[X] Base Plan Continuity
-[X] Amash Hagan Research Office: 2320s Research Centers
-[X] Yoyodyne: 2320s EPS Safety
-[X] Andorian Academy: Shield Regeneration Project
-[X] Cdr Kuznetsova's Tiger Team: The Mission Unending
-[X] Generic Team 5: Klingon Research

[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy

Long term, I like the adjacent bonus, and I think it is better for setting us up for fast response as opposed to massive response. It feels more Federation to me.
 
With regards to defensive doctrine, a useful analysis of Forward Defence vs Fleet in Being, and surrounding discussion about 2 weeks ago: Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 675

For an additional +10rp each, an extra Inspiration roll will be applied to a team. Up to five teams may be boosted.
[ ][BOOST] List teams to Boost

Oh, this is a much needed mechanic - the game badly needed another rp sink, as rp is the resource that had the most limited usage options.


Thanks, it won't make much difference this time with our RP surplus, but it might convince some to allocate another boost.
 
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I just noticed a very interesting synergy between Minerals Science and Computers/Comms.

There's a whole bunch of techs in Minerals Science that increase the chance we get a colony out of Mapping missions. Computers and Comms have techs that make mining colonies give PP and RP. Enough so that with all the relevant displayed techs a mining colony gives as much RP as a research colony did at game start - 5. The implications are obvious: We need at least one more, possibly two more Minerals Science teams, and we need to beeline T2 Message Networking -> T3 Colony Data Nets. We need more Comms teams anyway because Jesus that's a lot of high level subtechs.
 
Okay, I'm still mostly undecided on Fleet in Being vs Forward Defense, but I'm slightly favoring Forward Defense at the moment. May change my mind later.

Also, I'm going to vote to have two boosts, since we have such a huge RP surplus. 21*8 + 2*10 = 188rp, leaving 41rp left. That's nearly the same amount of pre-annual-income we had last year, and we still have 2 more quarters worth of possible RP event rewards. Let's use up that RP!

[X] Continuity
[X][PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X][DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy (2310s Short-Range Sensors) AND Generic Team 4 (Primitive Isolinear Computers)


edit: forgot that we had 5 generic teams, revised vote below
 
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Can't vote in my phone, so later, but I favor Forward Defense. Event booster comes much sooner, and it fits the thread's natural inclinations more.

Let me ask: Are you really prepared to put only one or two ships on the CBZ and be penalized for putting more? On the SBZ? You want technologies that help stop raids? You want Distributed Industry so a single strike can't cripple us?

FD had too many really necessary things and doesn't choke our border zones like FiB.
 
@lbmaian
We're running 26 teams. Not 21.

Oh, forgot about the 5 generic teams. Hmm, 2 boosts would still fit, but would leave us with only 1rp.

Yeah, that's cutting it too close. Revised vote:

[X] Continuity
[X][PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X][DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy
 
[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[x] [DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy
 
[X] Base Plan Continuity
-[X] Amash Hagan Research Office: 2320s Research Centers
-[X] Yoyodyne: 2320s EPS Safety
-[X] Andorian Academy: Shield Regeneration Project
-[X] Cdr Kuznetsova's Tiger Team: The Mission Unending
-[X] Generic Team 5: Klingon Research

[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy
 
[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[x] [DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy
 
I just checked, and we need to boost TWICE to finish either Prototype Isolinear Computing or Large-Scale Sensor Array I one turn faster. Absolutely not worth it. 20 RP is 2.5 activations.

Better, always, to use for top-offs or save for a rainy day, especially given that we've got PP booster tech coming in 4-5 turns in Colony Cores.
 
So about that Auxiliary Shipyard. Is it just going to start pushing transporters and freighters without our input or investitures, or will we have some say in it?
 
Let me ask: Are you really prepared to put only one or two ships on the CBZ and be penalized for putting more? On the SBZ?
It's a +5% penalty. To the current CBZ that raises the Combat from 15C to 16C. Even multiplied by 4 border zones that's only +4C. Meanwhile Sol Sector, using just the general -15%, alone goes from 18C down to 16C and we have a lot of Home Sectors.

You want technologies that help stop raids?
You want the ability to harden our defenses with Starbases, Outposts, and Deep Space Stations everywhere?
You want Distributed Industry so a single strike can't cripple us?
You want to prevent the enemy from even getting to our industry?

FD had too many really necessary things and doesn't choke our border zones like FiB.
Forward Defense provides fewer bonuses, each bonus takes longer to earn, reduces our growth by cutting down on events.
 
Omake - Today Is The Last Day - Night
A companion piece to the other.

Today Is the Last Day...

...of your deployment to the Union.

The wall of the room vaporized, and a half-dozen forms in Caitan Frontier Police bodyarmor flooded in behind a flasher, trusting their visors to neutralize the burst of light and protect them as they had a dozen times before on this deployment. "ON THE GROUND! ON THE GROUND NOW!" It worked a charm, as it usually did; the noise and light disoriented them, the CFP officers had known their positions before going in and were on top of them before they could react. There was no chance to meaningfully resist.

