That's not true at all. You need to be in a position to request the start of a research project within five years, and then you have a bunch of time to get started on researching it. The time crunch is much less serious than that.
Light Explorers? With the Ambassador Class starting prototypes soon, this is going to be the Excelsior class, because we're not going to stop making them until at least the Ambassador's enter full production. And even then, we'll probably still be making a few in the two 2.5 mt berths we have.
A new cheap combat escort? Can we make something that is cheaper than the Miranda? Don't we still have to make some rule exceptions to even get it to work in the ship design sheet?
Probably a fair amount; hard to estimate how much since we don't know what our event DCs would have been like, and which events would have gotten an Excelsior response as opposed to a Centaur-A.All and all, my one main concern once we had to commit our forces to two different wars was the painful lack of any responders for all these missed events. Just how much did we miss out there?
We're fifty years before the era of Picard and Sisko, technologically. If the Federation didn't have it and use it during the Dominion War, there is basically no way that anyone who even works for Starfleet at the moment is ever going to play any role in its development whatsoever.Is there any way we can do a moonshot-style megaproject to explore the possibility of investing resources to speed up travel between two static points? Ie. wormholes, Borg-style transwarp corridors, etc. Or is that too far beyond us?
Some way to construct "warp lanes" probably becomes unavoidable beyond a certain sized polity. Also it would make true specialist ships more viable.
I can think of no example of a transporter moving something that large, unless the transporter itself was vastly larger than the ship being moved, built to the scale of a Borg Cube. Furthermore, there is minimal evidence of transporter buffers being 'efficient' or 'easy' ways to store anything whatsoever. If they were efficient enough to store hundreds of thousands of tons of cargo in a stable way, you wouldn't need replicators.How energy efficient are transporters anyway? If we're considering modules again, how about a tech ship that keeps its modules in massive transporter buffers to assemble on demand?
The only things a mine sweeper design might feasibly sacrifice compared to the Kepler would be presence and defense/reaction, and even defense is a bit iffy (basically all you could do would be to drop the diplomacy parts, pick worse nacelles and maybe drop the sickbays and replace them with labs, and sickbays seem rather desirable for use as impromptu hospital ship after the battle). Most of the expense of the Kepler goes to essential parts and science, and worse science means worse mine detection.Guys, keep in mind that a specialized minesweeper will have something that the Kepler won't be... it will be cheaper and more expendable, should have less crew requirements, so it will be a ship we might want to risk closer to the frontline.
The Kepler might be able to do the job, but in fleet battles it will also need to run EWar among other things.
I am not convinced that waiting till we see how the Kepler performs is a good idea.
if we go with a specialized minesweeper, we might either get a standalone ship, a variant of an existing design or a retrofitted design (and we are about to have a few ships start being long in the tooth, ships we could re-purpose...)
What do you think a specialized minesweeper should look like? A Kepler will have S7.
The only things a mine sweeper design might feasibly sacrifice compared to the Kepler would be presence and defense/reaction, and even defense is a bit iffy (basically all you could do would be to drop the diplomacy parts, pick worse nacelles and maybe drop the sickbays and replace them with labs, and sickbays seem rather desirable for use as impromptu hospital ship after the battle). Most of the expense of the Kepler goes essential parts and science, and worse science means worse mine detection.
Ship design for this quest is extraordinarily complex, to the point it has its' own thread and design wizards. As far as I'm aware, no such specialist modifiers exist.Honestly, I think that a specialist design like that would have special modifers for its task that go beyond pure stats since that is only way a design like that ever amkes any sense, at least according to how I understand teh mechanics.
That sounds like it requires research.Honestly, I think that a specialist design like that would have special modifers for its task that go beyond pure stats since that is only way a design like that ever amkes any sense, at least according to how I understand teh mechanics.
That said, it's probably a good idea to wait until we actually have the R&D team available to work on a new minesweeper before officially declaring our intentions to the Federation Council. Right now, we haven't even start the actual Kepler research project!I am not convinced that waiting till we see how the Kepler performs is a good idea.
Even if that were the case, it still takes a while before penalties for an unfulfilled tactical requirement begin to mount up to anything significant. It's kind of like with militarisation, I think sometimes people get too gunshy about costs. I mean, the biggest penalty for an unfulfilled requirement isn't even a mechanical punishment, it's simply that you have a need that you haven't fulfilled yet.The start of a research project requires us to have the parts tech for that research project completed, which in turn requires us to have done the research turns for those parts, which is done on a 4 to 10 year plan. So no, I have to disagree with you there.
It is very important to consider that cost factor. It should be considered how many Keplars your budget/crew-intake allows per-turn, how long it would take to fill all sectors. How much does it cost to fill those other roles vs a specialist craft? Things like that.
A more capable ship is not always the best option, and it should be considered in the context of:
Your Industry <-> Your Needs <-> Enemy Capabilities
I'm happy for a ship to cover multiple roles, though, and for a single ship to be designed to cover multiple roles.
For cost effective combat ships the Miranda-A and Renaissance are not at all easy to beat. What we can do is a new design at a different scale rather than a direct replacement (e. g. a frigate larger than a Miranda and between Miranda and Renaissance in both cost and stats), but that's not obviously a win, there should be advantages to keep the number of classes down as well. I'd rather wait until the early to mid 2320s for a new combat oriented design, perhaps even wait for Phaser Arrays (should be unlocked around 2330).
... did you even read over the existing roles?[x] new science ship
and we need to start building more of those i think
There are various techs for SR mining which are all high priority to research and some of which we have already completed, and there are techs to reduce the SR cost of shield emitters, but unfortunately they are rather ineffective so I'm not sure they are worth bothering with.My limited impression from discussion and brief looks at the SBD thread is that SR costs tend to be a pretty big restraint. Are there any techs that mitigate this that we're looking into getting, or any ways to increase our SR income beyond how lucky we get with colonies? I know there's a budget increase option that requires a roll in the Snakepit that we've never taken.
Oneiros, it seems the majority of the thread currently does not see the necessity to define a new role, whereas your way to argue looks like you do see one. If that perception is correct, perhaps most of us are not aware of information we should process in a certain context?I don't honestly hold that pre-collecting all parts for a perfect possible design is actually a valid requirement. Sometimes you need to just get something punched out and then knock the rough edges off later.
Honestly, I think that a specialist design like that would have special modifers for its task that go beyond pure stats since that is only way a design like that ever makes any sense, at least according to how I understand teh mechanics.
Edit: Something like for example: "S stat is doubled for Mine checks" seems liek an easy way to deal with that and make ships like that viable.
Ship design for this quest is extraordinarily complex, to the point it has its' own thread and design wizards. As far as I'm aware, no such specialist modifiers exist.