Replies to older discussion:

[Combat engine talk] Problems with doing that:

1) You'd need to embrace the idea of ships having decimal health values. This makes a big difference in terms of how ships handle a combat situation, both one-on-one and in fleets.

Not really. During combat, hull and shield stats are translated into hull and shield hit points, which are initialized to 10x the stat value, and then receive combat stat-based damage. All integers during combat. At end of combat, hit points are translated back to integral stats via rounding.

But that's not the important part anyway. It's the damage being proportional to the combat stat that makes the biggest difference, not anything about decimal vs integral health.

2) You'd have to tune the scaling factor very very carefully. Go even a little too far and you massively incentivize people to overgun their ships.

Yes, that's the thing that needs tweaking. Either there needs to be a base damage to bump up smaller combat (e.g. base damage of 2 resulting in C3 => (2+3)/2 avg dmg, C6 => (2+6)/2 avg dmg), or the scaling needs to be less than linear (e.g. 0.75 exponent resulting in C3 => 3^0.75/2 avg dmg, C6 => 6^0.75/2 avg dmg). Something to ensure that (avg dmg of C<2x>)/(avg dmg of C<x>) is less than 2.

3) This isn't supported by the show very well. Even ships that are physically quite small can usually withstand multiple hits from much larger ships before being blown to bits. Borg cubes can't one-shot Galaxies, for instance.

Are you sure you understand Oneiros's proposal? Because with the hull and shield stats having this 10x hit point factor AND the average damage per hit being combat/2, damage per turn would actually average lower than before when normalized. I called this out as something I'm worried about, because it: a) requires rebalancing combat mechanics related to "# turns", and b) indirectly buffs less durable ships due to lower relative damage variance and thus lower risk of randomly getting knocked out earlier (although this does very slightly balances against the typically higher damage of more durable ships).

4) It's debatable whether we even 'need' to augment large ships' combat power to 'balance' them with swarms of smaller ships. As it stands, the fact that large ships tend to lose to their weight in small ships is arguably a balance feature in and of itself, because large ships are so much more useful to us in terms of event mechanics. If our large ships become worth their weight in Cardassian cruisers and escorts, AND are so effortlessly dominant in their ability to win us new resources and allies, then the balance just goes utterly out the window.

Remember that my issue with large ship combat inefficiency is that we need some explanation for why other nations, which are more militaristic, still build combat-oriented explorer-sized heavy cruisers. Like the Cardassian's Lorgot and the Romulan's Heavy Warbird. I'm mostly fine with Starfleet being thematically restricted to generalist explorers, but something has to explain why these other nations keep building these ships that are supposedly inefficient in combat. Lone Ranger combat-related doctrine bonuses are also insufficient to compensate for this.

Except that a realistic blueprinting phase takes a minimum of a year. Cut a year out of the extra build time for a cruiser or escort prototype and for all intents and the prototype construction takes little or no longer than building a normal ship of the same class.

Real naval history tends to argue 'no' on that. Historically, you design a ship in detail before you build it. It really is that simple. You might design and test individual components, but the actual process of physically assembling a ship does not begin until you have sat down in an office and drawn up the plans, plans that you realistically expect will work in service.

You can change the design during construction, sometimes, if you don't mind complicating matters. But you can't start building before you have A design. The extended time to construct prototypes is supposed to reflect that for a new class, you need to physically build new tooling and develop new procedures for construction. And none of that can really begin until you spend resources and allocate a berth.

So it makes a lot more sense to have a separate research phase, to represent the engineering work that can be done in an office while creating the blueprints for the ship)... AND the extended construction phase, to represent the construction of infrastructure, production lines for entirely new parts, and the manufacturing practices work that makes it possible to build the new ship to match the new blueprints)

I was actually thinking of overlapping times between research and prototyping. Research does start first to come up with the design to start prototyping, then while the prototype is being built, further research is done to help smooth out any problems encountered during prototyping. And I expect a large part of the extra prototyping cost and time to be the fact that no matter how much effort you spent designing, something won't work as expected, requiring revisiting and researching the problem and ironing out manufacturing quirks. Cost overruns and delays are a thing, and the longer prototyping times serve as an abstraction to cover them.

The new tooling for the new ship design may be a factor, but it can't be that large because then you'd need such tooling in every berth, and the extra prototype cost is independent of number of berths (that all would need retooling).

But that's all unnecessary complication for this research vs prototyping abstraction. The current system of seperate research and prototyping phases works well enough.

I strongly suspect the ship's name was Centaur.

I mean, honestly... the ONLY ship we have at the moment whose name indicates that she's the lead ship of her class is Excelsior.

