Are we actually going to pick forward defence? It seems to me that we are going to have a lot more home sectors than border sectors (something like 12 to 3, we are already about to have 7 home sectors), so there would be more sectors the combat discount applies to with fleet in being. On the other hand, more sectors with raised defence requirements, but we may not really care about that long term when we are near the combat limit. Forward defence does seem to fit our playing style so far, but the point made earlier that fleet in being helps against unconventional threats like the Borg also stands. I really don't see any obvious choice here and don't want to push either without some more discussion/a clearer consensus. The offensive doctrines also should be part of the discussion, particularly since the Games & Theory team would get the preference bonus for them.

So everyone, which Offensive or Defensive Doctrine are you most comfortable deciding on at this point (as something to put points into for the next turn or two, not necessarily as something to rush)?

Forward Defense is the best for now, with the Cardassians pushing on one of our borders. Once that problem has been dealt with, Fleet In Being becomes the better defensive choice.

Lets gather some intel on Cardassian defenses before we pick an offensive doctrine.

Captain's Log, USS Sarek, Stardate 22613.6

This reminds me; where do we stand on retaliation for the summit bombing? Are we going to make a show of holding the Syndicate responsible, or just not do anything and hope the Amarki people are okay with that?

On the other hand:

Captain's Log, USS Miracht, Stardate 22613.8

Cardassians are just randomly shooting at our explorers now, so maybe there's no reason to even try postponing the war at this point.
 
A pretty good turn! A few things I noticed:

1. Confirmation that the Kadesh haven't gone that far and are still within known space. But are they still within the Neutral Zone?
2. Continuing concerns about the suitability of the Apiata for the Federation. Not sure when/how that will come to a head.
3. Just because we didn't get a lot of Cardassian events doesn't mean they've forgotten us, oh no. The Cardassians are always probing for weakness. (On the plus side, a extended single ship battle night give more free levels to Cardassian research, since the majority of it is combat related.)
4. I love how life is nothing but an extended series of events keeping Straal from his rocks.
5. Go class of '06! And nice to see the Amarki Starfleet members having a chance to really shine.
6. No ships got seriously damaged or disabled. A winner of a turn.

All in all, great.
 
Anyone else want to weight in on whether to have the 40 Eridani A team research warp drive safety or Escort design? I think that's currently the only real open issue for the research turn.
 
Anyone else want to weight in on whether to have the 40 Eridani A team research warp drive safety or Escort design? I think that's currently the only real open issue for the research turn.

Warp drive safety seems the most broadly applicable.

Does escort design tech also apply to science ships though? 'Cuz I wants a new science vessel!

fasquardon
 
Anyone else want to weight in on whether to have the 40 Eridani A team research warp drive safety or Escort design? I think that's currently the only real open issue for the research turn.

Eh, Escort design I guess. Primary reason: We get our Admiral bonus on it, so it's more efficient.

EDIT: And it applies to Science ships if we build a science ship that's Escort sized.
 
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2307.Q3 - Ex Astris, Scientia
Starfleet Commander's Log, Stardate 22705.5

You are greeted at the door of the room by Rinias ch'Vohlet who takes a few moments to talk to you about, of all things, dedicated weapon research teams.

It hasn't been that long since your last performance before the Federation Council, so your immediate reaction is to blanch. Of course, you swiftly recover and then ask what brought that inquiry on. You understand the concerns of the Vice Admiral, naturally. But trying to sell a specific weapons team as a pro-peaceful exploration move is sort of the zen apex of the art of budgetary committees. You're good, but you don't know if you're that good. So in the end you tell him you'll look into it.

Perhaps if you got his man together with Captain T'Rinta at Torpedo Fabrication Office, something ... quiet ... could be managed.

Beyond that, the second year of VAdm ch'Vohlet's time at the Ship Design Bureau has seen him wildly revamp the system of managing research and assigning briefs to teams. It takes you a little while to get your head around it, but you get there in the end.

