EC officers are intentionally overrepresented in the higher levels of Starfleet. They were selected back in the Academy as the best and the brightest. Starfleet invested in them. If your first tour was on an EC ship you were intended to go to great things.
 
I've lost track of this discussion... what was the whole argument started from? Something about Ainsworth and the EC VA position?

Mechanically speaking, isn't there a snakepit option where we can "buy"/recruit crew directly into EC? I guess, by converting from regular crew? Seems to me there are people among our standard crew who are suited for EC duty with a bit of prodding but maybe just normally just didn't enlist for the extra mile because of various reasons like work-life balance or something.
 
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I'd mostly advocate for increased aux berths because it's going to be until 2320 before the new yard opens, and because @nocarename had indicated that we were going to be tight on berths for the next few years for anything that isn't cargo or hospital ships. It would be nice to have some flex for engineering/colony ships as well.

Right, I was questioning the need for another auxiliary shipyard. New auxiliary berths I'm okay with on a case-by-case basis, considering how cheap they are. The big unknown is how many auxiliary ship builds we can offload to the member fleet yards at minimal pp cost. At the current rate of about 4 offloaded concurrent ships, I'm not seeing the urgency for new auxiliary build capacity on our end.
 
Right, I was questioning the need for another auxiliary shipyard. New auxiliary berths I'm okay with on a case-by-case basis, considering how cheap they are. The big unknown is how many auxiliary ship builds we can offload to the member fleet yards at minimal pp cost. At the current rate of about 4 offloaded concurrent ships, I'm not seeing the urgency for new auxiliary build capacity on our end.
I don't think anyone is going to argue for a new aux shipyard since we have ordered a second. I am in favor of a new aux berth this coming snakepit to help cover the deficit and make ground on the 9 hospital ships that Medical has budgeted. Also it will allow us to build engineering teams at once while still having a few berths left over for other builds. That would give us 10 1xmt and 1 2xmt which should provide enough berth space to keep pace with demand and replace losses.

Also current tally:

Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 2484 | Sufficient Velocity [Posts: 62102-62174]
##### NetTally 1.9.9

Task: EC

[19][EC] Rachel Ainsworth
[8][EC] T'Lorel


——————————————————————————————————————————————
Task: GBZ

[21][GBZ] Nash ka'Sharren
[2][GBZ] Rear Admiral Michel Thuir
[1][GBZ] Rear Admiral T'Lorel
[1][GBZ] Rear Admiral Laura Mendoza
[1][GBZ] Jessica Rivers


——————————————————————————————————————————————
Task: ACA

[24][ACA] Michel Thuir
[2][ACA] Rear Admiral Revak
[1][ACA] T'Priat


——————————————————————————————————————————————
Task: ACADEMY

[17][ACADEMY] Custom - Shift 1pt from Techs to Enlisted
[1][ACADEMY] Custom - Shift 1 pt Techs to Officers


——————————————————————————————————————————————
Task: EXPLORER

[11][EXPLORER] Custom - Shift .25 from Techs to Enlisted
[2][EXPLORER] Custom - Shift 0.25pts from Officers to Enlisted
[1][EXPLORER] No Change


——————————————————————————————————————————————
Task: GBZ1

[14][GBZ1] Rosalee McAdams
[6][GBZ1] Samhaya Mrr'shan
[5][GBZ1] Commodore Rosalee McAdams
[1][GBZ1] Gorac Crogan

Total No. of Voters: 31
 
Right, I was questioning the need for another auxiliary shipyard. New auxiliary berths I'm okay with on a case-by-case basis, considering how cheap they are. The big unknown is how many auxiliary ship builds we can offload to the member fleet yards at minimal pp cost. At the current rate of about 4 offloaded concurrent ships, I'm not seeing the urgency for new auxiliary build capacity on our end.

