Actually T'Mina was promoted to Commodore and heads the LBZ task force since 2314/5ish. Current captain of the Cheron is an Andorian.
I actually got that off the front page and went "wait what she's STILL the captain of the Cheron? Then I mentally filled in the blank because I remember people wanting her to stay back when her promotion status WAS being discussed.

That said, she remains a valid example of a character who has fame entirely because of regular-fleet Starfleet event logs.

(Also, Nash isn't a good example for remaining at captain rank no matter how much more suited they are for the job.)
Nash came close to getting a third five-year mission. Almost certainly would have if not for that political will cost. Her job security as a captain wasn't bulletproof, it cracked when we had to accept big enough tradeoffs as the price. But she had considerable security.
 
Nash came close to getting a third five-year mission. Almost certainly would have if not for that political will cost. Her job security as a captain wasn't bulletproof, it cracked when we had to accept big enough tradeoffs as the price. But she had considerable security.
The funny thing about this is that with how high pp income has gotten over recent years if we'd had that vote today I think Nash might have got her third FYM. Sadly back then we averaged around 150 pp instead of 400+ pp so the 20pp cost of a third FYM was vastly more prohibitive.
 
-Put a cap on the number of EC missions we can run continuously
Cuz I'd rather get all entries with just pass/fail/rewards than have an EC cap. An EC cap makes no sense at all for Starfleet at a meta-narrative level, or from an IC level unless somehow the Expansionist party has been completely ousted.

An EC cap sounds awful. We need as many EC ships as possible; as stated earlier they are

1. Our first line of defense against everything.

2. The primary force behind Exploration and Diplomacy.

3. The entire point of the EC is "To explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before." What is the name of this quest?!

If there is a cap, it should be something generous like "No more than half the Explorers in Starfleet."
 
This has to be balanced against the practical consideration that Oneiros probably can't write more than... I don't know, X captain's logs a day, and still run the rest of the quest. If the number of Explorer Corps five-year missions expands beyond a certain point, things get hopelessly out of control.
 
...This is a thing.

Basically, if adding 'generalist' capability to a frigate has negligible cost, then yes, I agree, it makes no sense to design a combat frigate. I will note that in the long run this represents something of a diversion away from Star Trek canon. There's a reason Starfleet got a lot more dangerous in a fight when it started designing ship classes with combat in mind- because they could relatively easily design classes like the Akira and Defiant that represented a great increase in firepower by sacrificing some or all of the non-combat extras.

Part of the issue here is Council restrictions. Starfleet being more dangerous when they started designing combatants is because, in TBG mechanic terms, the Council lifted Militarization penalties per-ship for those particular designs. If I didn't have to work with the C-2 = minimum S rule or if I could just not give a shit about a P0 ship, or if I just needed a pure combatant that's Vanguard-Only, it would be cheaper and easier to build a pure combatant. Since I'd slap on minimal nacelles, ignore Science components, and not really add anything for Presence (usually you end up spending a bit to get P1 on an escort, on a cruiser+ you pretty much get it automatically from mandatory components). It wouldn't completely fix the problem, but it would help. Whether we would WANT such a ship is another matter, but if long running wars became a thing, or having to deal with Cubes was a recurring problem, I think we would rapidly start optimizing for Vanguard and Heavy Metal. Not having a peacetime use for a ship is fine, after all, if you always have a war to shove them into...

The other issue is that granularity breaks down for escorts as previously stated. Ignoring SR costs completely, if fractional costs for crewing into, say, quarters was a thing you'd see a lot more differentiation of designs. But it's not uncommon for there to be as much as 0.75 crew worth of difference between two designs, but since they're both above 2 and below 3 crew points in cost, they both cost 3 crew points. Similarly, that five points of SR that a design costs extra can map to fractions of a point of SR over that cutoff point (my 1/3/3 generalist frigate design is hovering around 1-2 points of SR greater than the 60 cutoff).

