The problem is also, well how good you can intercept stuff based on the starbarse which gets to *handwave* travel time and warp stuff.

Sadly we can not go maximum Romulan and cloak a starbase...
Wait does the treatry only forbids the use for..ships?
Ah... actually, that treaty isn't signed until 2311...

@OneirosTheWriter , can we get a IC Timeline for when Cloaking was Forbidden? Gene ostensibly said that the Federation had already deliberately chosen to avoid developing Cloaking Technology, which would make sense, but is that the reason why it's currently Forbidden for us?

Same question for Transwarp actually, why is that forbidden? Subspace Weaponry makes sense, as does Time Travel. AI might fall under Forbidden Tech I suppose...
 
That doesn't really matter if the attacker has to come to it if they want to hit an important target at all.

No, I mean you chuck progressively larger rocks at it until one cracks it open. Hell the Cardassians had a whole doom missile able to Crack moons open, it was probably designed to smash up a Starbase but good.

The true advantage of the starbase is the safe harbour to stage out of and the sensor nets, which are things that have immense civilian value as well.

Also if you have starbases first and foremost, every system outside that is essentially ceded to your opponent who know has the initiative on when to strike. They can mass a fleet and start taking your bases down one by one.

Personally I think starbases should be the support to whatever strategy we choose, not a centerpiece.
 
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No, I mean you chuck progressively larger rocks at it until one cracks it open. Hell the Cardassians had a whole doom missile able to Crack moons open, it was probably designed to smash up a Starbase but good.

The true advantage of the starbase is the safe harbour to stage out of and the sensor nets, which are things that have immense civilian value as well.

Also if you have starbases first and foremost, every system outside that is essentially ceded to your opponent who know has the initiative on when to strike. They can Nass a fleet and star taking your bases down one by one.

Personally I think starbases should be the support to whatever strategy we choose, not a centerpiece.
I'm talking about things you deploy over the capitals and to cover major shipyards. Not everywhere.

Chucking rocks won't do a damn thing against a target than can just knock them off course with a photon torp or five from an AU away. Since said doom missile was not BB sized, it pops just like anything else when hit with enough guns to kill a BB five times over.

And remember that the feds built installations of the scale I'm talking about all over the place in canon.
 
I'm talking about things you deploy over the capitals and to cover major shipyards. Not everywhere.

Chucking rocks won't do a damn thing against a target than can just knock them off course with a photon torp or five from an AU away. Since said doom missile was not BB sized, it pops just like anything else when hit with enough guns to kill a BB five times over.

And remember that the feds built installations of the scale I'm talking about all over the place in canon.

Yes, but they didn't turn them into doom fortresses, I actually have a suspicion that after a certain size it's not practical to keep arming something heavily, otherwise ships would have kept getting bigger after the Galaxy-class instead of actually getting smaller.

Like the Romulan went in for monumental construction for Warships but it's also canon that thier tech base was wildly divergent and Hamad radically different assumptions on doctrine.
 
Yes, but they didn't turn them into doom fortresses, I actually have a suspicion that after a certain size it's not practical to keep arming something heavily, otherwise ships would have kept getting bigger after the Galaxy-class instead of actually getting smaller.

Like the Romulan went in for monumental construction for Warships but it's also canon that thier tech base was wildly divergent and Hamad radically different assumptions on doctrine.
Pretty sure they did. See DS9 being a hunk of old junk that can make a notable showing against incoming enemy fleets. If that's what a retrofitted out-of-date Cardassian rustbucket can do I would very much like to see Starbase One in action.
 
Pretty sure they did. See DS9 being a hunk of old junk that can make a notable showing against incoming enemy fleets. If that's what a retrofitted out-of-date Cardassian rustbucket can do I would very much like to see Starbase One in action.

That does make sense. I don't know how, but I completely blanked on that.

I would still prefer to pour those armaments into Starships mind.
 
Ah... actually, that treaty isn't signed until 2311...

@OneirosTheWriter , can we get a IC Timeline for when Cloaking was Forbidden? Gene ostensibly said that the Federation had already deliberately chosen to avoid developing Cloaking Technology, which would make sense, but is that the reason why it's currently Forbidden for us?

Same question for Transwarp actually, why is that forbidden? Subspace Weaponry makes sense, as does Time Travel. AI might fall under Forbidden Tech I suppose...
Fed and Starfleet policy is currently to keep their focus on countermeasures rather than cloaks, as cloaks are considered offensive tech and their ability to develop countermeasures is trusted.
 
Fed and Starfleet policy is currently to keep their focus on countermeasures rather than cloaks, as cloaks are considered offensive tech and their ability to develop countermeasures is trusted.
Speaking of cloaks and countermeasures, where's the ECM tech? ECM is tactically competitive with cloaking, because it keeps futzing with the other guys accuracy even after the shooting starts. And decreasing enemy hit rate has much better synergy with Fed shield-heavy designs than improved odds of striking first.
 
Lone Ranger Doctrine
Large Solitary Explorers should form the backbone of the fleet, equipped and empowered to operate as lone wolves.
Pursuing this doctrine will lead to things like: Combat Bonuses while outnumbered/alone; Council count your Explorers for less combat value; research bonuses to Ship Design - Explorer.

0 / 50 Lone Ranger Doctrine

I know that everyone is more or less settled on Combined Arms, and this argument has probably been brought up before, but Dear Lord if this Doctrine doesn't just scream "5 year mission Spam!!!"

