Yes!
If I had to vote for a plan that wasn't my own, this would be it. I'll leave it a few hours, maybe a day or two, before committing though.
Incidentally, in the rolls you define, @Leila Hann , are hospital vessels considered outside the roles (like cargo)?
[X][ROLES] Base Plan fill Roles with ship Profiles
[X] A "Role" is a mission type that Starfleet believes its ships must undertake and the capabilities Starfleet believes are required to fill that mission. A Role should be filled by a ship Profile; unfilled Roles are indications of a lack of current or future capability. A Profile to fill a new Role should be defined and any new ship in that Profile commenced within ten years.
[X] Define the following Roles which Starfleet believes are its responsibility:
-[X] Five-Year Mission - Execute five-year exploratory missions at long range with no support. Seek out severe anomalies, conduct high-level diplomacy, and discover and combat future threats. Requires: Explorer Frame, Medium+ Operations Subframe, C7 S7 P7
-[X] Emergency Response (mandatory) - Distress calls of all sorts. Requires: S1 P1 D2
-[X] Primary Frontier Response - Flagships that patrol and respond to important events in border zones where the nature of each event is inherently uncertain. Requires: Explorer Frame, C6 S6 P6 D6
-[X] Primary Sector Response - Sector flagships that patrol and respond to important events in established sectors. Requires: Explorer Frame, C5 P5 S5 D5
-[X] Garrison Response (Science, Diplomatic, Combat) - Non-emergency exploration, diplomacy, patrol, and event response, broken further into expected duties. Requires: D4, S3 or P3 or C3 for respective duties
-[X] Support Response - Support another responder. Requires: S1 P1 D2
-[X] Survey - Regular mapping missions. Requires: S2
-[X] Interception - Detect, intercept, and confront or tail potential unknowns, whether in peacetime or as part of a fleet. Requires: S3 D3
-[X] SIGINT - Intercept suspicious or hostile communications. Requires: Frigate Frame, S5
-[X] Fleet Scout - Execute the scouting phase in battle. Requires: Frigate Frame, S4
-[X] Skirmish Line (and Minesweeping) - Achieve favorable positioning in the skirmish phase in battle. Skirmishers also detect mines for the fleet. Requires: Frigate Frame, S3 L4 D5
-[X] Vanguard Escort - Fill out numbers in the Vanguard and Heavy Metal phases in battle, and deal and take damage in those phases. Requires: H+L 5, C3
-[X] Vanguard Frigate - Enable frigate- specific maneuvers in the Vanguard and Heavy Metal phases. Requires: Frigate Frame, Torpedo Tubes or Combat Module
-[X] Vanguard Line - Deal and take damage in the Vanguard and Heavy Metal phases in battle. Can receive doctrine bonuses to Vanguard. Requires: Cruiser Frame, H+L 8, C5
-[X] Battle Artillery - Deal the most damage in the Heavy Metal phase in battle, while soaking hits with shields and avoiding hull damage that reduces capability. Can receive doctrine bonuses to damage or fire rate. Requires: Explorer Frame, C6 L6
[X] A "Profile" is an outline of one or more ships that fulfills multiple Roles. Listing a new ship design in a Profile indicates intent to order that ship design within approximately ten years.
[X] The components of a Profile are the primary Roles that the listed ships have priority to fill, the secondary Roles that the listed ships can fill, the design requirements of the ships, a list of ships that fill the current requirements, and a list of ships under phase-out that do not fill the current requirements.