And see, I get that, but I'm trying to predict the questions the Council is going to ask us about this. The point is, "it's a wartime reconnaissance vessel that purely coincidentally does a Kepler's job" is not going to make the Council stop asking awkward questions like "why not just build a better Kepler "

Now, the honest answer is "because we want a really great wartime reconaissance vessel and this stupid hippy Kepler isn't good enough to make us happy." But this answer will predictably make Stesk go all frowny and could net us a militarization point or three. Which is exactly as it should be when we're designing entire classes of high-powered ships with the explicit intention of using them to fight large-scale pitched battles. Just because the ship doesn't have a wealth of heavy guns doesn't mean it's not an example of Starfleet designing a ship 'for war.'

The same argument applies to refitting the Oberths as spy ships, rather than as more civilian-oriented research vessels.

While I understand the point, the matter remains that we have had access to a minesweeper role for quite some time; I believe it popped up around the Licori war. Given that sweeping mines is a S check, and that minesweepers get a special bonus to survive mine hits (which I think indicates that they're the first to hit a failed mine) the role probably requires High S with ability to take a hit. So the Kepler would not serve and a specialist would be required. Given that our Tactical Admiral is not dumb and can play politics to some degree (flag rank = politics in IRL militaries, I see no reason Starfleet would not be the same way) I suspect that we would be able to get such a design past the Council. I see no reason that a scout design would be more problematic.

I also checked with Oneiros via Discord before posting this in the main thread, and apparently "P3 would take much of the sting out." So it might be a difficult sell, but it's not going to be terribly difficult. We might eat a Militarization point for the design, but if the combat frigate update only costs 2Mil, I doubt it would be more than that. It is my personal belief that, given our very high Threat level and examples of actions that reward us with Militarization wiping, we can eat a point if we stand to gain something decent from it. If nothing else, the highest level Penetrating Nadions tech earns us a point. As do QTorps.

Also, ironically, there's a "300kt Intel Module" option on the research list, T5 IIRC. So apparently at some point we'll be able to design ships that can carry specialist intel gear and that's cool yo:V

Cuz I'd rather get all entries with just pass/fail/rewards than have an EC cap. An EC cap makes no sense at all for Starfleet at a meta-narrative level, or from an IC level unless somehow the Expansionist party has been completely ousted.

Frankly, we're going to have the ability soon to produce 4 Ambys every 4 years and crew them with EC crew unless we're taking EC casualties. And that ability will only expand. At some point, we are going to have to draw a line in the sand as to how many EC events are generated per quarter or the game will choke on them. IDK where Oneiros' limit is, but he's already noting that he's choking on 20 events per quarter. Even if we slice the vast majority of regular fleet-generated events, as well as RP-get and Mapping Missions for EC, building off of that I very much doubt we will be able to maintain more than 15 FYMs as well as Oneiros' sanity. I will happily accept restrictions on those for reasons of GM workload. The game is more important than one mechanic.
 
If the problem is narrative it should be addressed narratively. Instead of a hard cap on EC ships in-story, it'd make far more sense to institute a soft cap on EC Captains that the narrative follows.
 
I'd be perfectly fine with seeing the narrative drop down to what Oneiros gets inspired about, missions where the narrative is important (like foreign diplomacy events) ans ongoing stories. You could drop the rest to "Internal event - prevented a hijacking, +10pp" or "Science event - found an ancient toilet, +5pp and a +20 boost to the Waste Disposal techline".

As for the combat vs generalist debate, my understanding is that the generalist is going to be more efficient overall, but the combat design would be more efficient for crash-building-oh-god-we're-going-to-war. As part of the sweeping tactical review, we're thinking of asking for the generalist frigate to take over the combat frigate's role entirely (which the Council should be happy about) but it won't be able to fulfil crash-build requirements as well. What if we asked for the combat role to be redefined as a purely combat vessel - everything the Federation hates in a vessel, optimised purely for combat efficiency/resource - which we only ever have on the books for crash-building purposes? We'd commit to only ever building one of these ships per class/refit (as the prototype run) unless we believed we were shortly going to be at war and needed combat power fast.

It would be an overall move towards less militarisation by phasing out combat-oriented vessels from regular production, whilst still ensuring we're able to build such vessels fast in times of war, not held back by a lack of prototyping.
 
