@OneirosTheWriter, if we're going about a revamp of the role system that's delving into very specifics of combat, this would be the time to finish any changes you're planning for the combat engine.

You've pretty much met your original goals:
During my month off:

Narrative shifts/phases in battle
Subdivide battles to allow for smaller more tightly knit and randomised battles
Develop commander tactics.
Improved utilisation of Reaction and Science.
but I don't know if you're satisfied with the specifics or the balance. Like the relative importance of science and reaction stats, which determines the balance between Miranda-A/"combat frigates" and Centaur-A/"garrison frigates" (and Constellation/"?" and Renaissance/"general cruisers" and Excelsior/"heavy explorers", etc.). Or what ships are allowed in each phase, or timing of each phase, or even how many phases there are. Any of these are going to influence how we define our roles/profiles wrt combat.
 
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@OneirosTheWriter it's important to know which project is supposed to unlock T3 SIF at the moment (they disappeared from the tech tree a while ago, probably accidentially through a half complete revision?), because whatever project that is, we'll probably want to start it this year. 2320s Starship Safety seems like the most obvious choice, because it actually has a tech with SIF in the name. Also the Starbase projects, we will start one this year and probably one next year, so we need to know what the two Starbase Design - Repair projects actually do and how much progress they take, and preferably also what unlocks the three T3 projects without obvious precursor.
 
@OneirosTheWriter, if we're going about a revamp of the role system that's delving into very specifics of combat, this would be the time to finish any changes you're planning for the combat engine.

You've pretty much met your original goals:

but I don't know if you're satisfied with the specifics or the balance. Like the relative importance of science and reaction stats, which determines the balance between Miranda-A/"combat frigates" and Centaur-A/"garrison frigates" (and Constellation/"?" and Renaissance/"general cruisers" and Excelsior/"heavy explorers", etc.). Or what ships are allowed in each phase, or timing of each phase, or even how many phases there are. Any of these are going to influence how we define our roles/profiles wrt combat.

Anything I do from here is most likely going to be fine-tuning fixes. Changing an multiplier here or there.

@OneirosTheWriter it's important to know which project is supposed to unlock T3 SIF at the moment (they disappeared from the tech tree a while ago, probably accidentially through a half complete revision?), because whatever project that is, we'll probably want to start it this year. 2320s Starship Safety seems like the most obvious choice, because it actually has a tech with SIF in the name. Also the Starbase projects, we will start one this year and probably one next year, so we need to know what the two Starbase Design - Repair projects actually do and how much progress they take, and preferably also what unlocks the three T3 projects without obvious precursor.
I'll clear it up in the lead up to the EAS vote.
 
Miranda-A - combat frigate. Cheap enough that we don't care too much if we lose some, decent base combat stats, but not so good if you need S, P or D. In current combat engine, can serve in the main line adequately, but somewhat sub-par in the skirmish stages.

IMO a replacement for the Miranda-A that doesn't tread on the toes of a skirmish frigate is "cheap & quickly built combat spam". Not a ship we'd normally build except before or during imminent hostilities, and would be the first ships we'd consider mothballing after crises.

They'd be defined primarily be their cost restrictions. Build the best combat ship you can under, say, the following requirements: 1.5yr build time, 500kt tonnage, 4 total crew, 50br 50sr. The whole point is that in the event of a huge war expected to last a few years, all member fleets can start spamming them in most nearly any of their berths and deploy them before the war ends.

In combat, they'd primarily be used during the main battle phase as cheap filler, or if really desperate for ships on base strikes, serve as sacrificial lambs for minesweeping.

edit: Thinking about this some more, this isn't exactly a replacement for the Miranda and is instead a new role of sorts. A specific emergency combat spam role.
 
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Doubt the vote will change in 15 minutes, so a possibly final tally:

Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 2369 | Sufficient Velocity [Posts: 59230-59589]
##### NetTally 1.9.9

Task: TECH

[X][TECH] Henn-Makad Engineering Institute (Sk 3, Starbases / Minerals)
No. of Votes: 29

