Nash looks very good, AKuz.
...
You were about to lose the Enterprise to combat when it hit a bug and I lost the log. When I re-ran it, the Enterprise pulled out the flukiest RNG rolls you can imagine.
I can think of
multiple Star Trek episodes that would look a lot like that from Q's point of view.
Clearly some kind of time travel or alternate reality shift or space-warping ship-duplicating whozit was involved.
That said...
For the record, everyone,
Enterprises do tend to go out in a blaze of glory, as I mentioned a few days and a few dozen pages ago. Of the six ships of the name whose fate is known to the franchise, four were lost in action, three of them on-screen or just barely off-screen and in
heroic fashion. Two of the destroyed four were lost with all or nearly all hands.
So much as we love the
Enterprise-B in this timeline, and much as Nash ka'Sharren has made her into a flagship very much worthy of the Name... The odds are high that the ship will eventually go down fighting,
hopefully with most of the crew being able to survive the experience.
But on some level, what really matters is that
history (and the Cardassians) never forget the Name.
I kinda doubt it's worth it.
The issue is that the combat system is completely binary; either the enemy takes damage, or we do. If we're sufficiently outclassed in terms of combat power, then having 1 more Shield point just means that the enemy has to spend one more round hitting us, but doesn't change anything about the outcome of the fight.
"In the long run, we're all dead."
Seriously, if in a given battle, we're outclassed
enough, by definition nothing helps. All we can hope is that battles in which we outclass the enemy happen as often as ones in which they outclass us, resulting in the overall score balancing out.
If we're trying to figure out a way for ships to survive when outgunned 2:1 or 3:1, then honestly the only thing that helps us is improvements to "run the hell away" technology, which really ought to be a possibility. I'm not sure how or even if Oneiros handles ships sensibly trying to escape from deadly situations; we've seen ships try to flee before, but only in the first couple of battles. No ship has tried to warp out since the biophage conflict started.
That said, better shield strength would help us survive long enough to run away, which is good in and of itself.
You have to be willing and able to make allowances for incremental improvements in a game like this. No
one small change or improvement will be decisive, but if you don't pursue the advantages that are made available to you, you never build up enough of an edge to gain a decisive advantage of
any type.
The moment crews become a bottleneck over time and resources, there's nothing stopping us from scrapping or mothballing a Constellation. Especially since each carries enough Officers and Enlisted for 2 Centaurs, and sufficient Technicians for 1.
Yes, but doing this will cost much, much MORE resources than refitting a
Constellation, and MORE shipyard time, and it's unlikely to give us a much better ship than a refit
Constellation would be.
So it's like "XYZ is too expensive, let's do more expensive ABC thing instead." Because if you seriously compare the cost of replacing the
Constellations with even comparable ships (like
Centaurs), and reflect on how much political will it would cost to obtain
those resources...
Political will is valuable but it's not infinitely valuable. Spending some extra political will is
enough
Actually, in the long term that is pretty much exactly what I'm advocating. Don't waste any more time and resources on the Constellations; leave them be, while building better ships from scratch, then ultimately replace the Constellations as soon as feasible.
Except that replacement is vastly more expensive than refit. And scrapping ships that are still serviceable as second-line rear area vessels is unlikely to come without political cost. Which is the same thing that has you so terribly, terribly opposed to ever putting resources into improving the
Constellations again- the political cost.
The only reason I don't advocating scrapping them immediately is because we're very short on hulls overall, and still have a lot of leeway in regards to our Combat Limit.
Yes, and
both these states of affairs will remain in play for a decade or more. Possibly much, much more. We may never build up to our combat limit at this rate.
If the Enterprise could have been destroyed, what more, the other Excelsiors, let alone the smaller ships?
Cardassians OP please nerf.
We have omakes reflecting on the fact that we send our explorers out alone into the border region is a weakness. We know they have enough ships to assemble a task force capable of hunting down any single capital ship; the
Enterprise is tough, but she's not a Borg cube.
If I were them, and I
really didn't mind risking war with the Federation, I might try exactly that: assemble a task force around one of my own battleship-weight combatants, try to lure the
Enterprise or another ship of the same class in, and capture her. By doing so, they'd significantly weaken our defenses if we went to war in reaction, they'd learn a huge amount about our technology, and if we
didn't go to war it would give them immediate confirmation of just how roughshod they can afford to run over us.
Maybe this should also make Wolfpack doctrine a priority, we don't know the details yet but it might have allowed the Enterprise to evade combat in such unfavorable circumstances.
I suspect that would improve the "evade the enemy" abilities of smaller ships more than big ones, since it's a doctrine intended for coordinated groups of smaller raiders (e.g. U-boat wolfpacks).
If we're going to be on a war footing, though, we DO need to seriously consider assigning light escorts to our heavy units. That makes it a lot harder to just casually swarm our heavies by hitting them with 2-3 cruisers or an equivalent cruiser/escort force simultaneously. It also gives us more time for Supreme High Grandmaster Ship Dispatcher Uhura to vector in reinforcements to bail out the threatened unit(s), as we saw recently when the Cardies tried to pull something like this against
Cheron.
Also assuming we want to start the Ambassador project in the snake pit after the next one, then we want to have completed the following..
Early 24th Century Shipboard Computing...
This actually does make a fairly decent difference alongside the other tech which would finish by then.
It is rather premature to start the
Ambassador project. A design for a refitted/uprated
Excelsior-A would make more sense. And it might actually be something we could hope to do DURING a protracted war with Cardassia- as ships are damaged we rotate them back for repairs AND refits).
We're not just one tech short of where I'd like to be before starting the
Ambassadors. We're ten to fifteen years of ongoing technological development short.
Another issue is that nothing we can presently do to an explorer will give the
baseline explorers stats comparable to what the
Enterprise-B already has. They might not be able to ambush our flagship with two cruisers and an escort and win reliably... but they'd still be able to do it to other ships of the same class.
Either the Ambassador or the Excelsior-A.
An almost-Ambassador would suffice too, I think.
Or tinker with the stats to get 6 hull.
6 hull isn't as big an advantage over 5 hull as you might think.
In terms of the ship's combat power, your fighting power decays as a function of how many hits to hull you take like this, starting from full hull:
HULL 5
100%, 100%, 75%, 50%, 25%, (boom)
(this corresponds to being at 5/5, 4/5, and so on down to 0/5)
I ran the same numbers for other Hull values, but I'm snipping that for now. The practical conclusion is this:
In general, going from an even hull up to an odd hull seems to be better, because it tends to confer extra time spent fighting
at high health. Which is important, since your firepower scales with your remaining health bar.
So going from even hull up to odd will significantly increase its odds of surviving a nearly-equal battle where the enemy is on their last legs just as much as our ship is. Going from odd up to even matters less.