Combined Arms is probably the most practical for actual, open warfare, but during the peace this Doctrine would buff our Explorer's to a potentially ridiculous degree. Our other ship classes probably wouldn't become window-dressing, but fleet engagements would certainly put our Explorer class ships center stage.

1715
 
Cloaking may be useful for discreet exploration.

They use holocloaks for that sort of think in canon.

Actual cloaks are an offensive device, it's telling that the only Starfleet ship with a cloak installed on a permanent basis is the Defiant, which is the only class that is all about fighting and offensive action.
 
I know that everyone is more or less settled on Combined Arms, and this argument has probably been brought up before, but Dear Lord if this Doctrine doesn't just scream "5 year mission Spam!!

Nobody has settled on anything. There were no votes taken. I'll go with this. Let's just build heavy cruisers as fast as the yards support, and light cruisers to make up the numbers. Screw escorts.
 
Failed project of the 90s, they don't want you throwing more resources after it.
Speaking of cloaks and countermeasures, where's the ECM tech? ECM is tactically competitive with cloaking, because it keeps futzing with the other guys accuracy even after the shooting starts. And decreasing enemy hit rate has much better synergy with Fed shield-heavy designs than improved odds of striking first.
hmm, it wasn't really something I considered when drawing up the tech areas. Will give it some thought.

Btw, people, just something I thought I'd mention because I was asked about it - there was an option added under the Fed Council options for creating new tech teams, if you feel you need them.
 
Btw, people, just something I thought I'd mention because I was asked about it - there was an option added under the Fed Council options for creating new tech teams, if you feel you need them.

Yeah I saw that but as it is we have 10 tech teams and have only been able to activate 3 at a time. Maybe once we up our research points more to 5 or 6 teams we may want to try to see if we can replace some of the skill 1 or 2 teams.
 
As an aside related to the current -I think- vote, both Sensors and Computing are 3 R&D Cycles away from Guaranteed Full T1, compared to 5 Cycles for Comms. Half-finished techs don't really do anything for us right now, and the only reason I'm advocating dropping Medical in Favour of Xenopsychology is because Spock is a beast who'll have guaranteed results for us in Xenopsych in two cycles. Probably two T1s, in fact, in two cycles. Guaranteed Full T1 in three.
 
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Reading through this quest has given me the urge to start a Council Game set in the star trek universe set pre Federation era, where the players are the leaders of Earth just post first contact, for some reason...

Well, as far as I can tell this is what is being voted on so have my votes.

[X] Commodore Sanik

[X] Spock - Xenopsych
[X] Starfleet Science Academy - Communications
[X] Daystrom Institute - Computer
 
Btw, people, just something I thought I'd mention because I was asked about it - there was an option added under the Fed Council options for creating new tech teams, if you feel you need them.
I do think we should assemble one doctrine tech sooner rather th an later. A skill 2 doctrine tech team will need 6 years per rank of doctrine (50/9). Doctrine is something we should go all in on ASAP
 
So, Commodore Sanik won by the length of the Flemington Straight, but the other was a bit more contested.

However, after tallying up, the winning vote is:
[x] Spock - Xenopsych
[x] Starfleet Science Academy - Communications
[x] Daystrom Institute - Computer

[x] Plan Continuity
-[x] Computing: Daystrom Institute
-[x] Sensors: Vulcan Science Academy
-[x] Medical: Spock

UbeOne, Shard, aledeath

[x] Spock - Xenopsych
[x] Starfleet Science Academy - Communications
[x] Daystrom Institute - Computer

AKuz, Nix, Cornuthaum, Neptune, Void Stalker, TheThinker, tryrar, jamie96969, sebsmith, Happery

[x] Spock - Xenopsych
[x] San Francisco Fleet Yards - Starship Design (Explorer)
[x] Daystrom Institute - Computer

anon_user

[x] Spock - Xenopsych
[x] Sensors: Vulcan Science Academy
[x] Daystrom Institute - Computer

Keeper of Storms, BriefVoice, phoenix89, derek89


End Results are:

Computing - Daystrom Institute
All manner of computer technologies come under this banner.

12 / 20 Data Analysis Center I (-1 RP required to activate Tech Team)
17 / 20 Targeting Computer I (2% weapon weight reduction)
12 / 20 Ship Computer Core I (2% Science weight/power savings)
17 / 20 Ship Operating System I (1% warp core power improvement)

Communications - Starfleet Science Academy
Technology for facilitating other than face to face communication.

6 / 20 Long Range Subspace Comms I (Lead to roll bonus for Distress Call and Diplomacy missions)
11 / 20 Fleet Comms I (Give a 1% bonus to Federation Combat values in multi-ship battles)
6 / 20 Research Net I (Gain +2 RP/turn)
6 / 20 Subspace Communications Intercepts I (Improve Intelligence Gathering)

Xenopsychology - Spock
For fostering cross-cultural understanding. Not just with outside powers, but within the Federation.

8 / 20 Xeno Architecture I (2% Weight/Power Savings for Presence)
8 / 20 Recruiting Campaign I (Increase Academy intake from Federation Affiliates)
8 / 20 Diplomatic Analysis I (Improve the Annual Diplomacy Rolls)
13 / 20 Universal Translator II (Improve First Contact Scenarios)
8 / 20 First Contact Protocols I (+1 to attempts by non-Explorer Corps ships at First Contact encounters)
 
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