May I just note that I think the
Constitution-C actually sounds like a good idea to me? I know why we passed it up this year, but I think it merits consideration. Don't just think operations and statlines, think broad strategic picture.
Yes, in performance a one-megaton parasite tender cruiser like the
Constitution-C has stats inferior to the Little Queenship, yes, but it's also
cheaper and can be built in one-megaton berths. The Apiata and Caitians have to invest capital ship berth time to build tenders for their parasite warships, and it's a major deterrent for any other member states seeking to experiment with the technology. Some of the smaller members that could really benefit from cheap parasite frigates simply don't have the infrastructure to support even a handful of the big Apiata-style motherships for them all.
Both the Amarki and the Magen Chalal have crew reserves in the 30/30/30 range.
Huh. Well, there you go then.
Where is this linked? I mean, which of the threadmarked pages in the thread links to the page that gives this information? I honestly can't even remember where to look it up...
Jesus. "Don't buy all the RP options," we said... and look what you all did.
Line-item voting is
TERRIBLE as a mechanism for spending a fixed budget without going over budget. For example, if you tell voters "we can afford two of these three items,
pick two" as a line-item vote... well, suppose that 40% of the voters want A and B, 30% want B and C, and 30% want A and C.
The line-item vote expresses itself as "okay, 70% majority in favor of A, 70% for B, and 60% for C, all three options win." Because line-item votes track preferences on
separate questions, not interrelated questions where everyone agrees that we can only pick two options, but disagrees on
which ones."
As a plan vote there'd be a clear-cut plurality winner, probably a majority winner as voters fell in line behind one of two or three front-runners. But as a line-item vote you get chaos. It's not the voters' fault; the system simply is not designed to track,
in addition to voter preferences on which things should get funded, the extra preference "oh yeah and don't blow the budget."
... if we actually are unable to activate 12 teams... That pushes back refits and new ships likely a year+, you absolute idiots.
Forgo, as noted above, it is
grossly unfair to expect voters to exercise fiscal responsibility in a voting system configured so as to set them up to fail to do so.
Especially when the QM pulls a "sadistic choice" move like "oh yeah, and you can start a massive humanitarian relief project if you juuuust sign over 200 RP here." It doesn't take an idiot to lose track of the numbers on this when they're so ridiculously buried in layers upon layers of abstraction and when our annual RP income relies heavily on random chance.
Voters were specifically warned what a reasonable budget would look like by multiple people. This isn't even likely to hurt our research this year, but it is almost guaranteed to massacre any future mwcd rp options.
So, what, we were supposed to pass up good options this year on the off chance that next year's will be even better? I mean, trading off 100 RP worth of MWCD options this year for 100 RP worth of MWCD options next year is, on average, going to be a zero-sum game.
I think we just got a little over enthusiastic about RP sinks this turn in particular
@OneirosTheWriter
You know, there's an easy way to fix this.
Amortize the cost of the humanitarian aid program.
Make it cost 50 RP/year, and trickle 10 pp/year, for four years. The entire problem is that we're getting a huge 'lump sum' reward we arguably don't need (it's been a good pp year) in exchange for a huge 'lump sum' cost we can't afford. Realistically, the humanitarian program is going to take years to bear fruit anyway because it involves massive amounts of research into xenopsychology and xenobiology and engineering and logistical planning. It's not
fast. So why not just turn it into a trickle program that pays off over several years and remove the crippling up-front effect and huge up-front reward?
The QMs want us to be short of rp, possibly every single research turn. There obviously isn't any modeling of the other Great Power's researching, but if there was, then none of them would be able to keep up with the Federation. We spend pp like candy when Cardassian Quest players are tearing each other's hair out to get the rp to keep all their cruiser designwork going.
I would HATE to QM a quest where a research establishment as big as the Federation's was regularly running short of RP to activate its teams. So far all we've had to vote on is "so, which team does what." There's no question of whether teams get activated, no debate over which pet projects get the axe this year.
Such debates would be
so complicated and stupid, because most of us just don't have the information to make useful contributions on that front anymore, and it's just freaking unapproachable.
As far as reasons to delay designing new weapons, I think developing new relief and aid systems and providing a home for a traumatized AI ought to play well with most of the Council bar Rogers.
I dunno. Rogers was Starfleet.
Muscular Starfleet, 'armed and vigilant' Starfleet, but still Starfleet. I can't imagine him really being against the relief programs; at most I can imagine him wanting them to go a bit slower and be less disruptive.
I wouldn't say antagonistic, but we are trying to provide a level of challenge to players, both narratively and mechanically. I know that since the contentious intervention vote, there's a bit of a charged atmosphere, but truthfully there hasn't been anything to truly threaten the Federation on a broad scale outside of temporal shenanigans since the threat of a mentat accidentallying three sectors of prime real estate. And beyond that the last really directed threat was the Biophage. I know that it can seem like there are crises everywhere you turn, but things have gone from four member species to twenty, the surface area is far greater, you've encountered two extra major powers and a bevy of would-be-powers. There's just a lot going on.
But for the specifics of this case, the bulk 200rp->40pp was offering a currency conversion option. So far pp has been vastly more valuable and malleable than rp, so the exchange rate was a little steep, but the option was there with reasonable intentions. Yes, as mentioned I wanted to clear up the glut of rp, but this was because it was just sitting there and making rp kinda meaningless to collect. Why even bother making an rp colony at that stage?
Well see, the problem was, you offered a currency conversion option whose fluff description was so compelling it swayed the voterbase to the point where we'd practically have to be Admiral Cartwright NOT to take it...
Stuff like the
Maiden of Dawn project and the
Constitution-C tender (which I still favor for reasons) are good 'conversion projects.' Something that takes almost the entire existing RP surplus and converts it into 'currency' in one go? Should be very explicitly described as an OPTIONAL option. Something we can look ourselves in the mirror after voting against.
There will always be more things to spend R&D assets on in any given year than we can actually afford; that's why balancing the research budget is part of our job. If and when we have trouble during the Ex Astris, Scientia phase, it will serve as a nice little shock to the players. Spending a little 'mad money' on interesting things through the year is workable (see the Patroller-A refit for an example). Going nuts and trying to buy out the whole store all at once is far less practical.
The problem is that historically the MWCO hasn't behaved like a 'store,' in that options we pass up right away don't reliably come back next year. If we want to transfer to the MWCO as a 'store' model in which we can spend RP as currency, we need a budgeting system that works more like the Snakepit, and more assurance that our options will still exist next year if we pass them up this year.