[X][TECH] Inid Uttar Institute (Sk 3, Sensors / Propulsion)
No. of Votes: 28



Task: COUNCIL

[X][COUNCIL] 2317 Snakepit – Intelligence and EC Reorg
  • Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Ashindi]
  • Request focused Diplomacy on a potential member species, 20pp (One affiliate or prospective race will undergo accelerate diplomacy) [Sydraxians]
  • Request new Tech Team to be added to your Ship Design Bureau, 30pp [Foreign Analysis/Xenopsychology]
  • Request Mining Colony at Fornost VII-19, 8pp, 40 (45) br/yr, 8 turns
  • Request Mining Colony at 2 Curacao VII, 8pp, 20 (30) sr/yr, 4 turns
  • Request Mining Colony at Kappa Tau, 8pp, 15 (20) br/yr, 4 turns
  • Request Mining Colony at Proxima Eridani, 8pp, 15 (20) br/yr, 4 turns
  • Request Academy Development, 45pp (Gain +.5 Officers/Enlisted/Techs throughput)
  • Request development of Utopia Planitia, 28pp, (4 turns, gain 1 3mt, 1 1mt berth)
  • Request Cruiser berth at Utopia Planitia, 11pp (6 turns, gain new 2m t berth) [Can take multiple times, +5pp per subsequent build]
  • Request development of Lasieth Craft Yards, 8pp (4 turns, gain 1 new 1m t berth) [Can take multiple times, +5pp per subsequent build]
  • Reorganise Starfleet Engineering Command to be a separate reporting Command that reports directly to Commander, Starfleet, 60pp
  • Reorganise a Starfleet Command from a Rear Admiral position to a Vice Admiral position. (25pp for Explorer Corps.)
  • Deploy Improved Listening Posts to a Border Zone to gain a 25% chance of generating +1 Intel report for powers on that border. (Klingon Border Zone), 20pp
  • Acquire additional resources for Starfleet Intelligence Gathering, 70pp (Gain +1 Intel Report per year)
  • NEW Request new Auxiliary Shipyard at Ferasa), 40pp, (12 turns, 1x2mt, 4x1mt Berth)
Total: 409pp
No. of Votes: 22

[X][COUNCIL] 2317 Snakepit – Sydraxian Diplomacy, Shipyard Expansion, and Starfleet Reorg
No. of Votes: 18

[X][COUNCIL] 2317 Snakepit – Maximum Diplomacy, Maximum Colonies, Maximum Tech Teams, Some Berths, Slow Reorganization (406 pp)
No. of Votes: 2

[X][COUNCIL] 2317 Snakepit – Strategic Diplomacy, Efficient Berths, and Reorg
No. of Votes: 1



Task: AMB

[X][AMB] Announce new Starfleet Ambition: Maintain a strong Forward Defense.
- (Complete at least six Forward Defense technologies, put a Starbase in every Border Zone, and complete the first slide of Foreign Analysis Research for both the Harmony of Horizon and the Klingon Empire.)
- FD "technologies" means 6 full slides.
No. of Votes: 17

[X][AMB] Announce new Starfleet Ambition: Infrastructure Development.
- (Have Starfleet fully self-sufficient in logistics capacity outside of emergencies, while building at least one additional engineering team and without affecting the planned pace of new hospital ship deployment. Additionally, start preparations for at least one new Utopia Planetia-style shipyard.)
No. of Votes: 13

[X][AMB] Announce new Starfleet Ambition: Fleet 2320s
No. of Votes: 2

[X][AMB] Announce new Starfleet Ambition: In 10 years from now, the Federation will have twice as many members as it currently has.
No. of Votes: 1

Total No. of Voters: 45

edit: added in the winning plan details
 
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That sounds like "missile spam".

I wish. Can you imagine what Trek combat would look like if ramming multi-kiloton remote/AI-controlled starships filled with M/AM was in vogue? If torpedoes are so damn deadly in Star Trek, imagine M/AM quantities orders of magnitude larger. It would then be completely rational and efficient to send such "fire ships" against all the juicy expensive targets on the battlefield.

Fortunately, that's mostly not a thing in Star Trek, except the handful of cases I recall with Jem'Hadar fighters (and I think Klingon Birds of Prey?)
 
Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 2369 | Sufficient Velocity [Posts: 59230-59592]
##### NetTally 1.9.9
[X] @Iron Wolf
No. of Votes: 1

——————————————————————————————————————————————Task: TECH
[X][TECH] Henn-Makad Engineering Institute (Sk 3, Starbases / Minerals)
No. of Votes: 28
[X][TECH] Inid Uttar Institute (Sk 3, Sensors / Propulsion)
No. of Votes: 27

——————————————————————————————————————————————Task: COUNCIL
[X][COUNCIL] 2317 Snakepit – Intelligence and EC Reorg
No. of Votes: 22
[X][COUNCIL] 2317 Snakepit – Sydraxian Diplomacy, Shipyard Expansion, and Starfleet Reorg
No. of Votes: 18
[X][COUNCIL] 2317 Snakepit – Maximum Diplomacy, Maximum Colonies, Maximum Tech Teams, Some Berths, Slow Reorganization (406 pp)
No. of Votes: 1
[X][COUNCIL] 2317 Snakepit – Strategic Diplomacy, Efficient Berths, and Reorg
No. of Votes: 1

