Calling up multiple diplomatic teams is not an unreasonable move. Nor engineering teams, actually.
This is ALSO a plausible explanation, although honestly I don't think it likely. Probably more like "Rogers (or whoever was handling Operations during the hiatus between Cartwright and Rogers) stood a few of them down because he didn't have enough technical specialists to crew them because of the build-downs. THEN the Council went 'ah-ha' and seized the whole production run for conversion into civilian ships for research, prospecting, and so on."
Have we ever had a Betazoid in the vicinity of a Mentat? Could be interesting to get a better psych profile of them.
Captain's Log, USS Hood, Stardate 25208.4 - Captain Angela Curtis
The Diplomatic Service has arranged for a meeting with a number of Licori Houses at a minor Betazoid colony on Piara IV. It's not quite the verdant garden world that Betazed is, but I know the crew is looking forward to the visit. The locals won't need telepathy to figure that one out.
For those of us with a little more responsibility on our plates are going to have to prepare to meet nobility. The idea of dealing with people arbitrarily being designated by dint of birth as supreme is so archaic I can't understand how it coexists with spaceflight. The Diplomatic Service won't like that opinion, but it does not behoove a Starfleet officer to shy from the truth.
Captain's Log, USS Hood, Stardate 25212.7
An unexpected coronal ejection threatens to strip the atmosphere from the Piara IV, and we are having to hustle in order to find a way to save it. The orbital station's shield will protect the intrasystem craft, while the Betazoid cargo ship in orbit can escape in time at warp easily enough. But there's too many colonists to evacuate, and, well, sacrificing half the planet's atmosphere sounds like a terrible idea.
We are working with the Mentat Agyre Diriv and we may just have an idea. It's a long shot though... I suppose I should expect that from a mentat.
Captain's Log, USS Hood, Stardate 25213.1
Using the main deflector dish, we've heavily amplified the magnetic field of the planet to successful diffuse the incoming storm by sending high energy pulses of polaron radiation. I'm told that from the ground it was perhaps the most amazing lights display even seen by sapients. Hopefully someone has a recording!
[Gain +10pp, +10 with Licori]
@Erandil , who's to say that a Federation Diplomatic Service ambassadorial team won't have Betazoids present? Besides, we don't want the entire team to consist of Betazoids because we're not sure the Betazoids will fully grasp that we may actually have to use force here.
@Briefvoice , so help me, I'm tempted to call your bluff. Because I honestly think we can call up a swarm of runabouts next month...
Again, as SynchronizedWritersBlock noted, our biggest bottleneck is stuff we need months from now. Internal and external diplomacy are areas where we need to sow now in order to reap a season or two from now. The other big area where we need that is construction work, which takes time no matter what.
Stuff we can put into action as soon as we obtain it (like runabouts) should be called up after we get a foundation of 'infrastructure' teams laid down that will sustain the political and logistical support for our overall effort.
A mentat literally helped save the lives of everyone on a Betazed colony world.
This might be one reason the Betazoids are less than convinced of the dangers of the mentat menace. A mentat saved one of their colonies!
After listening to enough teenagers self-justify, it's not that hard.
Thaaaat is quite plausible, and actually very sympathetic as a reason for Betazoids to oppose the war. Thank you for bringing it to our attention.A mentat literally helped save the lives of everyone on a Betazed colony world. This might be one reason the Betazoids are less than convinced of the dangers of the mentat menace. A mentat saved one of their colonies!
The main respect in which I disagree is that I think we need engineering assets more pressingly, because they're going to have to start building physical bricks-and-mortar (steel-and-superplastic?) facilities that will take months to prepare. Like sensor arrays and outposts. The earlier they start, the more likely it is that the outposts are ready in time for when we need them.Also there's the question of how much we need the runabouts right now, with most of the fleet still on guard in the LBZ. The T'mir bypassed that for the sake of the exercise, but an actual mentat infiltration is going to need to make science checks against about half of Starfleet including Enterprise. This will change as we deploy fleets further into Licori territory and crashbuild forward operating bases. Then is the time for runabout spam.