Frankly, we're going to have the ability soon to produce 4 Ambys every 4 years and crew them with EC crew unless we're taking EC casualties. And that ability will only expand. At some point, we are going to have to draw a line in the sand as to how many EC events are generated per quarter or the game will choke on them. IDK where Oneiros' limit is, but he's already noting that he's choking on 20 events per quarter. Even if we slice the vast majority of regular fleet-generated events, as well as RP-get and Mapping Missions for EC, building off of that I very much doubt we will be able to maintain more than 15 FYMs as well as Oneiros' sanity. I will happily accept restrictions on those for reasons of GM workload. The game is more important than one mechanic.

When you put it like that, a limit of ~15 consecutive Five Year missions/EC Vessels seems reasonable.
 
Just declare that the super scout/skirmish warship as a minesweeper design, add whatever tweaks that requires, then show it to the Council.

Unless the mechanics state that it only shows up for a mine phase and nothing else, it can also do the scout/skirmish phases.
 
Okay, something I'm considering.

It takes about a thousand words per monthly Captain's Log, so 3k per quarter, and 12k per year. This gets split between an average of ~20 events per quarter. Now, a result of this is that the individuality of the Explorer Corps captains is pretty much smeared out to nothing. They become just one slightly louder voice among twenty events, and rather than having a number of logs within each month dedicated to them, they get two, maybe three if they're lucky.

It occurs to me that there really isn't any way to get a Captain's personality to shine through like this - we aren't going to get another Nash, Eaton, or T'Lorel personality popping up like this.

I keep having to return to the idea that non-EC ships should have events, apart from narratively important events, reduced to just results presentations. Instead, focus on the Explorer Corps ships, and maybe even just a couple of the more interesting events each quarter to get a more in-depth treatment. I'm also trying to devise ways to improve how much screen time the FYM alumni get, so they don't finish their mission and then just get discarded and forgotten as far as characters go.

maybe a one line summery of for non-EC events? I would prefer for there to be a reason why we get the results. like.
Starship example rescues Such-and-such ship/station/planet
Starship example resolves an incident on (Planet name)
Starship example discovers resources in (system name)

that the only quibble I would have with a pure results system. pure results just feels to mechanical. but routine reports reduced to a single line, that works. Even then It's only a very very minor one and not something I would protest.
 
There shouldn't be a cap in EC ships or FYM ships.

There should be a cap on EC/FYM ships that get full captain's log writeups!

In fact, I think it plausible that ANY ship might have an event, and a subset of the most interesting events that happen should get full writeups, with a cap on the number of events. Whether the events be normal captains or EC or whatever!
 
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I keep having to return to the idea that non-EC ships should have events, apart from narratively important events, reduced to just results presentations. Instead, focus on the Explorer Corps ships, and maybe even just a couple of the more interesting events each quarter to get a more in-depth treatment. I'm also trying to devise ways to improve how much screen time the FYM alumni get, so they don't finish their mission and then just get discarded and forgotten as far as characters go.

That works for me, and I agree with your concerns. How much has anybody talked about Saavik since her 5YM completed, and she's a movie character!
 

It looks like a nice ship and you've made a well reasoned pitch. We'd need to consider if we want to spend the PP required to have specialist ships. It also depends on how high Oneiros makes the PP price to start design work on this ship.

For example, if we could get better results-per-PP from the combat engine by buying the academy expansions to allow us to crank out more crew-heavy generalist ships, I'd say investing in specialist ships was a poor choice. By contrast, if such specialist ships give us more results per PP spent, I think there is a strong case for them.

fasquardon
 
I'd be perfectly fine with seeing the narrative drop down to what Oneiros gets inspired about, missions where the narrative is important (like foreign diplomacy events) ans ongoing stories. You could drop the rest to "Internal event - prevented a hijacking, +10pp" or "Science event - found an ancient toilet, +5pp and a +20 boost to the Waste Disposal techline".
Well, what I want is for Oneiros to have full creative outlet. Some of that will come through events involving an ongoing story or foreign diplomacy event. But some of that will come through just random flukes of inspiration like Abby Taggart going "God I hope I don't go down in history as Captain Toilet" or Michel Thuir not sending an away team down to the surface. That's not a bad thing.