[X] Define the following Profiles:
-[X] Heavy Explorer
--[X] Primary Roles: Five-Year Mission, Emergency Response, Primary Frontier Response, Battle Artillery
--[X] Secondary Roles: Primary Sector Response, Garrison Response (all), Survey, Interception
--[X] Requirements: No Size Limit, Explorer Frame, Medium+ Operations Subframe, C7+ S7+ L6+ P7+ D6+
--[X] Currently Filled By: Ambassador, Explorer Corps Excelsior-A
--[X] Under Phase-Out: Excelsior
-[X] Light Explorer
--[X] Primary Roles: Primary Sector Response, Emergency Response, Battle Artillery
--[X] Secondary Roles: Primary Frontier Response, Garrison Response (all), Survey, Interception
--[X] Requirements: Maximum 2.6mt, Explorer Frame, C6+ S6+ L6+ P6+ D6+
--[X] Currently Filled By: Excelsior-A
--[X] Under Phase-Out: Excelsior
-[X] General Cruiser
--[X] Primary Roles: Garrison Response (all), Emergency Response, Interception, Vanguard Line
--[X] Secondary Roles: Primary Sector Response, Support Response, Survey
--[X] Requirements: 1mt to 1.5mt, Cruiser Frame, H+L 8+, C5+ S3+ P3+ D5+
--[X] Currently Filled By: Renaissance
--[X] Under Phase-Out: Constitution-B
-[X] Support Cruiser
--[X] Primary Roles: Garrison Response (all), Support Response, Emergency Response
--[X] Secondary Roles: Interception, Survey, Vanguard Escort
--[X] Requirements: Cruiser Frame, H+L 5+, C3+ S3+ P3+ D3+
--[X] Currently Filled By: Constellation-A, Constitution-B
-[X] Generalist Frigate
--[X] Primary Roles: Garrison Response (all), Support Response, Emergency Response, Skirmish Line, Interception, Survey
--[X] Secondary Roles: Vanguard Escort, Vanguard Frigate, Fleet Scout
--[X] Requirements: Frigate Frame, Torpedo Tubes or Combat Module, H+L 5+, C3+ S3+ L4+ P3+ D5+, 80 SR or less
--[X] Currently Filled By: Centaur-B Project, New Generalist Frigate Project
--[X] Under Phase-Out: Centaur-A
-[X] Science and Courier Frigate
--[X] Primary Roles: General Response (Science, Diplomatic), Support Response, Emergency Response, Survey, Fleet Scout
--[X] Secondary Roles: Skirmish Line, Interception, SIGINT
--[X] Requirements: Frigate Frame, Science Lab, LR+Nav Sensors, Max C2, S5+ P3+ D3+, 100 SR or less
--[X] Currently Filled By: Kepler Project
--[X] Under Phase-Out: Oberth
-[X] Combat Frigate
--[X] Primary Roles: Support Response, Emergency Response, Vanguard Escort, Vanguard Frigate
--[X] Secondary Roles: Garrison Response (combat), Survey
--[X] Requirements: Frigate Frame, Torpedo Tubes or Combat Module, H+L 5+, C3+ S2+ P1+ D2+, 60 SR or less
--[X] Currently Filled By: Miranda-A
--[X] Under Phase-Out: None
[X] During the Tactical turn, the options should be as follows, with a suggestion that generally only one role and one profile should be changed each turn (the exception being shifting a ship from one profile to another and modifying both sets of requirements to make it work):
-[X] Add a new Role.
-[X] Modify an existing Role.
-[X] Define a new Profile.
-[X] Modify an existing Profile.
[X] A ship under phase-out does not meet the new requirements but is still used in that Profile until the new class is deployed, usually 15 years at most. At that point it must be retired or worked into another Profile.
[X] Ships that are under phase-out may be retired at the discretion of Starfleet Command (likely itself a vote). Ships that lack profiles will require a profile or be retired.
[X][ROLES] Plan fill Roles with ship Profiles
Why do we have ressource restrictions in the role definition? That type of restriction is fluent and depends on available income, production facilities and demand.To both @SynchronizedWritersBlock and @Briefvoice, I am wondering why you are retaining the 60SR limit on a Combat Frigate, rather than taking the opportunity to raise it, given that it seems to be difficult to keep to it. We're not going to take a Militarisation point for it given the sweeping review, are we?
yes because humor is so eazy to notice in text format
Why do we have ressource restrictions in the role definition? That type of restriction is fluent and depends on available income, production facilities and demand.
Yes.
Even the stats are only snapshots valid at a certain point in time, prone to change with technological developments/threats.Presumably, if we're building a generalist whose stats are too low to be a Heavy Garrison, we're building it because its cheap.
To be frank it seems more than just a bit inappropriate. And it doesn't seem to fulfill half the actual purpose such a system is supposed to have, or at least neglects to state how it's supposed to do it?
Yeah, this is true and I acknowledge it as true as well, but I see you dropped my other comments. neat... The reactor had to be removed, yes. but I am tired of the argument of being ready for a technology, that one is a nonsensical trope that needs to die
To be frank it seems more than just a bit inappropriate. And it doesn't seem to fulfill half the actual purpose such a system is supposed to have, or at least neglects to state how it's supposed to do it?
A tactical role system is needed for two things:
The system you put forward does (1), but doesn't mention (2) in any way? In particular, if we wanted a new class that serves in a new combination of already existing roles, how would we go about doing that? In the other proposals we would request a new profile.
- Define how ships are supposed to be used.
- Giving a framework for specifying the needs for a new class, in preparation for requesting a class design project.
Perhaps (2) won't be needed anymore and we can just request any role combination of roles in the snakepit going forward? This is precisely why I don't like it that you as co-DM are proposing this, it's not at all clear whether the plan is supposed to imply a DM-ruling that would make it work and fit for purpose or not.
To be frank it seems more than just a bit inappropriate. And it doesn't seem to fulfill half the actual purpose such a system is supposed to have, or at least neglects to state how it's supposed to do it?