——————————————————————————————————————————————Task: AMB
[X][AMB] Announce new Starfleet Ambition: Maintain a strong Forward Defense.
No. of Votes: 17
[X][AMB] Announce new Starfleet Ambition: Infrastructure Development.
No. of Votes: 12
[X][AMB] Announce new Starfleet Ambition: Fleet 2320s
No. of Votes: 2
[X][AMB] Announce new Starfleet Ambition: In 10 years from now, the Federation will have twice as many members as it currently has.
No. of Votes: 1
Total No. of Voters: 45
 
We shouldnt forget the needs of our member fleets as well. All these proposed frigatte costs are really costly if you have an income of 45/45

Though maybe we should just create some explicit "Budget Garrison Frigatte" and "Budget Garrison Cruiser" once our tech advances enough that the Patrollers, Mirandas and Constellations stop being acceptable.
Thing is, those aren't roles WE need in our own fleet; we'll be actively unloading such ships onto member world fleets by then. Starfleet doesn't need to have roles for member world ships.

For example, if we were playing Apiata Quest, we'd have roles like "Parasite Frigate" and "Mothership" covered by the Stingers and queenships, respectively. But Starfleet has no such roles because it operates no such ships. Likewise, we operate nothing like the Patroller and have never operated anything like the Patroller-A. There has never been significant, consistent support in Starfleet for building modern patrol craft of less than half a million tons. And since we don't use those ships and they don't fit into our tactical and deployment doctrine... it's not our job to have roles for them.

If members can't afford such ships, they are free to design their own ships or share among themselves the most cost-effective designs. We still have to design the ships that enable us to do our own jobs.

I wish. Can you imagine what Trek combat would look like if ramming multi-kiloton remote/AI-controlled starships filled with M/AM was in vogue? If torpedoes are so damn deadly in Star Trek, imagine M/AM quantities orders of magnitude larger. It would then be completely rational and efficient to send such "fire ships" against all the juicy expensive targets on the battlefield.

Fortunately, that's mostly not a thing in Star Trek, except the handful of cases I recall with Jem'Hadar fighters (and I think Klingon Birds of Prey?)
Leslie:

"First problem. Each of those ships needs a warp core. Costs rack up. If they're impulse-only designs, then they need a warp-capable mothership that flies around the galaxy with umpty thousand tons of antimatter bombs strapped to the outside of the hull. Instead of tucking the fuel pods inside the protection scheme. You don't need pointy ears to work out the problem with that. Besides, impulse-only suicide ships are pretty easy to outmaneuver if you have warp engines and an antimatter reactor of your own."

"Second problem. Build the suicide ships light and flimsy and an explorer can rip them apart with the main phasers or a torpedo spread. If they come in packs, t some point, the enemy just counters by sending in a swarm of runabouts with a couple of torpedoes each; I've seen proposals like that for hunting some of the punier Birds of Prey."

"Third problem. If you bulk the suicide ships up to avoid that, make them big and rugged? They become, again, expensive. And since they're completely useless except in a major war where attrition losses can't be avoided, that's an expense no one wants to take."

"Fourth problem. Suicide ships like that can't be used anywhere close to planetary orbit because they're so big they'll scar up the planetary surface itself. If you're a genocidal lunatic I guess that wouldn't matter, but most people aren't. Plus..."

"Fifth problem. Because of the third problem, the suicide ships cannot defend territory. They cannot patrol space, they cannot handle any problem other than "big high value target floating in space, go kill it." They are only effective as an offensive weapon platform against the enemy fleet. If your enemy is not an idiot, he'll notice you building this kind of fleet and counterattack before it wrecks his fleet."

"Sixth problem. The last time some idiot decided to build a robot warship capable of punching out an explorer, it took Jim Kirk's magical power to talk computers into suiciding to stop it from wrecking half the fleet. I wound up hauling the bastard responsible off the bridge myself. I'm too old to haul idiots who build robot warships off of bridges anymore, so I say we don't do that anymore."
 
Leslie:

"First problem. Each of those ships needs a warp core. Costs rack up. If they're impulse-only designs, then they need a warp-capable mothership that flies around the galaxy with umpty thousand tons of antimatter bombs strapped to the outside of the hull. Instead of tucking the fuel pods inside the protection scheme. You don't need pointy ears to work out the problem with that. Besides, impulse-only suicide ships are pretty easy to outmaneuver if you have warp engines and an antimatter reactor of your own."

