It seems to have no drawbacks. No forces bound that we could use elsewhere, no price in pp or militarization, and just one influence for good impact and further resilience-reduction.
Umm what's not to like? It's the best bang/buck option there with it's effective 6 impact/year.


It's TWO influence though.

+3 impact (effectively) per influence and no special effects to combat Syndicate actions. It just looks too expensive relative to the other options available.

fasquardon
 
It's TWO influence though.

+3 impact (effectively) per influence and no special effects to combat Syndicate actions. It just looks too expensive relative to the other options available.

fasquardon
I'm voting for it because I like the narrative flavor of mapping the Syndicate relationships with computers. This may not seem useful for arresting criminals, but it is invaluable for tracing the money and untangling the web of hypercorps, and making progress on unfucking the criminal parts of the Orion economic system is the flavor of the year.
 
Umm what's not to like? It's the best bang/buck option there with it's effective 6 impact/year.

Actually the best bang for buck would be to take two ship options for 8 impact for 2 influence. But that's only looking at impact when there can be other unstated effects (like the sensor devices may have more effect than just 2 impact as narrative suggests).
 
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Amash Hagan actually does have an implicit additional bonus - the syndicate has no ability whatsoever to strike at it. The actual work is being done in a far-off sector they have basically no influence in, after all.
 
He said the Endurance and the Shield would both be 9 month jobs, with the Republic doable at a starbase. Subject to figuring out how Commodore Suarez affects things. We're a little light on open berths at the moment; hopefully we can beg from a Member World.
Duly noted. By the way, where did he say that? [feels confused]

@Simon_Jester i suspect the Sydraxian torpedos hit the engineering hull to do that much damage. Hit some sort of critical system and flooded a deck with warp coolant or plasma.

Or sydraxian marines that'd be cool too.
Even so, killing a quarter of the crew with one hit would indicate either incredibly shoddy design, or something that should have utterly gutted the hull physically. Endurance was at 26.55/40 Hull after that hit, though. Weapons were still on line and she managed a pretty powerful hit that knocked down one of the Hasques' shields a few turns later, setting up that already badly damaged ship to finished off by Republic and the Mirandas.

Boarding parties seem more likely in my opinion. Both because the Sydraxians are the sort of people you'd expect to use boarding as a tactic, and because the two critical hits that killed three eighths of the Endurance's crew (3/2/1 between them) only took out about one eighth of Endurance's hull strength.

There's no way I can chew through the log on the phone, but correct me if I'm wrong, in the biophage logs crew loss was rolled when hull fell below certain thresholds, 75%, 50%, etc? Is that still the case here? Or am I misremembering?
That is very definitely not the case here.

One possible issue with the combat system is that, if hits that do damage have a flat percent chance of killing crew, a tougher hull means that the ship is more likely to lose people. That doesn't explain all of what happened to Endurance, but it explains some of it.
True, but it's offset by the fact that ships with tougher hulls tend to be bigger and have more crew to begin with. If not for the critical hits, Endurance would have lost 6/16 crew, which isn't so far out of line with the losses taken by other badly damaged ships on a percentage basis.

However, this does tend to underline my point that building really big ships is not a good way to keep crews alive in battle. The tougher ship doesn't automatically translate into fewer casualties.

We lost as many people on the Endurance as we would have lost of the Sydraxians had straight-up vaporized a pair of Centaur-As with no survivors at all. Even without the critical hits we'd still have lost total crew equal to about a Miranda and a half.

It's TWO influence though.

+3 impact (effectively) per influence and no special effects to combat Syndicate actions. It just looks too expensive relative to the other options available.

fasquardon
That's still as good as almost all of the other options. The only things that offer a better influence/impact ratio are the "ship" options and the detectives. The Maximum Detectives/Maximum Impact plan already supports both detective options, and one of the ship options. The only way to materially increase its impact would be to bring in, like... all the ships. Even that would have only an incremental improvement over the supercomputing option.

Narrative-related effects that aren't listed might work in favor of the other options... but we can't really count on that because we can't know about things that aren't listed, one way or the other.
 