Computer, End Log



==========================================================

Current RP Pool = 123pt

9pts are required to activate a Tech Team
123 / 9 = 13 rem 6

13 Tech Teams may be activated. Unused rp will carry forward to next year

The following Tech Team assignments are carrying over:

-None, system has been revamped, all assignments are cleared.

ZERO TEAMS MUST BE DEACTIVATED

[ ] Submit a Research Plan, using up to nine Tech Teams (Only changing teams need to be listed)

For list of tech areas and teams, please see: The State of Play - Research Megapost

A/N: By the way, if anyone has a better logo for the doctrine team, all submissions are welcome.
 
Looks like there's actually going to be a vote this turn after all. At least the name still makes sense, some fancy party with important people.

[X] Base Plan Ambassadors and Spies
-[X] Daystorm Institute: Early 24th Century Computing Installations
-[X] Utopia Planitia Design Group: Turn of the Century Explorer design
-[X] San Francisco Fleet Yards: Turn of the Century Starship Frames
-[X] 40 Eridani A Shipyards: Early 24th Century Warp Core Safety
-[X] Yoyodyne Propulsion Systems: Early 24th Century Warp Cores
-[X] Tiger Team: Foreign Analysis - Cardassian Research
-[X] Admiral Lathriss: Lone Ranger Doctrine
-[X] Tellar Prime Academy of Mineral Science: ToC Mineral Technology
-[X] Spock: 2300s Xenopsychology
-[X] Starfleet Medical: Basic Turn of the Century Equipment
-[X] Starfleet Science Academy: Early 24th Century Message Security
-[X] Andorian Academy: Early 24th Century Deflector Shields
-[X] Vulcan Science Academy: Early 24th Century Long-Range Sensors

[X] Base Plan Ambassadors, Spies and Escorts
-[X] Daystorm Institute: Early 24th Century Computing Installations
-[X] Utopia Planitia Design Group: Turn of the Century Explorer design
-[X] San Francisco Fleet Yards: Turn of the Century Starship Frames
-[X] 40 Eridani A Shipyards: Turn of the Century Escort
-[X] Yoyodyne Propulsion Systems: Early 24th Century Warp Cores
-[X] Tiger Team: Foreign Analysis - Cardassian Research
-[X] Admiral Lathriss: Lone Ranger Doctrine
-[X] Tellar Prime Academy of Mineral Science: ToC Mineral Technology
-[X] Spock: 2300s Xenopsychology
-[X] Starfleet Medical: Basic Turn of the Century Equipment
-[X] Starfleet Science Academy: Early 24th Century Message Security
-[X] Andorian Academy: Early 24th Century Deflector Shields
-[X] Vulcan Science Academy: Early 24th Century Long-Range Sensors

(reposted to be after the threadmark)
 
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[X] Plan Ambassadors, Spies and Escorts

@Nix, can you highlight the differences between the plans in a different color?
 
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I, too, would like to know whether the Federation is going after the Syndicate over the incident at Amarkia.

I would also like to know: with respect to the Apiata, what's the queen:worker ratio? Do the queens represent an extremely rare 'noble' caste, or a relatively common 'middle management' one? In the latter case, worker Apiata probably don't get much direct contact with queens, meaning they are necessarily more functional in the absence of a queen. In the former case, queen Apiata are more common, and having a low-ranking queen leave a large colony is less disruptive. Sure, this time there was a problem, but only because a senior queen decided to run off with Blue Lesbian Kirk. :D

I think a light cruiser (a constellation successor) would be far more useful. (We could also designate the Constie successor as an escort and basically make it a compromise design to the capable but expensive Centaur and the fragile but cheap Constie.)
I don't think any practical cruiser design much lighter/cheaper than the Renaissance and Constitution-B is worth bothering with. We'd run into the same problem the Constellations have, of a ship with too little capability to be survivable in combat or reliably effective at carrying out cruiser missions.

