She wants to increase Development support before the 2318 elections in the Original 4. e: It's blindingly obvious IMO.
An automatic system that indiscriminately or automatically zaps anyone it can't identify as belonging aboard would be counterproductive except under very specific circumstances. It's not the worst idea, but it's not a case of "you must be a moron to not have this already." The type of boarder (including mind control alien intruders and so on) against whom this is a very useful system isn't that common.Internal stun phaser coverage on the main accessways to knockout boarders, rogue guests and alien life form influenced personelle. Basically anyone who cannot for whatever reason be beamed straight to the brig.
It's not the weapon that's the issue, it's that afterboarding the federation relies on hand eye coordination to win the day, when they could do so much better.
Phasers are spectacularly good weapons for purposes of balancing lethality versus not-too-lethal-ity, better than literally any physically plausible hand weapon could ever be. Every armed organization that has ever had to worry about having excessive force one day and not enough force the next would love phasers.Actually, they might be in that sense. You really don't want to go around trashing the ship's internal systems as long as you don't want to be incinerated by EPS plasma or unable to breathe because you just shot a life support relay so security is probably reluctant to use kill settings in general and higher ones in specific. Fighting aboard a spaceship is always a balance between lethality and possibly doing really bad stuff to everyone in the people locker.
EDIT: And the balance is different for an attacker, generally. The defender wants to be able to fly away eventually; the attacker is trying to neutralize the ship first and then capture it and so has less reason to care if somebody accidentally vaporized the reaction mass feeder lines for the impulse drive.
Pretty much.The best way to repel boarders is to have a team of Yan-Roshuntsmen/huntressesrangers aboard your ship.
I don't think that was a deliberate leash, among other things because it's slow and uncertain, and because Starfleet does have the legal authority to requisition transport when it needs it.Wasn't "hasn't enough transport" one of the things to keep a leash on Starfleet?
Hurting the Expansionists, the most historically pro-Starfleet party, is not something we should do lightly. I'm seriously considering voting Avoid on this issue.Shifting the electoral balance to the Development people is nice, in my opinion. We're spent a nice chunk of PP on development-related stuff last time around, didn't we?
Thing is, the cargo issue hasn't actually hurt Starfleet's operations to date. It COULD become a problem but so far it's been a thing people complain about, not a thing that actually directly causes problems in itself. I really wouldn't mind doing this if it weren't for the political aspect- if it weren't an obvious political maneuver that weakens a party that has historically supported us. The fact that it does... makes me wary.
I like improving our logistics, but not with Catnip President's strings of yarn attached to it.
If enacted, it will shift some of the electoral balance away from the Pacifists to the Development faction, and the reverse if refused.
If enacted, the electoral balance moves away from expansionists towards the development faction.
150pp is ludicrously expensive. We could get 5 UP expansions for that, with 10 berths, and setting aside about half of them for Starfleet Logistic Command should be enough to resolve the logistic hole, while giving us the flexibility to use them for something else when the situation calls for it.
No, it's N'Gir that least favors Starfleet.Both options give a big boost to Development... which seems to be the faction that least favors Starfleet.