Ooooh. Yeah, there's absolutely no need for another Auxiliary Shipyard. We have quite enough of those. I just wanted another 2 1mt berths over the next 2 years like Void said. Hopefully we can farm several hospital ships out on member worlds; I believe the prototype completes in the next few quarters, and we'll only have a few berths that will open up in the aux yards to build them.
 
Ooooh. Yeah, there's absolutely no need for another Auxiliary Shipyard. We have quite enough of those. I just wanted another 2 1mt berths over the next 2 years like Void said. Hopefully we can farm several hospital ships out on member worlds; I believe the prototype completes in the next few quarters, and we'll only have a few berths that will open up in the aux yards to build them.
Prototype finishes next quarter, and we have an aux berth coming online in Q2.
 
This is in context of after we have caught cargo/freighters up to minimum requirements

We have a commitment to build 10 modern hospital ships (prototype about to finish)
We will have an ongoing cargo lift build requirement to meet new colonies/ship yard requirements.

How many Engineering teams do we want to add? (Two engineering ships, 3 cargo ships and (2 freighters or 1 super freighter) per team)
Do we need more Civilian Shipping (whatever it is they do)?
Do we need more Colony teams? (I have no idea what kind of attached cargo lift capability they need)
How much cargo lifting in excess of minimum requirements should we aim for? 'No Stress' is having double required for our Member's auxiliaries. Remember in the event of war, our cargo lift capability is a primary target.
Is there some other kind of auxiliary craft that Star Fleet needs more of - I figure we don't need Research Ships, but you may disagree.
 
We only have four prospectors. While it's not urgent and we don't use them all the time, I'd like us to have six at our current size, more if we grow. But for me the big priority would be engineering teams, not so much for regular use, but because they are extraordinarily valuable during a SoE and the more Starfleet teams we can mobilize readily the better off we are. I'd honestly be able to see us using as many as ten engineering teams, which would be a ridiculous investment, but two more wouldn't be out of the question.

e: A couple civilian transports and a couple more Starfleet-spec colony ships would also be useful. The transports for moving personnel and the colony ships for civilian evacuation duties.
 
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I'll just widen these gaps a bit.

[X][EC] Rachel Ainsworth
[X][GBZ] Nash ka'Sharren
[X][ACA] Michel Thuir
[X][ACADEMY] Custom - Shift 1pt from Techs to Enlisted
[X][EXPLORER] Custom - Shift .25 from Techs to Enlisted
 
[X][EC] Rachel Ainsworth
[X][GBZ] Nash ka'Sharren
[X][GBZ1] Rosalee McAdams
[X][ACA] Michel Thuir

[X][ACADEMY] Custom - Shift 1pt from Techs to Enlisted

[X][EXPLORER] Custom - Shift .25 from Techs to Enlisted
 
Point of order people, shifting Techs in the Explorer Corp is the wrong move. It's officers that are slightly overproductive right now. Techs to E actually makes things worse in the future.
 
@OneirosTheWriter, can you confirm that any changes to crew income due to the Academy steering committee or the replacement of Certunn Guk (and his +0.5T and +0.25T(EC) bonuses) won't apply until next year, i.e. for 2318 EOY?

Point of order people, shifting Techs in the Explorer Corp is the wrong move. It's officers that are slightly overproductive right now. Techs to E actually makes things worse in the future.
It actually doesn't matter that much, as long as we do shift EC officers to tech 4 years from now. With respect to Ambassador crew costs, we actually have a small surplus of EC tech (5.9) relative to EC officers (5.5), and a small dearth of EC officers (5.5) relative to EC enlisted (6.7). We are also on track to gaining at least 1 O/E/T from member ratifications over the next 4 years.

Although that does remind me...

@Briefvoice, some errors on your shipbuild planning spreadsheet:

1) Your Ambassador prototype has O-8 E-8 T-6, when it should be O-7 E-7 T-6 (oddly enough, your non-prototype Ambassador has the correct costs). This saves us 2O(EC) and 2E(EC) in the long-run.

