Star Trek ship designs require line of sight between warp nacelles. This means you can't build a "big box" spaceship without hollow spaces in the interior.
Part of the so-called "Roddenberry Rules"

Technically this wasn't always followed, but the exceptions were usually smallcraft, ships that were in the distant background and not meant to be noticed, or from groups with very different design philosophies than the Federation.

As for why one wouldn't want to have inhabited space between the nacelles?

Isn't this requirement dropped by the 2370s? IIRC, the nacelles of the Intrepid and Defiant classes don't have LOS of each other. Granted, most of the ships still respected the LOS rule, but it didn't seem to be a hard requirement anymore on ships as large as 700kt.
 
Isn't this requirement dropped by the 2370s? IIRC, the nacelles of the Intrepid and Defiant classes don't have LOS of each other. Granted, most of the ships still respected the LOS rule, but it didn't seem to be a hard requirement anymore on ships as large as 700kt.
Remember that the Intrepid class' nacelles actually rotate up to expose them to each other, and the Defiants get at least some sight of each other because of the curvature across the hull, along the ventral hull.
 
Re: Low vote count, personally I have a tendency to only really vote if I both can see one or more plan that's clearly at least a bit superior to the alternatives, and said plan (one of said plans) isn't already clearly winning. Helps me to not get hung up on perfectionist waffling that I'm not going to be entirely happy with in retrospect anyway, and to not contribute to bandwagons if a newer plan turns out to be better.
 
2315.Q1.M3.F2 - By Your Twisted Lights Pt 1
By Your Twisted Lights
Part 1

"Slowing from warp to half-impulse, aye, sir."

The helmsman deftly handles the ship as the task force arrives at the star system of Gad, where their rendezvous with the Ked Paddah fleet awaits. Thuir sits in one of the seats next to the Captain's chair, letting the incomparable Captain Straak command his ship. For his part, Straak appreciates the lack of interference from his flag officer. So together they amiably look out over another new horizon, the heavens of another new world.

"Sensors, what do you have?"

A young Amarkian blue-shirt looks up from their station. "Captain, I'm reading twenty-four ships, half of them auxiliaries. Four explorers, eight frigates. It's the Ked Paddah fleet alright."

Thuir speaks up from his seat. "If you could hail them, Captain Straak?"

Straak turns and nods at his comms officer, who is standing by. "Channel open, Commodore," reports the Betazoid officer.

Michel Thuir stands to his feet and straightens his uniform. "Onscreen." A view of two walnut-hued Ked Paddah officers appears. Their uniforms are simple and practical, with a look of sturdiness and good craftsmanship. Protective equipment is moulded seemlessly into the uniforms, showing where vacuum protection gear can be attached. "I am Commodore Michel Thuir of the United Federation of Planets. I have brought my task force here at the behest of The Prudent Council, the Ked Haggan."

"Welcome, Commodore Thuir, and welcome Starfleet," says the shorter of the Ked Paddah officers. "I am Admiral Tenokh, the commander of this fleet. I invite you to beam over so we can discuss the coming battle."

"Understood, Admiral," replies Thuir. "Myself and my staff will be over presently."

-

"So, Commodore, I understand that you are a human?" asks the Admiral as they wait for the last key officers stream to join them in the conference room.

"That is correct," replies Michel. "We are one of the more common members of Starfleet, but that has been changing steadily as more species join the Federation."

"I must say, it does seem prudent to combine the strengths of many species to cover each other's weaknesses," says Admiral Tenokh. "But tell me. I have heard that humans are considered to be, well, the most reckless of the Federation members."

Thuir chuckles at that and ducks his head. "Well, I think we're the most curious of the Federation members. We do temper our curiosity with due vigilance and experience, though."

"In your history, you had a period of time where you had something akin to the mentat program, though."

This time Thuir grimaces. "Ah, yes, the augments. We don't like to speak of that time much, but even though much was lost at the time, we also learned the folly of augmentation. It is very much a forbidden technology these days."

"I see," replies the Admiral, nodding slowly. "That is wise." He looks up and his face brightens. "Ah, we are all here. Well, let us begin."

The map of the Ixaria system, one G-type star and seven planets, appears on the display in crisp, simple graphics. One of these, the third planet, is heavily highlighted in red, blinking away against the black of space. Ixaria Prime, home of House Ixira. More mentats per capita than any other place in the Empire. Red markings also stain each of the planets, however, leading off to warning tags in Ked Paddah script. Along the right hand side, a series of ship silhouettes appear, and Thuir recognises Arcadian cruiser and frigate designs. On the other side, Ked Paddah and Federation ship silhouettes appear.