You can handwave that the USS Constellation and USS Miranda and USS Oberth were all lost some time before 2300, staggeringly unlucky as that may be- I've got headcanon for what happened to the Constellation. But I think we should at least TRY to make sure that all our ship classes in future actually contain a ship with the name of the class. ;)

Ah yeah, that would make sense. And now that I check the TBG ship database, USS Centaur is listed there as lost at stardate of the Battle of Kadesh Orbit. Poor ship - lasted less than 3 years.

With one Renaissance garrisoning a sector, we get one chance to respond to an event. With three Centaurs we'd have three chances. For any reasonable event DCs, we gain a lot more probability of having any ship respond to an event. And the Centaur has Science and Presence so similar to the Rennie's that it is very unlikely that a Rennie will successfully resolve a crisis that would baffle a Centaur.

There is an interesting dynamic where the higher the event DC, the statistically better it is to have a smaller quantities of higher stat ships. But because event DCs vary a lot, this isn't an argument for building Renaissances over Centaur-As. It's better to build both.

Also, whenever you do a tax-and-voucher program, you have to think very carefully about how the incentive structure works. Who's being rewarded?

In this case, resources drawn from the Federation as a whole are being funneled to worlds that have 'failed' to meet some designated minimum requirement for military preparations, allowing them (theoretically) to meet that standard more cheaply. Look at it from the point of view of a species like the Amarki, who don't qualify for the vouchers. They're effectively being taxed to pay for member-world fleets that currently lack muscle, such as that of the Risans. Why should the Amarki pay to bulk up the Risan fleet? The Risans make their own decisions, and pacifism is one of them.

Moreover, these worlds are not necessarily being given the vouchers out of need, because the strategic motivation behind the voucher program is ultimately to build up escorts for us to use in a Federation-wide war, where we won't really care where the escorts are coming from or whether the member worlds that built them really needed them.

And it's not even a case where we're funneling resources to the Federation member worlds most directly threatened! If that were the case, you'd expect us to, say, tax the Betazoids to help build up the Indorion fleet. But instead, we'd be doing it the other way around- because resources contributed to the Federation by the Indorions (who are now smack up against the Cardassian border) are being funneled to help the Betazoids build up their member world fleet (which may never see action against anybody for the foreseeable future).

Thinking about this some more, I think we're conflating two separate aspects of @Gear's proposal, and we should judge them on their own merits separately rather than reject the whole thing outright.

First is the idea of subsidizing the fleets and infrastructure of our smaller member nations.

Second is the actual implementation of that and the intended goal of having a reserve military fleet.

I am sympathetic to the idea of subsidies to our smaller or less advanced member nations. Individual member nations might not care so much about their "poorer" neighbor members, but the Federation as a whole does care about the well-being of all the members. The Amarki might grumble about having their contributions to the Federation going toward say Betazed instead of something that's more directly beneficial to the Amarki like Starfleet ships, but it's a justifiable price of Federation membership. (Kinda reminds me of all the complaints of ungrateful West Virginia draining resources from other states via the US federal government.)

Now, I don't think this should be a Starfleet-only thing (or else we get into the Starfleet budget issue), and it has to respect the wishes of the member nation that needs help. It must be a multi-division Federal effort to provide that help in whatever form it takes, whether its modernization or quality of live improvements or things that Starfleet can provide like ships and space-borne infrastructure. More details need to be worked out on a case by case basis, but this type of subsidization is something I'd support. It's also something that can be done through the MWCO, at least for the Starfleet part of the aid.

However, I'm much more skeptical about the goal of having our member nations maintaining an emergency war fleet. That feels like gaming the combat cap that the Council is mandating. The combat cap is an abstraction of the Council's estimation of the maximum Starfleet strength needed for covering Federation-wide defense needs, and if we're trying to work around that limit by effectively offloading combat to our member fleets, the Council is in all likelihood not going to be fooled. The Council may reevaluate the defensive needs of the Federation and actually reduce Starfleet's combat cap in response to stronger member fleets.

And that's ignoring the fact that not all member nations may want to build such combat-focused vessels if not for the proposed grants/subsidies. I already mentioned my reservations about the specific implementation so I won't rehash them here.

edit: wording
 
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[X][VICE] Rear Admiral Shey ch'Tharvasse
[X][AMARKIA] Commodore Thraan th'Marlaas
[X][RIGEL] Commodore T'Lam
 
Yeah. I'd want to go down and figure out how they work, except there's no way to get down there without getting zorched by the aforementioned big honking particle guns.

Maybe we can sic the Licori on the planet? :D

A "particle beam" that can 2-shot an Excelsior. That sounds a lot like the antiproton beam that the Doomsday Machine used.

My guess would be that antiproton beams are the end of the tech tree for energy weapons. Once you get to T'Kon/Iconian/etc tier, they replace phasers and disruptors.
 