The door to the room rattled as someone grabbed the handle, resulting in a flood of stun shots being directed at the door, causing whoever was on the other side to reconsider entering the room. A hand gesture and one team of three repeated the entry technique even as a second wave of CFP armor came in. Speed and surprise once again cleared the room, with two armed Orions down. Then someone reversed their own entry technique on them, disintegrating one of the side walls with a high-powered disruptor.

Their opponents didn't have flashers and weren't nearly as practiced, and there were still another half-dozen officers in the next room out of the line of fire who didn't have to dive for cover first and were returning disruptor fire with phaser stun beams. One of the Orions on the floor lost an arm to their allies; a CFP officer took a hit in the chest that vaporized half the layers in their chestplate and threw them back but left them otherwise unharmed; the officer closest to the wall that had been vaporized lunged from the floor and carried one of the shooters who'd gotten overconfidant to the ground while punching them in the face repeatedly only to take a disruptor hit that punched through their armor's elbow join and left their arm hanging by a few tendons; the nine Caitans in the other room quickly pinned the remaining four Orion Syndicate shooters down with fire superiority; someone threw a canister of Anesthizine and knocked the rest of them out while they were unable to move from their positions.

"Constable Mr'riss is hit. One for emergency beamout." An arm. A relatively small price to pay for all this, considering it was possible to fix the damage. But not quickly. Mr'riss was going home.
 
[X] [DOCTRINE] Admiral Lathriss: Forward Defence

I don't care about the rest enough, but Forward Defense is what we need. It is far better security and the way crises develop requires commitment to border and frontier areas.
 
[X] [DOCTRINE] Admiral Lathriss: Fleet in Being

There's no point in forward defense unless we s cover all of our flanks with a border zone, and the thread doesn't seem inclined to support that.

I prefer using border zones as a trip wire, or the first line of trenches. A tough shell, with an tougher center.
 
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Border zone ships also have a chance of responding to home sector events and most home sectors will border a border zone. Plus it has a tech to gain pp for each starbase in a border zone. Plus it gives a flat -1 to combat in border zone which is generally more than the percentage.

Those are some of the reasons I prefer forward defense
 
[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[x] [DOCTRINE] Admiral Lathriss: Forward Defence
[X][BOOST] Vulcan Science Academy
 
I just checked, and we need to boost TWICE to finish either Prototype Isolinear Computing or Large-Scale Sensor Array I one turn faster. Absolutely not worth it. 20 RP is 2.5 activations.

Better, always, to use for top-offs or save for a rainy day, especially given that we've got PP booster tech coming in 4-5 turns in Colony Cores.
Th idea was more to boost both primitive and production isolinear computers a couple of times so as to be able to finish the latter 2 years earlier and be able to start 2340s Colony Cores 3 years earlier. Also allows running more computing teams without needing to worry about running out of techs that aren't being bottle-necked by isolinear. We have nearly 20 years to spread those boosts out over though, so it's not particularly urgent.
 
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[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Fleet in Being
[X][BOOST] Vulcan Science Academy

Ultimately it would be nice to have BOTH Fleet In Being and Forward Defense and switch as desired. I feel, however, that at our current rate of expansion we are soon going to reach a 'break point' where we must slow down to build up our home systems. Forward Defense helps with that in a sense by making starbases in border zones cheaper, and those border zones become core worlds, but I feel that Fleet In Being helps more with recruitment and actual infrastructure.

Had we started with the choice years ago, I would choose Forward Defense. Given our recent expansion, I feel we need Fleet In Being in order to avoid becoming a paper tiger.
 
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Border zone ships also have a chance of responding to home sector events and most home sectors will border a border zone. Plus it has a tech to gain pp for each starbase in a border zone. Plus it gives a flat -1 to combat in border zone which is generally more than the percentage.

Those are some of the reasons I prefer forward defense
But looking through the two plans, there are some deficits in Forward Defense compared to Fleet in Being. The primary difference is that forward defense doesn't provide the opportunity to prioritize targets while Fleet in Being does. The second issue with Forward defense is that it lacks any means to improve the amount of crew and resources we have to use, while Fleet in Being does.
 
[X] Continuity
[X] [PERSONAL] Caitian Frontier Police R&D: 2310s Equipment
[X] [DOCTRINE] Admiral Lathriss: Fleet in Being
[X][BOOST] Vulcan Science Academy

But looking through the two plans, there are some deficits in Forward Defense compared to Fleet in Being. The primary difference is that forward defense doesn't provide the opportunity to prioritize targets while Fleet in Being does. The second issue with Forward defense is that it lacks any means to improve the amount of crew and resources we have to use, while Fleet in Being does.

Forward Defense does have some crew and boosting techs (Frontier Service Training & Dispersed Industry) but I think Fleet in Being's Focused Industry is better for us.
 
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