We shouldn't necessarily be looking for Impact, though, because we're earning so much from MoO turns already. We should be looking for things that either help is hamstring the Syndicate, or help protect our people against their actions.
 
We shouldn't necessarily be looking for Impact, though, because we're earning so much from MoO turns already. We should be looking for things that either help is hamstring the Syndicate, or help protect our people against their actions.
That would indicate going with the heavy-duty cops, the engineers, and possibly upgrading office 36 for the resilience.

Anyone find the Apatia/Amarki cop options wierd?
[ ][COPS] Draw on the Amarkian Gendarmes. Deploying with full scale phaser rifles and body armour, these Amarki can move smoothly between investigating a break-in to storming a bunker. (2 Influence, +2 Militarisation, reduce Syndicate event rate, far greater resilience to casualties)
[ ][COPS] Draw on Apiatan Comb Staves. Whole colonies who dedicate themselves to protection of the larger hives, who take on the bulk of dealing with rebellious colonies. They use shock batons, full pistols, and backup squads with heavy wepaons. (2 Influence, +2 Militarisation, reduce Syndicate event rate, strong resilience to casualties).
The listed impacts are identical except for "far greater resilience to casualties" vs "strong resilience to casualties". And for some reason the Tellarites have infiltration resist listed and the Apatia don't.
 
Duly noted. By the way, where did he say that? [feels confused]

Even so, killing a quarter of the crew with one hit would indicate either incredibly shoddy design, or something that should have utterly gutted the hull physically. Endurance was at 26.55/40 Hull after that hit, though. Weapons were still on line and she managed a pretty powerful hit that knocked down one of the Hasques' shields a few turns later, setting up that already badly damaged ship to finished off by Republic and the Mirandas.

Boarding parties seem more likely in my opinion. Both because the Sydraxians are the sort of people you'd expect to use boarding as a tactic, and because the two critical hits that killed three eighths of the Endurance's crew (3/2/1 between them) only took out about one eighth of Endurance's hull strength.

That is very definitely not the case here.

True, but it's offset by the fact that ships with tougher hulls tend to be bigger and have more crew to begin with. If not for the critical hits, Endurance would have lost 6/16 crew, which isn't so far out of line with the losses taken by other badly damaged ships on a percentage basis.

However, this does tend to underline my point that building really big ships is not a good way to keep crews alive in battle. The tougher ship doesn't automatically translate into fewer casualties.

We lost as many people on the Endurance as we would have lost of the Sydraxians had straight-up vaporized a pair of Centaur-As with no survivors at all. Even without the critical hits we'd still have lost total crew equal to about a Miranda and a half.

That's still as good as almost all of the other options. The only things that offer a better influence/impact ratio are the "ship" options and the detectives. The Maximum Detectives/Maximum Impact plan already supports both detective options, and one of the ship options. The only way to materially increase its impact would be to bring in, like... all the ships. Even that would have only an incremental improvement over the supercomputing option.

Narrative-related effects that aren't listed might work in favor of the other options... but we can't really count on that because we can't know about things that aren't listed, one way or the other.

Something, something, Life support failure.

Something, something, Four entire decks accidentally flooded with Nyocene gas before the repair crews were able to shut it down and operate only on the secondary life support present in the saucer section.
 
That would indicate going with the heavy-duty cops, the engineers, and possibly upgrading office 36 for the resilience.

Anyone find the Apatia/Amarki cop options wierd?
[ ][COPS] Draw on the Amarkian Gendarmes. Deploying with full scale phaser rifles and body armour, these Amarki can move smoothly between investigating a break-in to storming a bunker. (2 Influence, +2 Militarisation, reduce Syndicate event rate, far greater resilience to casualties)
[ ][COPS] Draw on Apiatan Comb Staves. Whole colonies who dedicate themselves to protection of the larger hives, who take on the bulk of dealing with rebellious colonies. They use shock batons, full pistols, and backup squads with heavy wepaons. (2 Influence, +2 Militarisation, reduce Syndicate event rate, strong resilience to casualties).
The listed impacts are identical except for "far greater resilience to casualties" vs "strong resilience to casualties". And for some reason the Tellarites have infiltration resist listed and the Apatia don't.

