I feel the same way about your utter refusal to even consider increasing the chance of a Breakdown a couple percentage points, even after Oneiros detailed how unlikely serious damage is.
I disagree with your opinion on reliability, but I do not roll my eyes nor make sarcastic remarks at your expense.
 
Is that because we haven't actually done any hull research?

Its because high reliability designs naturally gravitate all failure chance into the hull. The lack hull research doesnt help but would not make much difference at this stage. I could slap some designs together to demonstrate the issue but im on my tablet in bed rather than on my pc.

While a fair worry, we're currently very much stuck at the other end of the spectrum: We're deliberately undercutting the potential power of our ships in exchange for a fairly marginal amount of safety. Plus, this mechanic is very unlikely to call for a beatdown, because it has an in-built punishment mechanic.

Seriously, if the fudge factor can be exploited to that extent, than you shouldn't be shy about exploiting it.
They can't really be abused though at least not in that particular way.
 
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Coming in really late to the conversation but I've been against the massive push for high reliability since it was introduced, for what it matters. It seems to be against the point of setting a quest in the Trekverse imo.
 
Does someone have a 'this vs that' ship comparison, say a (science) heavy cruiser/explorer, as a comparison? So a 98% reliable (excluding the dangerous two), vs an 85%-ish ship?
 
Diplomatic pushes were a designed part of the game, too; that didn't mean we were okay when we started talking about doing seven of them in one snakepit.

Technically, I don't think a cap was ever put on them yet, at least not in the recent snakepit.

The other thing to think about is what the actual effects of failures are.

Do they lead to mission auto-fails as they trigger under stress? Are they going to be fixed in 1 turn? Multiple turns? Do they need to take shipyard time? Do they cost crew or need resources to fix?

We aren't really forgetting about that.

I'm pretty sure everyone agrees that the expected value of events due to poor reliability is going to be negative. Funny events that could grant bonus rp will be less common that repairs, and repairs will cost resources and time, though it's very likely they won't take berth space, since starbases can repair minor damage to escort-sized ships.

There's some math disagreement on the expected value of reacting to + succeeding events when trading +1 stat for -5% reliability.

From what I can tell, most agree that there could be political/ethical (read: GM might do something) consequences if we explicitly try designing poor reliability into ships.

Does someone have a 'this vs that' ship comparison, say a (science) heavy cruiser/explorer, as a comparison? So a 98% reliable (excluding the dangerous two), vs an 85%-ish ship?

Unfortunately, this is impossible to fully calculate (in terms of expected value) because we don't have full visibility into how events take into account stats, nor exactly how poor reliability events play out.



I have not.

> : |

I guess it just hasn't been a high priority, and I forget where the post even is anymore.

Eh...lemme try finding it and I'll edit it in this post.

Okay, found:
Okay yeah!

@OneirosTheWriter, for my reward for the Alexandria and the ConnieBee omake, would I be able to get some sort of membership pay/build/loan/transfer plan with the member navies?
 
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Really quick designs only a minute or so each



Thanks Nix, for these quick thrown together example ships! I'll get back to you on what the differences between these designs are, but unless I completely miss what those yellow boxes on the far right are, I don't think there is a big difference in research time between these ship types?
 
Just thought I'd throw my two cents in on the ship design philosophy arguments.

The most important part about reliability isn't whether we have 98% reliability or 97% on an individual ship, its what the chances are that we have enough ships go out in a year that something becomes a problem (delaying production in order to repair ships, not being able to meet defense requirements, discover the borg while our best ships are being repaired etc.)

I don't know enough about statistics to do any example calculations but I think its important to consider what effects a breakdown actually has. The reliability number that matters isn't the number listed, but what the chance of a bad breakdown is. (0.6x(1-number listed)?)
 
Thanks Nix, for these quick thrown together example ships! I'll get back to you on what the differences between these designs are, but unless I completely miss what those yellow boxes on the far right are, I don't think there is a big difference in research time between these ship types?
Yes (assuming the section sizes had been researched before, which they haven't in this case so the difference would actually not be that big), though I don't think that matters as much when the prototype takes 6 years anyway. 9 years total or 11 years total, you are waiting for about a decade anyway.
 
so @Nix and whoever else was debating the reliability issue earlier (got bored so i skipped a few pages)

might i remind you that beyond the "out of operation" time, the "funny accidents" have repair costs. berth space, BR and SR (15 of each seems about average from our non-combat based repairs).

crew losses are also possible. (call it 0.05 of each type per accident) (yes, this is 100% a blind guess at what seems reasonable)

having low reliability (85% as an example) means that over 30 years of service, we can expect it to have an accident ~4.5 times. lets call it 4 just for ease of math.

thats 60 BR, 60 SR and 0.2 of each crew, and an extra year of yard time for each ship we build basically.

95% reliability has a third of those numbers.

by putting out high reliability ships, we may get slightly less capable ones, but we can afford to put out ~25% more ships from reliability savings alone.
 
Yes (assuming the section sizes had been researched before, which they haven't in this case so the difference would actually not be that big), though I don't think that matters as much when the prototype takes 6 years anyway. 9 years total or 11 years total, you are waiting for about a decade anyway.
The difference between 6 and 11 is significant, one takes 83% longer, thats could make a huge difference.
 
More stuff from the Design thread!
Here's a decent 98% reliablity Explorer similar to what we want:
Does this work:

It's a bit thrown together, but note the much shorter research time.

And, what's this? Someone doing an analysis for me? HOW CONSIDERATE!

@Nix s options
C7 S7 H5 L7 P6 D8 97.97% Reliability
C8 S7 H5 L7 P7 D8 94.72% Reliability
C8 S8 H5 L9 P8 D9 84.49% Reliability

high vs med, +1C +0S +0H +0L +1P +1D
high vs low, +1C +1S +0H +2L +2P +2D

The SR was 30 lower on the high reliability build, but otherwise BR/SR remained identical.

@sebsmith 's in a way is better, because it focuses on just one stat, shields, which simplifies the comparison. In exchange for 3% reliability, a (geez) 11S instead of 8S. Huh. I'd be tempted by that option.

What would a major repair cost, assuming it happens at least once during the lifetime of the vessel?
 
Going back to an older discussion...

There simply is no scenario where the Constellation refit actually gets us ahead when compared to the option of simply shoving them into a quiet corner of our territory and then ignoring them until we can replace them with something better.

You mean home garrisoning that Constellations are optimized for? The sample events Oneiros showed that having crappy ships doesn't necessarily mean that they're a liability. Sure, they probably are in a couple events, but it still looks like even mediocre ships can have a net positive impact in events (relative to completely missing an event), especially if they're accompanying a better ship that responded to the event.

We are not going to replacing Constellations anytime soon, refit or no refit.

Furthermore, given how long the Constellation lasted in canon, I'm pretty sure there's going to be more refits available in the future. The only questions are: when, how good, and whether we could skip this particular refit for a better one in at that time.
 
An equally well (or not) designed build without any design techs at all would have even lower performance.
Oh okay, so you're saying that waiting 11 years for a superior ship would be better than an inferior ship 5 years sooner. I think I agree with that. With the exception of in times where we seem to have some sort of war/crisis coming up (Cardassians, for instance).
 
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