"Second problem. Build the suicide ships light and flimsy and an explorer can rip them apart with the main phasers or a torpedo spread. If they come in packs, t some point, the enemy just counters by sending in a swarm of runabouts with a couple of torpedoes each; I've seen proposals like that for hunting some of the punier Birds of Prey."
"Third problem. If you bulk the suicide ships up to avoid that, make them big and rugged? They become, again, expensive. And since they're completely useless except in a major war where attrition losses can't be avoided, that's an expense no one wants to take."

"Fourth problem. Suicide ships like that can't be used anywhere close to planetary orbit because they're so big they'll scar up the planetary surface itself. If you're a genocidal lunatic I guess that wouldn't matter, but most people aren't. Plus..."

"Fifth problem. Because of the third problem, the suicide ships cannot defend territory. They cannot patrol space, they cannot handle any problem other than "big high value target floating in space, go kill it." They are only effective as an offensive weapon platform against the enemy fleet. If your enemy is not an idiot, he'll notice you building this kind of fleet and counterattack before it wrecks his fleet."

"Sixth problem. The last time some idiot decided to build a robot warship capable of punching out an explorer, it took Jim Kirk's magical power to talk computers into suiciding to stop it from wrecking half the fleet. I wound up hauling the bastard responsible off the bridge myself. I'm too old to haul idiots who build robot warships off of bridges anymore, so I say we don't do that anymore."

I was actually talking about just ramming a standard starship like a cheap Takaaki, rather than any dedicated suicide ship, into an expensive Excelsior.

I'm assuming there's some technobabble reason that doesn't fly, beyond the whole civil and non-escalating conflict thing, which can be pretty flimsy in a total war situation. I mean, it's pretty telling that Starfleet didn't ram ships into the Borg Cube that was about to hit the Sol system and that's a situation about as desperate as it gets.
 
I was actually talking about just ramming a standard starship like a cheap Takaaki, rather than any dedicated suicide ship, into an expensive Excelsior.

I'm assuming there's some technobabble reason that doesn't fly, beyond the whole civil and non-escalating conflict thing, which can be pretty flimsy in a total war situation. I mean, it's pretty telling that Starfleet didn't ram ships into the Borg Cube that was about to hit the Sol system and that's a situation about as desperate as it gets.
It's probably just difficult to ram when you consider that you can't effectively evade or support - you have to eat whatever they send your way, and if the ship has buddies, you're taking flanking fire too.
 
Thing is, those aren't roles WE need in our own fleet; we'll be actively unloading such ships onto member world fleets by then. Starfleet doesn't need to have roles for member world ships.

For example, if we were playing Apiata Quest, we'd have roles like "Parasite Frigate" and "Mothership" covered by the Stingers and queenships, respectively. But Starfleet has no such roles because it operates no such ships. Likewise, we operate nothing like the Patroller and have never operated anything like the Patroller-A. There has never been significant, consistent support in Starfleet for building modern patrol craft of less than half a million tons. And since we don't use those ships and they don't fit into our tactical and deployment doctrine... it's not our job to have roles for them.

If members can't afford such ships, they are free to design their own ships or share among themselves the most cost-effective designs. We still have to design the ships that enable us to do our own jobs.

Having our members create their own ships would represent a loss of control over them though. We would much rather have the Vulcans build some Miranda replacements we have a use for during crises than whatever abomination they would create if they, Risa and Betazed created some joint ship design office.

We could also face some grumbling from the council if their member fleets can no longer rely on Starfleets Ship Design Bureau. Designing the default Federation ship classes isnt actually part of Starfleets core duties but it is something Starfleet has done for forever and that has probably become an expectation.
 
Outside of the original four members, most of the remainder have at least one home-design in their fleets. The Armaki reject Starfleet designs out of principle/pride, the Apaita and Caitlains have their mothership/swarmer doctrine, the Betazoids have a nice very light weight frigate etc.
 
It's probably just difficult to ram when you consider that you can't effectively evade or support - you have to eat whatever they send your way, and if the ship has buddies, you're taking flanking fire too.

Well starships in the show have shown how much of a beating they can take, so I think it must have to do with the target's ability to evade such ramming. Maybe one of:
1) Ships can't collide while in warp
2) Ships can collide in warp, but warp signatures and warp movement is just imprecise enough on the scale of hundreds of meters to make intentional collision extremely difficult at warp speed and active enemy evasion
3) Starship combat constrained to sub-warp speeds (albeit still at huge fractions of light speed), and subspace FTL sensors give ample opportunity to evade

That doesn't quite explain the Borg Cube situation though, which is clearly not making any attempt at evasion, and Starfleet is clearly sending a massive wave of starships on very close passes.