It's easier to paint an Orion orange and stick some antennae on them than it is to lose a foot of height and grow a snout, I guess.
 
That's still as good as almost all of the other options. The only things that offer a better influence/impact ratio are the "ship" options and the detectives. The Maximum Detectives/Maximum Impact plan already supports both detective options, and one of the ship options. The only way to materially increase its impact would be to bring in, like... all the ships. Even that would have only an incremental improvement over the supercomputing option.

Narrative-related effects that aren't listed might work in favor of the other options... but we can't really count on that because we can't know about things that aren't listed, one way or the other.

Yeah, the engineers have special abilities that are more interesting to me though.

We shouldn't necessarily be looking for Impact, though, because we're earning so much from MoO turns already. We should be looking for things that either help is hamstring the Syndicate, or help protect our people against their actions.

Yup. In agreement here.

fasquardon
 
There's no way I can chew through the log on the phone, but correct me if I'm wrong, in the biophage logs crew loss was rolled when hull fell below certain thresholds, 75%, 50%, etc? Is that still the case here? Or am I misremembering?
In the old system combat capability dropped when hull dropped below one of those thresholds, and that's not the case anymore, combat being directly proportional to remaining hull percentage. I don't think crew losses followed that pattern though.
 
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Rigel joined the Federation, and was beholden to Federation/Romulan trade embargoes.

I like that its pretty much canon now that Rigel is the centre of couture for the entire quadrant. Buyers come hundreds of lightyears to attend fashion week on Chelar, and see the latest designs from the style houses of Ategn. And what is first seen on their catwalks quickly finsds its way to the streets of planets from Andoria to Alukk.
 
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It's easier to paint an Orion orange and stick some antennae on them than it is to lose a foot of height and grow a snout, I guess.

When I wrote the Tellarite bobbies up, my idea was that Tellarites were just too stubborn to be that swayed - either by blackmail or pheremones.

So the Syndicate could try their best to brainwash the Tellarites, but they'd still be gosh darn Tellarites!

I thought it was a nice character trait.

fasquardon
 
[X] Plan: Open force is broken, concentrate on burning the roots.

I think the bomb resistance will be more useful than more ships. We are likely going to be seeing a lot of bombs.
 
Things that could account for the Endurance's damage include:
  • Sydraxian Marine boarding parties
  • Damaged or destroyed radiation shielding around the Warp Core or other major systems.
  • Endurance being used as a decoy to draw out the Sydraxian fleet and suffering accordingly.
  • The introduction of chemical or biologial agents into the life-support system by boarding parties.
  • Critical Hits that flood sections with EPS plasma.
  • This battle convinced a ton of people to tender their resignations for some combination of the above reasons?
 
The other thing for the Endurance I was thinking was something like in the Battlestar Galactica Miniseries where they have to vent a bunch of people into space to prevent a fire from reaching critical areas. There could have been something similar going on, poor Chekhov.

I like that its pretty much canon now that Rigel is the centre of couture for the entire quadrant. Buyers come hundreds of lightyears to attend fashion week on Chelar, and see the latest designs from the style houses of Ategn. And what is first seen on their catwalks quickly finsds its way to the streets of planets from Andoria to Alukk.
Given how in some beta canon the Rigel system has a really high population, I kinda like the idea it's the Federation equivalent of New York or Los Angeles, a high density multicultural mixer that produces incredible cultural products. The idea a bunch of turtlepeeps are at the center of a major fashion, entertainment, and finance juggernaut is also neat.
 
The other thing for the Endurance I was thinking was something like in the Battlestar Galactica Miniseries where they have to vent a bunch of people into space to prevent a fire from reaching critical areas. There could have been something similar going on, poor Chekhov.
That idea feels like too much like forcing Chekhov to make a horrible decision because 'Chekhov's life must suck'. There's too much technobabble going on with Star Trek for intentionally spacing ~200 people to be the only option.
 
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