By the way @Iron Wolf , did I blink and miss the Padani info you were referring to here for EOY?
Well,
We got the info in the intel update, so I assume the GM's didn't bother posting it twice.
By the way @Iron Wolf , did I blink and miss the Padani info you were referring to here for EOY?
We got the info in the intel update, so I assume the GM's didn't bother posting it twice.
This may explain why three of the species most eager to snap up the retired Connies are the ones most specifically likely to plan for war:In some ways retiring the Connie can be thought of as retiring ships originally designed for frontier conflict and the GBZ fight with the Cardassians once we have some breathing room to make the fleet more efficient. Kind of like what happens after a war I guess? Not a perfect analogy though.
Many though not all of the other Constitutions we're pawning off to member worlds may be "for sale" in the sense that an interested minor power could still procure, for example, the Amarki Connies if they wanted to convert them for some other purpose. You're right that most of the ships won't be, as I implied, doing nothing... but if someone looks at an Apiata light tender rebuild of the Constitution-B in 2330 and says "gee, I want something like that," they may well be able to arrange either to procure a Connie for the purpose, or to new-build one of their own.
One thing we see with the Connies is that once it starts making sense to retire Green ships to free up crew for other ships, the Blooded versions of the same ship are likely to follow shortly. The performance gap caused by a +1 to all non-Defense stats just isn't that good.Specifically, the Un-Blooded Constellations. The ones which have picked up any rank of veterancy still have some use as secondary responders into the early 2330s.
One of the advantages of a parasite tender is that the statline matters less, as long as the tenders have enough speed to disengage from a threatening enemy force.Given that the ConnieBs were considered beyond a Starfleet refit, I see little point to making them into tenders. The Rennie is significantly better and can be used well into the 30s. The ConnieB statline sucks, and it won't get any better from here.
I would too, but it's pretty far at odds with the Starfleet modus operand we see at least going as far back as TOS- "one crisis, one ship." Mutually dependent ship squadrons aren't really in line with our doctrinal choices.I'd be interested in seeing what Starfleet could do with a tender/parasite ship combo as well.
Notably, all of T'Mir's successes revolved around being small, slow, quiet, and high-Science. Blazingly fast skirmisher designs aren't a fitting successor; an explorer commemorating her achievements might be but wouldn't be a replacement.For a mere scientist-type ship, yes.
T'Mir is a Special Operations Ninja Stealth Ship, inserting and retrieving commandos undetected onto hypertech Dreadnoughts, delivering star-shattering weapons undetected (in war games) and completing the longest planned, unsupported contiguous Starfleet mission, in contested territory, and delivered operatives in support of the democratic revolution in Sydraxia.
No mere Kepler is worthy of carrying on that legacy or the name USS T'Mir (NCC-1507-A).
Explorer, or a S11 New Fast Scout type.
only began rising to memetic badass status after a prolonged stint spying on the Cardassians
The Comet is a blazingly fast skirmisher. The Kepler is a fine garrison frigate. Designs like the Outrider/Project Spectral are Covert Ops Science Ninjas. Think Normandy SR2. Having high-D is at least in part so they're also useful in Skirmish while they minesweep.Notably, all of T'Mir's successes revolved around being small, slow, quiet, and high-Science. Blazingly fast skirmisher designs aren't a fitting successor; an explorer commemorating her achievements might be but wouldn't be a replacement.
True, what with Lone Ranger doctrine and all, but Starfleet has been increasingly interested in multiple-ship taskforces; I have to wonder if we're going to run the numbers and decide we should switch to Swarm doctrine in the future. Of course, as you then point out:I would too, but it's pretty far at odds with the Starfleet modus operand we see at least going as far back as TOS- "one crisis, one ship." Mutually dependent ship squadrons aren't really in line with our doctrinal choices.
I have to agree with you; this is the biggest stumbling block for any efforts by Starfleet to adopt tender designs.Also, existing tender designs are crew-heavy, which is a practical problem for us.
Not swarm, combined arms.True, what with Lone Ranger doctrine and all, but Starfleet has been increasingly interested in multiple-ship taskforces; I have to wonder if we're going to run the numbers and decide we should switch to Swarm doctrine in the future. Of course, as you then point out:
I have to agree with you; this is the biggest stumbling block for any efforts by Starfleet to adopt tender designs.
Even if I do think it would be kind of cool to send a 5-6 megaton behemoth on a Five Year Mission with a passel of parasite craft.
That depends on what bonuses we favor; I vaguely recall discussion earlier in the thread about the subject. Combined Arms, as I understand it, has a focus on benefiting the ship design process rather than combat or event resolution.
One thing we see with the Connies is that once it starts making sense to retire Green ships to free up crew for other ships, the Blooded versions of the same ship are likely to follow shortly. The performance gap caused by a +1 to all non-Defense stats just isn't that good.
Adele Chatsworth:The Comet is a blazingly fast skirmisher. The Kepler is a fine garrison frigate. Designs like the Outrider/Project Spectral are Covert Ops Science Ninjas. Think Normandy SR2. Having high-D is at least in part so they're also useful in Skirmish while they minesweep.