So in conclusion:
[] Plan Diplomatic Buildup
-[] Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
-[] Federation Diplomatic Service Consular Team 3 - Internal Diplomacy (10pt cost for Starfleet, gain Internal Diplomacy Team)
Nah. Oneiros is a fellow Aussie so clearly it was Exercise Silent Fury and the T'Mir was code-named Rankin:I think we just saw Down Periscope: Star Trek edition. Please tell me T'Mir's exercise designation was Stingray.
The main respect in which I disagree is that I think we need engineering assets more pressingly, because they're going to have to start building physical bricks-and-mortar (steel-and-superplastic?) facilities that will take months to prepare. Like sensor arrays and outposts. The earlier they start, the more likely it is that the outposts are ready in time for when we need them.
My ideal plan would look like...
[k] Plan Something Like This
-[k] Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
-[k] At Least One Engineering Team
-[k] A Runabout Squadron, If We Have Budget Left Over
I'd actually be happy to bring the Licori on-side somehow, even now, mentats and all... If we can get them to stop recklessly doing things that endanger non-Licori. The Gaeni were usually pretty good about that; unless you go to them, they won't hurt you as a side-effect of their own "scientific misadventures."
My ideal plan would look like...
[k] Plan Something Like This
-[k] Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
-[k] At Least One Engineering Team
-[k] A Runabout Squadron, If We Have Budget Left Over
Right now I'm just trying to figure out how to make this happen.
For instance, can we call up Starfleet Engineers for 5 cost, or will mobilizing them require us to pay an additional 10 cost or so to requisition shipping for them to travel in? In the former case we can get Starfleet Engineering to start the construction work this month, and have assets left over for a runabout squadron and a frigate requisition. In the latter case, we'd pretty much have to call up engineers from one of the member worlds because we can't afford to blow fifteen points on Starfleet Engineering this turn.
We really should look into mobilizing a Starfleet Science division Stellar Dynamics team (we do have science folk who are not doing result focuses research, right?) or the like to look into countermeasures for the star-manipulation tech, or information on how it works so other tech teams later can interact with that.
War game results:
T'Mir starts from [1C] at Gammon, below Kappa Tau
Thirishar stays close to Betazed - escort ships spread out in patrol screen
T'Mir begins approach
Med DC Sci-T to decide which ship's patrol area to approach - easily passed, chooses seam between Astute and Assist, both will attempt but at -1
Astute and Assist each make opposed Sci-T to detect. T'Mir wins both easily.
Entering search envelope for Rixx Defence Platform - opposed Sci-T roll, T'Mir wins, continues undetected.
T'Mir will attempt to create a decoy for Thirishar to follow, Hard DC Sci-T: pass
Thirishar faces Hard DC Sci-T test to detect that they are following a decoy - failed
Thirishar faces Hard DC Rec-T to reach the decoy in time to return to Betazed system at -2: failed
T'Mir to make Hard DC Sci-T for undetected final approach into Betazed system: passed
And opposed by Outpost: T'Mir wins
In Betazed there is nothing left bar the eternal laughter of Samyr Kanil.
[><] Send the T'Mir to the Licori sun and threaten to detonate it if they don't agree to our terms.
The way to prevent it is to blow up the ship with the mentat on board. By the time the star has exploded it's already way too late.
Once I know what the real cost of Starfleet Engineering is (five, or fifteen?), I'm going to do something very much like that.Well then you should vote for this:
[]Plan Heavy Lifting
- Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
- Gorc Belth Colonial Engineers - Engineering Team (10 Cost from Tellar, gain Engineering Team with 2 Engineering Ships, 3 Cargo Ships, 1 Freighter)
The Gorc Belth team comes with ships already included.
Exactly what do you foresee us needing? This isn't a war against a peer opponent. We have something like eight or ten times as many ships as the Licori already, for example. We don't need factories doing anything they aren't already doing. What we need is specific bases and facilities, in specific locations where they are urgently required. That's a job for construction teams, not heavy industry.[X] Industry and Diplomacy
- []Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
- [] North America Productivity Commission - Heavy Industry (5 Cost to Earth, gain Heavy Industry asset)
- [] Shorc Xurth Resource Combine - Heavy Industry (5 Cost to Tellar, gain Heavy Industry asset)
I think the sooner we get started on expanding our industry (or perhaps more specific get it retooled for war) the better.
