That reminds me, would there be any benefit to using the shipyards we're keeping idle to build freighters, with the understanding that builds in progress will get bumped for ships needing repairs? I haven't really been following the shipbuilding spreadsheets.
 
This has been discussed. But freighters take long enough to build that even if we suffer no battle damage (ha), and the freighters complete on schedule, we'd still be disrupting our construction plans for after the Licori War is over.

Even though we don't know exactly what those plans are, it doesn't matter. They'd get disrupted anyway.

Consensus is probably moving towards the idea of building more auxiliary berths to permit some serial production of freighters in a dedicated facility where they won't get interrupted, but we haven't had a chance to do that anywhere except the Amarkia Yard yet. I think the Amarkia Yard is still working on the new hospital ship prototype; the other berths may be working on freighters but that's a bit below my radar.
 
That reminds me, would there be any benefit to using the shipyards we're keeping idle to build freighters, with the understanding that builds in progress will get bumped for ships needing repairs? I haven't really been following the shipbuilding spreadsheets.

So far we don't have any plans that keep a berth idle long enough to do that. Freighters take 2 years to build, just like real ships. I was kind of considering it for the Apinae 3mt yard, since that's going to be almost exclusively open for repairs. But that's a couple of years away.

Consensus is probably moving towards the idea of building more auxiliary berths to permit some serial production of freighters in a dedicated facility where they won't get interrupted, but we haven't had a chance to do that anywhere except the Amarkia Yard yet. I think the Amarkia Yard is still working on the new hospital ship prototype; the other berths may be working on freighters but that's a bit below my radar.

Not my consensus. I think the basic idea of telling auxiliary command, "You can build here but you'll be bumped when there's a repair," is sound. It's just that we need to get some of the shipyards in-progress up and running before that's doable. Maybe another UP expansion as well. Then we'll have sufficient open berths that it's practical.
 
Hm. Okay, if we can do that and get auxiliary command permission to schedule builds in the open spaces in our own build plans (or just schedule the darn freighters ourselves manually), I'm on board with it. I suppose I didn't consider that viable for some odd reason.
 
Hm. Okay, if we can do that and get auxiliary command permission to schedule builds in the open spaces in our own build plans (or just schedule the darn freighters ourselves manually), I'm on board with it. I suppose I didn't consider that viable for some odd reason.

I think the balancing act would be that we wouldn't try to tell auxiliary command which sorts of auxiliary ships they need to build. We'd just tell them, "This berth is expected to be open X quarters, barring need for repairs. Schedule as you will, if you have the spare resources."
 
For better or worse, some clear winners here.

Inserted tally
Adhoc vote count started by Briefvoice on Apr 20, 2017 at 11:32 PM, finished with 214 posts and 55 votes.
 
[X][EC] Rear Admiral Rachel Ainsworth
[X][FYM1] Captain Sabek
[X][FYM2] Captain Demora Sulu

Someone remind me to make sure Explorer Corps is available to be bumped to Vice Admiral. The Corps has gone from three ships to all the ships over the last fourteen years (fun fact, if someone was born when the quest started, they are now old enough to be a magical girl :V ...don't take that as an omake prompt).
 
[X][EC] Rear Admiral Rachel Ainsworth
[X][FYM1] Captain Sabek
[X][FYM2] Captain Demora Sulu

Someone remind me to make sure Explorer Corps is available to be bumped to Vice Admiral. The Corps has gone from three ships to all the ships over the last fourteen years (fun fact, if someone was born when the quest started, they are now old enough to be a magical girl :V ...don't take that as an omake prompt).

Magical grils eh???

I've still got that Kyubi/Tal Shiar co-operation idea lying around here somewhere!

> : V
 
Someone remind me to make sure Explorer Corps is available to be bumped to Vice Admiral. The Corps has gone from three ships to all the ships over the last fourteen years (fun fact, if someone was born when the quest started, they are now old enough to be a magical girl :V ...don't take that as an omake prompt).
Little Known Fact: Sailor Tellar Prime is actually powered by an Orion Empire Era mega structure around one of the closer red dwarfs.
 