[X][VICE] Rear Admiral Shey ch'Tharvasse
[X][AMARKIA] Commodore Thraan th'Marlaas
[X][RIGEL] Commodore T'Lam

The first I am sure about, the other two seemed the best but I have been going back and forth on
 
A "particle beam" that can 2-shot an Excelsior. That sounds a lot like the antiproton beam that the Doomsday Machine used.

My guess would be that antiproton beams are the end of the tech tree for energy weapons. Once you get to T'Kon/Iconian/etc tier, they replace phasers and disruptors.
[Science hat on]

There is no particular reason why an antiproton beam should be drastically more dangerous than a regular proton beam, at the kind of ludicrously high energies I am SURE Star Trek nations can design with their weaponry. I could go into more depth, but I'd be rambling about physics for five minutes. Maybe later.

The idea that Iconian and so on weapons are more advanced because they are 'antiproton' based is an artifact of Star Trek Online and its damage types. They gave 'antiproton' the most effective bonus of all six energy damage types, and then decided to arm a lot of the scariest factions (the Iconians, the Voth, etc.) with antiproton weapons. The canon evidence for this is not so impressive.

Plus, there are a LOT of weapons that can be described as 'particle beams.' Because there are a lot of particles.

We currently have 1 andorian and 3 human vice admirals, and Sanik has the best bonus on offer. Research bonuses are generally much more difficult to get than crew bonuses: Chen's explorer crew effect is half as strong as the Counsellors we took several years to get and three times as strong as the affiliate recruitment drive we have never taken so far, there are a bunch of techs that offer a similar bonus, and arguably the warp tech bonus is already better even if you only look at crew effects, though not for EC specifically. Similarly there are a bunch of techs with diplomacy bonus, including in communications.
Nix, Sanik's research bonus is identical to the one he grants in his current position. While hopefully we'd be able to "double up" by promoting a new head of research, it's somewhat speculative what the advantage would be.

Does this alter your analysis?

Not really. During combat, hull and shield stats are translated into hull and shield hit points, which are initialized to 10x the stat value, and then receive combat stat-based damage. All integers during combat. At end of combat, hit points are translated back to integral stats via rounding.
Whether we treat ships with Shields 4 that have lost one fifth of their shield strength as having Shield Health 32 or Shield Health 3.2 is kind of irrelevant. The point is that the mechanic of "how tough is this ship anyway" becomes significantly more complicated; the amount of fire a ship can survive depends overwhelmingly on the size of the ship doing the shooting. Currently, the firepower of the enemy affects the likelihood of getting hit; it doesn't change what 'get hit' means.

But that's not the important part anyway. It's the damage being proportional to the combat stat that makes the biggest difference, not anything about decimal vs integral health.
The damage being proportional would cause a massive unbalancing change in favor of large ships (because ten Combat 6 ships would beat twenty Combat 3 ships every time, by virtue of blasting out twice as much damage). I know that's not what you meant, but please be precise about how you use terms.

Yes, that's the thing that needs tweaking. Either there needs to be a base damage to bump up smaller combat (e.g. base damage of 2 resulting in C3 => (2+3)/2 avg dmg, C6 => (2+6)/2 avg dmg), or the scaling needs to be less than linear (e.g. 0.75 exponent resulting in C3 => 3^0.75/2 avg dmg, C6 => 6^0.75/2 avg dmg). Something to ensure that (avg dmg of C<2x>)/(avg dmg of C<x>) is less than 2.
Linearity will break down as technology advances and combat values grow outside the range we're presently accustomed to. Even if one Combat 6 ship isn't far better than two Combat 3 ships, one Combat 10 ship will surely be far better than five Combat 2 ships!

Exponential functions will be hard to balance and lead to non-intuitive outcomes because most people don't have a very good grasp on exponential functions.

Furthermore, I maintain that this is still a solution in search of a problem. Bigger ships don't necessarily HAVE to be just as cost-effective in combat as their weight in small ones, for the overall game mechanics to be roughly balanced.

Are you sure understand Oneiros's proposal? Because with the hull and shield stats having this 10x hit point factor AND the average damage per hit being combat/2, damage per turn would actually average lower than before when normalized. I called this out as something I'm worried about, because it: a) requires rebalancing combat mechanics related to "# turns", and b) indirectly buffs less durable ships due to lower relative damage variance and thus lower risk of randomly getting knocked out earlier (although this does very slightly balances against the typically higher damage of more durable ships).
Honestly, I favor no change in the mechanics, as they are well understood, simple enough to be comprehensible to the voter base, and show no sign of being massively unbalanced.