2) You have an extra 30br/yr from 2317.Q2, effectively double counting the 41 Miele IV mining colony. That colony was completed in 2316.Q4 GBZ (and thus already counted toward 2317 EOY), but Oneiros kept forgetting to drop that line in the GBZ reports until 2317.Q3 GBZ.

3) Per historical precedence and now inferred from the recent Academy Steering Committee, the Orion ratification replaced the 0.15O 0.15E 0.15T affiliate tech bonus rather than the 0.1O 0.2E 0.2T major affiliation bonus.

4) edit: You're also missing the +10sr tech bonus for the just-completed 29 Baker V mining colony - it increases our income by 20sr/yr, not 10sr/yr.

None of these fixes should impact builds next year under any plan.
 
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Inserted tally
Adhoc vote count started by Peter87 on Aug 8, 2017 at 5:31 PM, finished with 73 posts and 30 votes.
 
Some merging and prettifying (and fixing aledeth's vote)...

Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 2484 | Sufficient Velocity [Posts: 62102-62194]
##### NetTally 1.9.9
Post Filters: 8959799


Task: EC

[X][EC] Rachel Ainsworth
No. of Votes: 21

[X][EC] T'Lorel
No. of Votes: 8


——————————————————————————————————————————————
Task: GBZ

[X][GBZ] Nash ka'Sharren
No. of Votes: 23

[X][GBZ] Michel Thuir
No. of Votes: 2

[X][GBZ] T'Lorel
No. of Votes: 1

[X][GBZ] Laura Mendoza
No. of Votes: 1

[X][GBZ] Jessica Rivers
No. of Votes: 1


——————————————————————————————————————————————
Task: ACA

[X][ACA] Michel Thuir
No. of Votes: 26

[X][ACA] Revak
No. of Votes: 2

[X][ACA] T'Priat
No. of Votes: 1


——————————————————————————————————————————————
Task: ACADEMY

[X][ACADEMY] Shift 1pt from Techs to Enlisted
No. of Votes: 20


——————————————————————————————————————————————
Task: EXPLORER

[X][EXPLORER] Shift 0.25 from Techs to Enlisted
No. of Votes: 14

[X][EXPLORER] Shift 0.25pts from Officers to Enlisted
No. of Votes: 3


——————————————————————————————————————————————
Task: GBZ1

[X][GBZ1] Rosalee McAdams
No. of Votes: 20

[X][GBZ1] Samhaya Mrr'shan
No. of Votes: 6

[X][GBZ1] Gorac Crogan
No. of Votes: 1

Total No. of Voters: 33
 
For me I want to build enough engineering teams, prospectors and such to cover anticipated needs then build a couple of more so that we can lend them out to any member world that may need them.
 
Okay, so Nash is going to get pinned to Rear Admiral and you're going to hear the Cardassian Navy shit themselves in unison from Romulus.
 
We have a commitment to build 10 modern hospital ships (prototype about to finish)
We will have an ongoing cargo lift build requirement to meet new colonies/ship yard requirements.

We should probably try to build more hospital ships-- the Federation is expanding, after all.

There is no such thing as too much cargo with war on the horizon.

Other than that, like SWB said, the more Engineering ships the better.
 
We just build a new engineering ship not that long ago, didn't we? Even major power fleets don't keep that many of them around.
Which is to their detriment, really.

Engineering teams (note: full teams including organic cargo support, rather than ships) are very expensive, haven't expanded even remotely proportion to the expansion of the Federation, and are absolutely crucial in a crisis. We stopped requesting them in the last SoE because a combination of not enough cargo and a lack of teams (even including member world teams). We could fix both by building new full teams.

And also that one engineering ship we build was basically filling in the one we took when we sent away the Stargazer.
 
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We should probably try to build more hospital ships-- the Federation is expanding, after all.

There is no such thing as too much cargo with war on the horizon.

Other than that, like SWB said, the more Engineering ships the better.
Starfleet medical has been assigned a budget for 9 more, they just needed the prototype to finish which it does next quarter
 
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