So far we don't have any plans that keep a berth idle long enough to do that. Freighters take 2 years to build, just like real ships. I was kind of considering it for the Apinae 3mt yard, since that's going to be almost exclusively open for repairs. But that's a couple of years away.

Freighters take 3 years. Many of our auxiliary ships are split between 2yr and 3yr build times:
2yr per Civilian Ship
2yr per Cargo Ship
2yr per Prospector
2yr per Engineering
3yr per Civilian Freighter
3yr per Colony Ship
3yr per Hospital Ship
3yr per Civilian Research Cruiser
3yr per Passenger
4yr Super-Freighters

I think the balancing act would be that we wouldn't try to tell auxiliary command which sorts of auxiliary ships they need to build. We'd just tell them, "This berth is expected to be open X quarters, barring need for repairs. Schedule as you will, if you have the spare resources."

... which then makes this problematic. The amount of quarters we give them depends on the ship that's needed, or we either keep shortchanging with 2yr openings, or risk inefficient berth usage with 3yr openings. I'd rather avoid that mess of uncertainty.

If we want auxiliary commands to determine what ships are most needed without player input (unlike 2314 MWCO), it has to be the other way around - the auxiliary commands give us requirements, whether x quarters of berth space or a specific ship build to schedule, or quotas of either.
 
Someone remind me to make sure Explorer Corps is available to be bumped to Vice Admiral. The Corps has gone from three ships to all the ships over the last fourteen years (fun fact, if someone was born when the quest started, they are now old enough to be a magical girl :V ...don't take that as an omake prompt).
President N'Gir:

"Well, someone who sure looked like Old Long-Ears visited me just last week, but all he did was say a bunch of obnoxious things about the Licori War, then go away. And then I got a sympathygram from President Oyana the week after that. Also Commodore Thuir..."

Because of course the Caitian version of the trickster-devil has white fur and improbably long ears.
 
President N'Gir:

"Well, someone who sure looked like Old Long-Ears visited me just last week, but all he did was say a bunch of obnoxious things about the Licori War, then go away. And then I got a sympathygram from President Oyana the week after that. Also Commodore Thuir..."

Because of course the Caitian version of the trickster-devil has white fur and improbably long ears.

And extra ears growing out of them.
 
I am now trying to picture how you would explain magical girl genre to Vulcans. And then have a Vulcan Magical Girl series.
This week, on Logical Woman M'adoka Scientia:

Q-B: "Your bodies have been replaced with a more durable version, your memory and personality engrams encoded onto an external crystalline hard drive."

M'adoka: "Thank you. This will make me much more effective in stopping entropy. If only you had been upfront about your motives, we could have avoided any confusion and that earlier stand-off with my emotionally compromised friend."

Q-B: "No problem."

M'adoka: "However, while the utilitarian needs of the many mean I must continue your goals, your short-sighted and deceitful means require me to reject your moral ontology and methods. My fellow Logical Girls will find a better method of stopping entropy. Probably using antimatter reactors and the help of the Humans."

Q-B: "Wait wh--"

"Die."
 
I am now trying to picture how you would explain magical girl genre to Vulcans. And then have a Vulcan Magical Girl series.
You could explain the genre very easily, though I'm not sure the Vulcans have enough of a speculative fiction tradition to really understand it or any other genre of art.

What would be impossible would be explaining the genre conventions.
 
I am now trying to picture how you would explain magical girl genre to Vulcans. And then have a Vulcan Magical Girl series.

Vulcans actually would understand it quite well. They once had emotion-powered psychic weapons after all. In their version though, the magical girls would be the antagonists of the story, not the protagonists.

Meanwhile, ancient shrines to the godess of war and justice Mag-Ukka are well known tourist attractions on Amarkia.
 
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