, does the Federation Council begin to pull back from the fight?
 
I didn't see much Impact end up in the 2309 EOY. Most of that was 10, 11, and part of 12. But we are averaging around 100 Impact a year. Probably around 120 this year because of the Pacifist bomb. If we could increase to 120/year we could hit the next threshold in 2314-15. Got any good ideas for deals we can make to get more Impact bombs?

Amarki are pretty eager to take down the syndicate, but ships and soldiers are not what we need here. While they're a martial people, perhaps they have some other, non-violent, support they could give our campaign?
 
So started the Orion Campaign in 2309, so just another 3 years to the 400 level threshold. ~Yay! If we're very lucky, just in time for our war with Cardassia to start.



And the thing is, most other parts we can "fix in refit" a couple of decades down the line. But we're pretty much stuck with the Hull we use in the initial design.
Okay yes we are stuck with the hull we get. But you know, are you really willing to wait, at minimum, SIX YEARS, to start the build? As I have said before-we run a very real risk of not getting this one on the ways before the end of the decade if we keep putting it off. A more realistic assessment is seven or eight if we don't put Yoyodyne (soon to be our best Ship Construction team) on ship construction and get lucky, and if the Ambassador project takes longer to research than the Renaissance did, we're BONED. We can't get the T3 lightweight frames tech before the end of the decade, even if we start next year. So we're really pinning our hopes on ship design itself being a quick and painless procedure if we go through with this.
 
If we commit to boosting it every time with our best team, how long are we looking at for research on that last category we seem to be debating on?
 
Amarki are pretty eager to take down the syndicate, but ships and soldiers are not what we need here. While they're a martial people, perhaps they have some other, non-violent, support they could give our campaign?
Currently the Orion government appears to be trying to be a martial people and failing, so Amarki trainers can't make the situation worse.

They may also be good at parades and funerals and such, which could if we're lucky help reduce the cost of botched police actions?
 
Amarki are pretty eager to take down the syndicate, but ships and soldiers are not what we need here. While they're a martial people, perhaps they have some other, non-violent, support they could give our campaign?

Ships and soldiers may need to be a thing. Given that the Orions seem hell-bent on basically waging civil war on their high-pop, high-corruption planets, we may need to just bolster them as best we can to try to destroy the Syndicate resistance as fast as possible. The longer it drags on, the more we will hemorrhage Cost.

Also, from a purely mechanical perspective, the more ships we have, the more likely we are to succeed at anti-Syndicate events in the appropriate sectors and thus generate more Impact. Having more ground units means they're more likely to make their checks and add Impact as well. So mechanically, you are incorrect.
 
If we commit to boosting it every time with our best team, how long are we looking at for research on that last category we seem to be debating on?
I believe 3 years if we boost every year which may be tough. That would mean the techs finish 2315 with the project starting 2316 wtih possibly 2 to 4 years of research then a likely 7.5 year prototype build. So 12.5 to 14.5 years to finish, if we start this snakepit 9.5 to 11.5 years to finishing the first.
Though if the construction techs cover prototypes that would take 3 quarters off the prototype
 
It's better to have a good ship now than to wait for a perfect one in a decade.

We can update the designs during the refit if we have to.
 
We need to strike at the Cardassians ASAP. Every year we delay is another year they can drain resources from Bajor and their mining colonies. We'll just tell the Romulans and Klingons to keep their conflict out of our territory.
 
If we commit to boosting it every time with our best team, how long are we looking at for research on that last category we seem to be debating on?
Our best available team(I presume here we are diverting Yoyodyne from it's important warp-technologies project) will provide 8 points in the first year and 10 every year thereafter. It can, with boosts, maybe finish in four years-boosts are never certain to go where you wish them to go. With five subtechs, there's a 2/5ths chance that a 40 point tech gets a boost or a inspiration bonus. Those are the critical ones-escape pods and heavy-duty warp core ejection rails won't help us here. The lesser techs will finish in the second year if they get hit by any bonus, but getting our primary targets over the hump will require either three years and 3 boosts+inspiration landing on a single subtech, or four years and one boost/inspiration landing on a subtech.

Our second-best team is 8 points for year for the duration of this project, and that will give us 5 turns to completion with no bonuses, or 4 turns to completion if we land a boost or inspiration twice on any given subtech. Given that, it seems likely that at least one of the two critical subtechs will not be done in 4 years.
 
We need to strike at the Cardassians ASAP. Every year we delay is another year they can drain resources from Bajor and their mining colonies. We'll just tell the Romulans and Klingons to keep their conflict out of our territory.
No we are trying to diplomance the Sydraxians right now and are in the middle of a major fleet build up. If we can hold off a couple of years until the 4 Excelsiors finish in the year we will be a lot better off.

We also want to secure the neutrality of the Dawiar before touching anything off. And several members have explorers in the middle of construction.
 
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