"Welcome to one of the most hellish places imaginable," announces Admiral Tenokh. "The Ixaria system. You will find that while there is no fixed superweapon like the Anoxa of the Gammon system, the Ixaria system nonetheless has widespread and insidious defences. To give you an idea of how tough a nut to crack this system is, for us this will be the Ninth Battle of Ixaria. The actual major colony is Ixaria III, or Ixaria Prime. It is home to half a billion Arcadians. Each planet in the system is home to a research station, which is capable of aiding the defenders in some way. The more we hit these stations, the easier the battle will become. However, the longer we take to prepare the system, the more risk of Imperial reinforcements arriving. Also, we do not want to split our forces too widely within the system, as with the Silent Repose system in place, we will have no means of tracking enemy ship movements within the system. I wouldn't be comfortable splitting them any further than thirds."

"So we will need to choose carefully what we want to soften up first before taking on Ixaria itself?" asks Thuir.

"Precisely. Okay, let me take you through what we know of their defences..."

============================

Ixaria System & Known Defences

Ixaria Star
- Ordinary G-Type Star
New Research Station in Orbit, unknown purpose

Ixaria I
- Rocky, Barren, Uninhabitable
"Iron Dome" : Research Station in Orbit, capable of giving up to three Arcadian ships x2 L

Ixaria II
- Ammonium-Sulphur Atmosphere, Hell Planet, uninhabitable
Industrial Platforms: Starship Components
One Station


Ixaria Prime (3rd Planet)
- Habitable, Glacial World apart from thin strip of arable land around equator
Two heavily reinforced Outposts
Logistics Station, Reinforced
"Subspace Wavefront System" : Three Research Stations capable of disrupting travel in-system and causing ships to arrive at the wrong destination (Rec-T test for ships to arrive together)
Shipyard (Ixaria House Yard - 1x750kt)


-Moon: Lux
One Silo Storage Centre - Required to operate Subspace Wavefront System
Reinforced Station


Ixaria IV
- Rocky, Barren
"High Intensity Beam" : Research Station capable of giving +2 C to up to three Arcadian ships in system

Ixaria V
- Gas Giant, large rings
In-system Shipyard
Defensive Station
"Iron Hail" : Long-Range Torpedo defence system


-Moon: Muhiit
- Ocean, partially terraformed, important aquaculture food supply
Logistics Station, Reinforced
Trading Station


Ixaria VI
- Gas Giant
"Silent Repose" : Research Station capable of masking all ships within the system from enemy sensors
Trading Station - Safe harbour of heavy minefield where transports can take shelter


Ixaria VII
- Icy Rock Ball
"Ixira's Scalpel" : Double the S boost to Burnthrough Chance given by the Tech Ship Doctrine to Arcadian ships in-system


- And of course there are minefields just about everywhere -

============================


Ked Paddah Invasion Fleet

KPS Defender, Aggadah-class Battleship
KPS Cautious, Aggadah-class Battleship
KPS Protective, Egillah-class Battleship
KPS Shrewd, Egillah-class Battleship

KPS Alert, Orah-class Heavy Frigate
KPS Wary, Orah-class Heavy Frigate
KPS Guarded, Orah-class Heavy Frigate
KPS Thoughtful, Orah-class Heavy Frigate
KPS Steady, Orah-class Heavy Frigate
KPS Foresight, Orah-class Heavy Frigate
KPS Vigilant, Almud-class Light Frigate
KPS Watchful, Almud-class Light Frigate

Auxiliary:
4 Cargo Ships
2 Freighter
2 Hospital Ship
4 Civilian Ships fitted for Troop-carrying

-Task Force 1, Commodore Michel Thuir
USS Sarek, Excelsior-class, NCC-2004 - Captain Straak
USS Excelsior, Excelsior-class, NCC-2000 - Captain Yamada Ichigo
USS Lexington, Constitution-B-class, NCC-1741 - Captain Winslow
TSS Krinuk, Constitution-B-class, NCC-1750
USS Blizzard, Centaur-A-class, NCC-2108 - Captain Senok
USS Lightning, Centaur-A-class, NCC- 2105 - Captain Khrerg bak Arguk
UES Calgary, Miranda-A-class, NCC-1903 - Captain Tan Ming
USS Torbriel, Oberth-class, NCC-1511 - Captain Diego Zaardmani

============================

[ ] Pick up to three targets for the opening assault on the system
 
Sensor masking is practically cloaking already, unless one can easily see ships via looking out the window.
 
"Subspace Wavefront System" : Three Research Stations capable of disrupting travel in-system and causing ships to arrive at the wrong destination (Rec-T test for ships to arrive together)

This seems extremly disruptive to any attempt of fighting by our own plans, instead of theirs. Unfortunatly taking Prime as the first target seems to dangerous.
 
Here are my targets:

[x] Plan Essentials

[x] Ixaria VI

Kill that troublesome sensor stealth device, and take out that transport hub.

[x] Ixaria Prime - Moon Only

Hit and run strike to disable the Silo Storage Center, which is required to operate the wavefront system. Do not engage the planet, only the moon.

[x] Ixaria V

Long range torpedoes might as well be space artillery. Remove them from the field. Taking out that nearby logistics station will help too.
 
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the one around the star is probably another Star based weapon, need to take it out to prevent them from shooting us with a Solar beam or accidentally causing the star to go supernova.
 
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