You think so, but what if there turns out to be a method that lets us LOLNOPE the process that causes stars to explode? Would you really want us to remain ignorant of that method? It's worth looking into.The way to prevent it is to blow up the ship with the mentat on board. By the time the star has exploded it's already way too late.
Exactly what do you foresee us needing? This isn't a war against a peer opponent. We have something like eight or ten times as many ships as the Licori already, for example. We don't need factories doing anything they aren't already doing. What we need is specific bases and facilities, in specific locations where they are urgently required. That's a job for construction teams, not heavy industry.
Okay, that's another point that deserves clarification.Heavy Industry Team definition: You need heavy industry to provide extra boosts to ship production, repair, to produce the components necessary for constructing stations, outposts, and starbases.
Heavy Industry Team definition: You need heavy industry to provide extra boosts to ship production, repair, to produce the components necessary for constructing stations, outposts, and starbases.
Heavy Industry Team definition: You need heavy industry to provide extra boosts to ship production, repair, to produce the components necessary for constructing stations, outposts, and starbases.
Samyr leading the rest of the T'Mir crew in a rendition of Louie Louie when?I think we just saw Down Periscope: Star Trek edition. Please tell me T'Mir's exercise designation was Stingray.
The member world engineer units have this cost clearly provided, and we know they come with their own ships. The Starfleet Engineers team, again, I quote:@Simon_Jester, the costs are already clear in the post. You're adding concerns to them that don't exist. Want an engineering team and ships? It costs 10. It can't really get more clear than it already is.
Um... if you've been reading my posts at all, you may be aware that this takes construction teams, possibly in addition to taking industry teams. I'm arguing for calling up construction teams first, but since there's significant ambiguity about costs and roles, my argument is tentative.As Briefvoice says they seem to be required or at least useful for a whole number of options. For example one of the easiest things we can do in my opinion is place a number of forward outpost along the Licori border to assist our operation ther and hopefully make it more difficult for a mentat to slip through. They may also allow us to boost the construction of the Betazed starbase (a key logistics structure) or maybe even do stuff like rushing a fw oberths if it becomes necessary. And building infrastructure is in my experience always a good preparation for a war + if we get lucky some of that might benefit us even after the war..
At the moment, we have plenty of bulky forces, what we don't have is a sensor network to prevent infiltration of our space. This is more or less the same problem we had with the Biophage; we spent proportionately a lot more of our effort evacuating colonists and building sensor outposts than we did getting ahold of more ships.Speaking personally, this is probably the most useful aspect of Heavy Industry teams, to me. We've got loads of ships docked up for repairs right now, which makes getting them out of drydock and into action one of the easiest ways to bulk up our forces.
The member world engineer units have this cost clearly provided, and we know they come with their own ships. The Starfleet Engineers team, again, I quote:
"Starfleet Engineering Command (5pt from Starfleet, to deploy will require 2 cargo ships and 2 freighters to be sourced from member worlds)"
So does that mean "we pay five points, we get engineers that we can deploy?" Or does that mean "we pay five points, we get engineers with no spaceships, and have to separately pay for the ships?" In the latter case, the ships cost an extra ten points.
This is not a concern I made up, and if "the costs are already clear" to you then I would love to see you explain what obvious piece of logic fits it all together for you.
Um... if you've been reading my posts at all, you may be aware that this takes construction teams, possibly in addition to taking industry teams. I'm arguing for calling up construction teams first, but since there's significant ambiguity about costs and roles, my argument is tentative.
At the moment, we have plenty of bulky forces, what we don't have is a sensor network to prevent infiltration of our space. This is more or less the same problem we had with the Biophage; we spent proportionately a lot more of our effort evacuating colonists and building sensor outposts than we did getting ahold of more ships.