A tactical role system is needed for two things:
The system you put forward does (1), but doesn't mention (2) in any way? In particular, if we wanted a new class that serves in a new combination of already existing roles, how would we go about doing that? In the other proposals we would request a new profile.
- Define how ships are supposed to be used.
- Giving a framework for specifying the needs for a new class, in preparation for requesting a class design project.
Perhaps (2) won't be needed anymore and we can just request any role combination in the snakepit going forward? This is precisely why I don't like it that you as co-DM are proposing this, it's not at all clear whether the plan is supposed to imply a DM-ruling that would make it work and fit for purpose or not.
The 60 SR limit is no problem and I consider keeping the combat frigate spammable a good thing. If I had an idea what crew costs would be on a modern design I'd impose a crew limit too.This sounds really familiar. Didn't Julian Bashir do something similar?
To both @SynchronizedWritersBlock and @Briefvoice, I am wondering why you are retaining the 60SR limit on a Combat Frigate, rather than taking the opportunity to raise it, given that it seems to be difficult to keep to it. We're not going to take a Militarisation point for it given the sweeping review, are we?
... But I LIKED the idea of stat requirements not being attached to roles, so that roles can be kept unchanged as new generations of ships emerge to fulfill them with better tools...Some changes. Adapted @Briefvoice's system of stat reqs for roles, but no new combat frigate yet. Added his phase-out system and added a "soft" time restriction for phase-out. Added some roles or descriptions of roles that are specific to doctrine: vanguard line should receive vanguard cruiser bonuses, vanguard frigate will need torps to use torpedo charge, and so on. Added @AKuz's SIGINT role as I feel an eventual SIGINT profile later for the Oberth would reflect what we might want to do with them after the Kepler is deployed. Clarified the Connie-B.
I think this is important and can stand to be shouted more loudly.No Role has stats attached. I could conceive of a system where Roles had stat requirements, but it isn't the system I proposed.
The reason every ship has emergency response automatically is because we have been told by Word of God that every Starfleet ship is obligated to respond to things like distress calls. It is not something I can remove from any ship. Therefore it is impossible for us to propose a ship that is incapable of responding in emergency situations (say, S0 D1 or similar). It's possible to create such a ship, but unless the laws that established Starfleet change we would never have a ship Profile that allows it.
Might want to stick a maximum build time requirement on the role if it's supposed to be spammable.The 60 SR limit is no problem and I consider keeping the combat frigate spammable a good thing. If I had an idea what crew costs would be on a modern design I'd impose a crew limit too.
I think that you're fine on the basis that as you said you don't actually have any control or special insight into the relevant mechanics, but that's not at all obvious to the casual reader. Hell, your plan triggered an alert for the thread! I don't think you should take it down, but in future very maybe explicitly spell out in the disclaimer exactly how disconnected from the relevant mechanics you are in as much detail as you did in this post?I'm in kind of an awkward position here, because my DM duties pretty much consist of writing captain's logs and presenting tactical options during some story arcs (the latter of which are all stamped by Oneiros). I don't really know much about the ship building system, I don't work directly with the combat engine, and when it comes to event generation/response I just use the mechanics I've been given.
In other words: the parts of the game that I master overlap only very minimally with this vote, and I always have Oneiros overseeing it when that overlap comes up.
That said, I obviously am very close to the situation and may not be able to judge it objectively. If other people agree that I shouldn't be proposing a plan for this vote, I'll take it down.
It would help to be very very explicit (to the degree of stating/repeating what you think is already obvious/known) about (a) in what capacity you are posting (e. g. just as a player), (b) what sort of secret background knowledge might have influenced the post (e. g. just knowledge of the event system, and whether that gave you any insights that you think made a substantial difference), and (c) whether there are any implicit QM rulings to assume (such as whether the plan is actually rule-conformant). Not just in this case but whenever you and/or the other co-QMs are participating as players.I'm in kind of an awkward position here, because my DM duties pretty much consist of writing captain's logs and presenting tactical options during some story arcs (the latter of which are all stamped by Oneiros). I don't really know much about the ship building system, I don't work directly with the combat engine, and when it comes to event generation/response I just use the mechanics I've been given.
In other words: the parts of the game that I master overlap only very minimally with this vote, and I always have Oneiros overseeing it when that overlap comes up.
That said, I obviously am very close to the situation and may not be able to judge it objectively. If other people agree that I shouldn't be proposing a plan for this vote, I'll take it down.
This is a fine summary but doesn't guide ship design or provide outlines for how to define new designs from new needs or how to rid ourselves of old designs, specify a refit project, and so on. I appreciate the clarity, but we actually need a fair bit of crunch in this vote because it interacts directly with the SDB sheet.Disclaimer: I'm making this post as a player, not as a GM. My GMing duties have very, very little to do with the combat engine, and fiddling with the event mechanics is way over my head, so I think this should be okay.