Hmm... I do vaguely recall that explosive power is generally ineffective against shields unless extremely overpowereing, and the only reason torpedoes remain effective is that like phasers, they can be configured with frequencies to penetrate the shield frequency modulation. And here are the Borg, infamous for adaptive shields, thus neutering torpedoes and their larger cousin, the suicidal ramming starship.

I suppose that's technobabbly enough ;)

Having our members create their own ships would represent a loss of control over them though. We would much rather have the Vulcans build some Miranda replacements we have a use for during crises than whatever abomination they would create if they, Risa and Betazed created some joint ship design office.

We could also face some grumbling from the council if their member fleets can no longer rely on Starfleets Ship Design Bureau. Designing the default Federation ship classes isnt actually part of Starfleets core duties but it is something Starfleet has done for forever and that has probably become an expectation.

I am totally fine if the Risa and Betazed design their own ships. A Federation with only a Starfleet-pattern ships makes for a boring fleet. That's just my aesthetic opinion.

From a practical standpoint, member fleets may operate with different doctrines, like Apiata with swarm doctrine, and they'd be far better at designing ships to suit that doctrine.
 
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I was actually talking about just ramming a standard starship like a cheap Takaaki, rather than any dedicated suicide ship, into an expensive Excelsior.

I'm assuming there's some technobabble reason that doesn't fly, beyond the whole civil and non-escalating conflict thing, which can be pretty flimsy in a total war situation. I mean, it's pretty telling that Starfleet didn't ram ships into the Borg Cube that was about to hit the Sol system and that's a situation about as desperate as it gets.

Given the whole assimilation thing, I'd wager ramming a Borg cube is only going to make it stronger. It's not quite as dumb as ramming a Biophahe ship, but only slightly so.
 
That doesn't quite explain the Borg Cube situation though, which is clearly not making any attempt at evasion, and Starfleet is clearly sending a massive wave of starships on very close passes.
Worf did order the Defiant to ram the Borg Cube before the Enterprise showed up, so that shows that was both possible and considered, and maybe other ships already did that earlier in the battle.
 
Given the whole assimilation thing, I'd wager ramming a Borg cube is only going to make it stronger. It's not quite as dumb as ramming a Biophahe ship, but only slightly so.
Uh, I'm pretty sure the Borg can't assimilate M/AM annihilation explosions. There would be no point in firing torpedoes at them otherwise.

I figure it's a case of requiring enough torpedoes with randomized frequencies to try overwhelming Borg adaptation, and there's nowhere near enough starships acting like megascale torpedoes to do that. Might as well keep plinking away with massed phaser and torpedo fire unless your ship is about to die anyway.
 
Having our members create their own ships would represent a loss of control over them though. We would much rather have the Vulcans build some Miranda replacements we have a use for during crises than whatever abomination they would create if they, Risa and Betazed created some joint ship design office.

We could also face some grumbling from the council if their member fleets can no longer rely on Starfleets Ship Design Bureau. Designing the default Federation ship classes isnt actually part of Starfleets core duties but it is something Starfleet has done for forever and that has probably become an expectation.
The Miranda-A represents the ABSOLUTE low end of Combat Capability I find acceptable on a Combat Ship. I do not give a single fuck what the council thinks on this matter, the Cardassians and now the Horizon have taught us that we're not in peacefull waters here.
 
In retrospect, I am very glad we limited what technology we handed over to the Tauni. We get talking about leaks to the Cardassians, but the Horizon is the hot new threat. And do you really think they don't still have moles and secret loyalists among the Tauni willing to report back on our ship designs?

Yeah, Patrollers and Constellation-As. That what we build, Horizon. Ignore the Excelsiors behind the curtain.
To be fair, we could always leak or give the old Ares Cruiser design to the Tauni if they need a heavy combatant.
 
I'm not sure if we could that, or if we would be willing to do that.
 
So, intelligence reports. Earlier I said I wanted an update on the prospect of long term peace with the Cardassians, but I was assuming that we wouldn't be repeatedly poking them, and it's sort of obvious they won't be very willing to hold to a long term peace if it looks like the last few months. Maybe after a couple of years of things calming down it would more sense to investigate this. Right now we definitely should be going back to requesting tactical updates every year, considering that we will have at least two free Cardassian reports and evidently a significant chance of combat even when things looked calm in Q2.
 
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