However, one of T'Mirs' distinctions was the extremely lengthy border mission, after which it required a year refit. It was probably pretty hard on the crew...
See, the thing is, our cruisers pass the supermajority of their event checks, especially when you don't count "missed the Defense check to respond to the event at all" as a failure since Blooded ships don't get a boost to their Defense rolls.Incorrect. I keep seeing people underestimate the benefits of our improving ship stats, so lemme put up this neat-looking chart:
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Ok! This one actually shows the dice you could roll instead of just the probability percentages, so that's very nice. Anyways, event challenges are 2d6+bonus, which, as most everyone here probably knows, means you roll two six-sided dice and then add the numbers together. Now, most event tests are Science or Presence tests. A Green Constellation-A has S4 and P3, while a Blooded one has S5 and P4.
Let's say the USS Example has to face a very difficult Presence test and needs 12 or higher to succeed. If Example is a Green ship, then is adds its Presence score of 3 to the 2d6 roll. That means it must roll a 9 or higher in order to succeed; anything lower will be a failure. The probability of rolling a nine, ten, eleven, or twelve is as simple as adding up the percentages in the chart: 11% + 8% + 5% + 3% = 27%, so a 27% chance to succeed. (Or more accurately, 27.78%.) That's really bad! Our Captain is not very likely to seduce the spy and prevent civil war! But what if the Example was a more experienced ship and had earned Blooded status? With a Presence score of 4, instead of needing to roll 9 or higher, we need to roll 8 or higher. That improves the chance of success from about 27.78% to 41.67%. That not-so-good looking +1 looks much better as as 13.89% increase in the chance of success.
An example on the other end of the spectrum: The USS Example has to search a very boring spacerock to find someone's misplaced (plastic) pink flamingo. It is an easy science mission that needs only 8 or higher to succeed. With a Science score of 4, the only way they can fail is to roll a 2 or a 3. A mere 8.34% chance of our Starfleet officers and their fine ship having a transporter accident that reactivates the flamingo's hidden murder circuits. If the ship were Blooded and instead has S5, then the chance of failure shrinks to a mere 2.78%. (Chance of success goes instead from 91.66% to 97.22%).
There's another way of looking at things: For two six-sided dice, there are 36 total combinations possible. (1/36 is around 2.78%.) There's only one dice combination that equals 2, but there are two combinations that equal 3, and three rolls that can equal 4, all the way up the the six possible combinations that will add up to 7. If you are playing any game where you need to roll 8 or higher, then there are 15 dice combinations that you need to aim for (out of 36.) Now if you have an ability that gives you a +1 bonus, you can add 6 more dice combinations to the pile. (15/36=41.67% and 21/36=58.33%) The closer a roll is to needing a seven, the bigger the difference a +1 makes. And a +2 bonus is even bigger.
P.S. I think I might enjoy explaining things. Even if they might be things everyone already understands. I might be harboring a secret bad habit here...
While we're all obviously speculating to some extent, IIRC some of the mechanics-analysis types have expressed the opinion that there may be 'degrees of success' on (some?) event checks: the simple pass, with (progressively?) better bonuses if you beat the minimum score by certain thresholds.We don't really know what's going on under the hood of the event engine, but it's pretty clear to me that either the DCs the ships are passing tend to be pretty low, or it takes multiple failed rolls to blow an event check. While you're totally right about your statistical analysis as such, the reality is that our ships are pretty close to the "beam up the flamingo" end of the scale on most of their missions, which means that the +1 bonuses are mostly doing things like reducing the probability of failure from 10% to 5% or something.
Thanks for the shout-out, but really @sunrise did all the hard work of crew reduction and deserves any credit going.I will note that @Alliterate has done a +1S +2PD refit with 2/2/2 crewing for 25/25 for Consties in 2328
We federalized a lot of ships so the captain can move to one of those as we do not know what ship had the captains come along with the federation process.You know, with the mothballed ships, we're going to have to figure out where to put the Captain that was going to the Lexington...
Thanks for the shout-out, but really @sunrise did all the hard work of crew reduction and deserves any credit going.
All I changed was to take their refit, and not do the expensive update of the nacelles and instead update the fuel tanks, for a net +2D instead of +3D.
Do not worry Yoyodyne has promised that a the improved quad-nacelles will be ready if ordered by starfleet for the Constellation-BWell of course. Without those unique quad-nacelles, who wants a Constellation?
We have a TF working on the Ashidi:Alliance:
With a Snakepit roll (~+20) and Diplomatic Push (~+120) there are three races within plausible reach of Ally status:
Affiliation:
- Ashidi - 51pts
- OSA - 94pts
- Shanpur - 124pts
With just a Diplomatic Push (~+30) there is only one race pleasurably within reach of Affiliate status:
- Dreamers - 15pts
Argh. I specifically remembered to check for that one yet somehow missed it. Fixed.And the Shanpur got a ISC Alliance: 0/300 tag this year so its 424 to alliance for them.