The way I see it, there are ship roles, and there are ship scales, and there are phases of combat. The combat phases are what most necessitates having ships of multiple scales, because only frigates can participate in Scouting and Skirmish (though there may be some exceptions to this, as the goshawnar Warhawk cruiser can also skirmish), only cruisers can enter the battle as early as Vanguard, and the size of a capital ship allows it to outfight the others when it finally enters the battle during Heavy Metal.
So. Here's a table of all the roles that can be filled, and what scale of ship I think we should want to/are allowed to fill them at.
All of our ships need to be useful while we're not at war, so every class should be well rounded enough for garrison/event response duty.
Frigate Cruiser Capital Garrison Yes Yes Yes Science/SIGINT Yes Explorer Corps Yes Scout Yes Skirmish Yes Maybe Vanguard Yes Yes Metal Maybe Yes Yes
Within the garrison fleet, we also want a science-focused ship in particular to respond to Science events and do sigint missions like the T'Mir's. Since we will also need a high S and high D frigate to be the scoutships in times of war, we should make this class be that frigate.
We need a well rounded capship to be our five year mission Explorer. Any such ships that do not go to the EC can serve as sector flagships for our garrison fleet. These ships will also be our heavy metal in battle. Ditto for cruisers, only without the 5YM role.
We may or may not want to have two types of cruiser in service at one. A purely garrison/support cruiser that is not sent into battle, and a (probably more expensive) heavy cruiser that is around as good at garrison duty but also fights well, which makes up the bulk of our vanguard/metal fleet in battles. Another possibility is to have a well rounded light cruiser that fights well and can participate in Skirmish like the goshawnar warhawk, but that may require doctrine techs so probably not.
So. These roles are the ones I consider important, and some reasonable requirements:
SCIENCE SHIP: a high S vessel that can respond to science events and perform SIGINT operations. Requires: S6+
LIGHT GARRISON SHIP: a well rounded ship that can perform policing, diplomatic, and low level scientific missions in and near Federation space. Requires: D, S, and P of 3+
HEAVY GARRISON SHIP: a well rounded ship that can perform more difficult, higher stakes policing, diplomatic, and scientific missions in and near Federation space. Requires: cruiser or capship scale, all stats 3+, S, D, and P 5+
EXPLORER: a well rounded capital ship with very high capabilities to be operated by the Explorer Corps. Requires: capship scale, all stats 5+.
SCOUTSHIP: a high S, high D frigate to serve during the Scouting phase, and withdraw before the Heavy Metal phase. Requires: frigate scale, S6+, D4+
SKIRMISHER: a frigate with good combat and D stats to fight during the Skirmish phase. It may, potentially, withdraw before the Heavy Metal phase. Requires: frigate scale, C3+, L3+, D3+
VANGUARD: a frigate or cruiser with good combat stats to fight during the Vanguard and Heavy Metal phases. Requires: frigate or cruiser scale, C5+, L4+, H4+
BATTLESHIP: a capital ship to dominate the battle during Heavy Metal phase. Requires: capital ship scale, C7+, L5+, H4+.
EDIT: its been pointed out that, for the sake of any battles we have during the next few years, I should add another role that makes use of the Miranda-A.
DESTROYER: a frigate that lacks the D and S scores needed to participate in Scouting or Skirmish, but can join during the Vanguard or Heavy Metal phases to add a bit of extra firepower. This is a non-essential role that only exists as long as we have low S and D frigates that we need to keep out of the Skirmish phase. Requirements: none.
To fill these roles, we're looking at:
Science Ship: Kepler
Light Garrison: Kepler, Centaur-A, Constellation-A, Conniebee, Renaissance, possibly Miranda-B
Heavy Garrison: Excelsior-A, possibly Ambassador when and if we have enough of them
Explorer: Ambassador
Scoutship: Kepler
Skirmisher: Centaur-A, possibly Miranda-B
Vanguard: Renaissance
Battleship: Excelsior-A, possibly Ambassador
Destroyer: Miranda-A
So, we'll call this.
[X][ROLES] Plan Leila Hann
This is a fine summary but doesn't guide ship design or provide outlines for how to define new designs from new needs or how to rid ourselves of old designs, specify a refit project, and so on. I appreciate the clarity, but we actually need a fair bit of crunch in this vote because it interacts directly with the SDB sheet.
If we take what you've listed at face value, our most pressing need would be a more numerous heavy garrison ship and we would have far too much light garrison coverage and adequate skirmishers. Also we wouldn't define any new ships even though that's why we chose to spend the PP on this right now.