Time zones are against me, Everytime I might suggest her for something, there is already thread consensus. Sorry Saavik.
Saavik... got shuffled from one forgettable staff position to another. She hasn't been mentioned in the context of promotions. One of the downsides of us having full control over promotion slates is that we keep forgetting about people who AREN'T on our short list of waifus special characters. No one's going to forget about Nash as a potential candidate for any job Nash could conceivably do... but how many people are going to remember Commodore Crogan?
 
It looks like a nice ship and you've made a well reasoned pitch. We'd need to consider if we want to spend the PP required to have specialist ships. It also depends on how high Oneiros makes the PP price to start design work on this ship.

For example, if we could get better results-per-PP from the combat engine by buying the academy expansions to allow us to crank out more crew-heavy generalist ships, I'd say investing in specialist ships was a poor choice. By contrast, if such specialist ships give us more results per PP spent, I think there is a strong case for them.

fasquardon

Not too good a comparison, given that we can only take one expansion per year, but I understand the point. New ship projects,
like the combat frigate, cost around 20pp. So about 5% of our budget -1% or so depending on the year.
 
Well, what I want is for Oneiros to have full creative outlet. Some of that will come through events involving an ongoing story or foreign diplomacy event. But some of that will come through just random flukes of inspiration like Abby Taggart going "God I hope I don't go down in history as Captain Toilet" or Michel Thuir not sending an away team down to the surface. That's not a bad thing.

Saavik... got shuffled from one forgettable staff position to another. She hasn't been mentioned in the context of promotions. One of the downsides of us having full control over promotion slates is that we keep forgetting about people who AREN'T on our short list of waifus special characters. No one's going to forget about Nash as a potential candidate for any job Nash could conceivably do... but how many people are going to remember Commodore Crogan?

Saavik is also not on the current list of profiled officers. Do we have other former EC captains in service not listed?
 
An EC cap sounds awful. We need as many EC ships as possible; as stated earlier they are

1. Our first line of defense against everything.

2. The primary force behind Exploration and Diplomacy.

3. The entire point of the EC is "To explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before." What is the name of this quest?!

If there is a cap, it should be something generous like "No more than half the Explorers in Starfleet."

A compromise might be a mix of @OneirosTheWriter ramping up the general difficulty of EC events and correspondingly their rewards, and us players making sure that we always have the biggest and most capable ships for the EC possible, like our current Ambassadors or future Galaxies, so that we actually pass those more difficult but also more rewarding events.
So that, despite staying at a constant number of EC ships, we still have an avenue to increase their effectiveness at exploration, diplomacy, and heading off potential dangers far from our borders. And also so we have continuing incentive to keep improving our Explorers.
 
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On a completely separate tangent, I think Saavik was promoted way too soon, especially considering that Vulcan(oids) in general are supposed to have slower career progression due to their lifespan.

I mean, can't we retcon her to still be a captain biding her time for an eventual return to space? Kinda like where Straak is (now there's a guy who's been successfully dodging the promotion boards). It's not like Saavik has done anything visible as a Commodore.
 
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would it be possible to put another team on Starbase repair? If so Than we should do it since being able to repair a ship with minor damage at a starbase will save us time and berth space.
 
would it be possible to put another team on Starbase repair? If so Than we should do it since being able to repair a ship with minor damage at a starbase will save us time and berth space.

Can't double up teams on a single project.

On the plus side, the tech lets Starbases act as full yards, so they can fix anything.
 
I'm chasing either a Bernese Mountain Dog or a Flat Coated Retriever~

As a former* owner of several puppies I can confirm they are a full time distraction. Of course that won't really solve the problem since Oneiros would also be distracted all the time.

*Dogs live a depressingly short time and losing them never gets easier.
He's not as into dogs as I am. When we get one, it'll definitely be more mine than his, just like the rabbits are/were more his than mine. This is why it's an effective method to keep me away from the computer while also benefiting him/you. He just keeps saying no, though, I mean that's gotta say something right? Just how terrible are you guys to him? :V
 
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