If we don't design a new light cruiser/heavy escort, then I think we'd get far more from designing a new science ship/science escort.
I support designing a new science vessel in the escort weight class (600-900 thousand tons). Furthermore, asking for a new science vessel class will help allay Council fears that we're turning into the wartime navy they don't want. It's a way of signaling "yeah, the Cardassians are dangerous, but we're still about the science, and we're not going to let them make us forget that."
 
Looks like there's actually going to be a vote this turn after all. At least the name still makes sense, some fancy party with important people.
Given how hard it is to parse such long walls of texts that are almost entirely identical, maybe just make one general plan, with two sub-plans for the specific differences?

Or at least give a brief summary/list of the differences somewhere?

EDIT: Romulan'd

EDIT EDIT:

[x] Plan Ambassadors and Spies

Reduced chances of our ships going "Boom!" is more important than slightly better escorts, IMO. Especially since we're already rolling out the Centaurs, who're seem like a fairly decent design for the time being, I think.
 
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I'm losing track of a few details.

Have we already begun design work on the Rennie? If not, is there time to complete techs in the "Warp Core Safety" field before we do?

If so, I favor the plan that involves warp core safety research.

If not, I favor the plan that involves escort research, because that's looking forward to one of our next ship designs, one likely to bear fruit a little further down the road- our 24th century science vessel.
 
@OneirosTheWriter Warp Core Power Generation I is listed twice

Anyone else want to weight in on whether to have the 40 Eridani A team research warp drive safety or Escort design? I think that's currently the only real open issue for the research turn.
While I'd like to get safety, custom designs, including the Ambassador, are a bit away, and Escorts is more efficient
 
I'm losing track of a few details.

Have we already begun design work on the Rennie? If not, is there time to complete techs in the "Warp Core Safety" field before we do?

If so, I favor the plan that involves warp core safety research.

If not, I favor the plan that involves escort research, because that's looking forward to one of our next ship designs, one likely to bear fruit a little further down the road- our 24th century science vessel.
We haven't begun the work on the Renaissance yet, but broad consensus on doing so next turn. Since the design has an arbitrary reliability of 98% set by the QM it might not end up mattering, or it might move the reliability issues away from the warp core (where they would be the most dangerous), not sure, particularly since the only tech that would actually finish until next year improves power output and is therefore only indirectly related to safety.
 
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Unfortunately, a complement of raiders under an Orion woman by the name of Helass is still holed up on the surface, near the geological institute. They are using transporter inhibitors and hostages to prevent the Celos colony forces from clearing them out, as well as preventing me from making my delivery..
Their first mistake :V
So it's time to save the day! Starfleet Academy Class of '06, here we go!
:3
But trying to sell a specific weapons team as a pro-peaceful exploration move is sort of the zen apex of the art of budgetary committees.
:D
Perhaps if you got his man together with Captain T'Rinta at Torpedo Fabrication Office, something ... quiet ... could be managed.
:ninja:

Kids saving the day was the best thing, but everyone's favorite rock lover is really close ^^
 
I'm losing track of a few details.

Have we already begun design work on the Rennie? If not, is there time to complete techs in the "Warp Core Safety" field before we do?

If so, I favor the plan that involves warp core safety research.

If not, I favor the plan that involves escort research, because that's looking forward to one of our next ship designs, one likely to bear fruit a little further down the road- our 24th century science vessel.
Early 24th Century Warp Core Safety
Warp Core Safety/Reliability comes under here.

10 / 40 Warp Core Damage Failsafe Design II (Reduced chance of Warp Core Breach and reduce crew loss in the event of ship destroyed)
10 / 40 Warp Core Operation Safety Design II (Improved reliability by 2)
0 / 20 EPS Conduit Mag Failsafes I (Reliability for all stats improved by 0.1)
14 / 20 Warp Core Power Generation I (+2% to Warp Core output)
The only tech we have a chance of completing this turn would be the last one.
 
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