Remember that my issue with large ship combat inefficiency is that we need some explanation for why other nations, which are more militaristic, still build combat-oriented explorer-sized heavy cruisers. Like the Cardassian's Lorgot and the Romulan's Heavy Warbird. I'm mostly fine with Starfleet being thematically restricted to generalist explorers, but something has to explain why these other nations keep building these ships that are supposedly inefficient in combat. Lone Ranger combat-related doctrine bonuses are also insufficient to compensate for this.
The obvious reasons why other nations build big-gun battleships to explorer scale include:

1) They want to use those ships to meet and overmatch the cruiser-sized combatants of individual powers one on one, forcing the enemy to operate in packs or risk consistently, repeatedly losing ships. If the enemy's ships are too weak to operate independent of a formation, it seriously handicaps their tactics, and greatly reduces their ability to fan out and cause damage behind your lines via raiding. Plus, if WE have explorers that can solo enemy cruisers reliably, and they want to be able to match US, then the reverse is true- either they are forced to operate in pairs, or they are forced to develop dedicated "explorer-killers" that are built to roughly the same scale as our explorers, but more heavily optimized for combat.

2) Maybe they have their own doctrine trees that provide bonuses we don't know about. I bet the Klingons have doctrines that synergize with their cultural fixation on battle, or that the Romulans have doctrines that promote hit-and-run in ways that the techs available to the Federation don't.

3) Prestige is a thing, and there may be political incentives in play.

And really, when you ask "why not build big-gun battlecruisers," look at the facts. The Cardassians... well, they aren't building Lorgots, not at any significant rate. The Klingons wouldn't touch the idea with a ten foot bat'leth. And the Romulans- remember, their ships have cloaks. They may well be figuring that if one of their ships is attacked by a dangerous wolfpack, it can simply cloak, force the enemy to fan out looking for it, and then ambush the smaller ships one by one.

I was actually thinking of overlapping times between research and prototyping. Research does start first to come up with the design to start prototyping, then while the prototype is being built, further research is done to help smooth out any problems encountered during prototyping. And I expect a large part of the extra prototyping cost and time to be the fact that no matter how much effort you spent designing, something won't work as expected, requiring revisiting and researching the problem and ironing out manufacturing quirks. Cost overruns and delays are a thing, and the longer prototyping times serve as an abstraction to cover them.
This is an unrealistic mechanic in my opinion. Nobody starts building a ship without SOME blueprint for designing it. The 50% penalty for construction time on prototypes reflects BOTH the need to set up new production facilities for new parts, AND the need to go back and fix design features that turn out not to work in practice. But neither of those elements comes into play until a complete set of blueprints that at least theoretically integrates all the ship's systems, including the new ones.

Nobody starts building a battleship without knowing how the guns are going to fit into the hull, or how many separate compartments they need for the engine room(s). Because if you do that, you're precommitting to an engineering culture of "measure once, cut twice."

Ah yeah, that would make sense. And now that I check the TBG ship database, USS Centaur is listed there as lost at stardate of the Battle of Kadesh Orbit. Poor ship - lasted less than 3 years.
Well yes, but I put it there. ;)

If anyone wants me to remove it I will- but that ship should have SOME name, and it makes as much sense for it to be the original Centaur as anything else.

I am sympathetic to the idea of subsidies to our smaller or less advances member nations. Individual member nations might not care so much about their "poorer" neighber members, but the Federation as a whole does care about the well-being of all the members. The Amarki might grumble about having their contributions to the Federation going toward say Betazed instead of something that's more directly beneficial to the Amarki like Starfleet ships, but it's a justifiable price of Federation membership. (Kinda reminds me of all the complaints of ungrateful West Virginia draining resources from other states via the US federal government.)
The main issue is that the member worlds that don't contribute heavy industrial resources and military ships to Starfleet do that for a reason.

The Betazoid contribution to Starfleet's budget (and the Betazoid Defense Force itself) isn't small because the Betazoids are poor. Nor is it small because the Betazoids are backwards and in need of having their infrastructure developed. It's small because the Betazoids are pacifists, who value the natural beauty of their homeworld over its industrialization, and who have no enemies in the neighborhood that would motivate them to build a strong fleet.

Oh, and they're also psychic, so they can contribute in amazingly useful ways that have nothing to do with the amount of resources, crew, and combat-ready escorts they can contribute to the Federation if we were fighting a cage match against the Klingons or whatever.

Trying to wheedle the Betazoids into building up more military infrastructure by offering them subsidies for doing so isn't really doing them a favor. It's maybe doing us a favor, but that's not the same thing.

You can make a similar case for worlds like Vulcan, Risa, the Gretarians if they were in our sphere of influence, the Caldonians (who are peaceful scientists), and so on.

And conversely, most of the member worlds that would value building up their infrastructure and ships for their own sake are the ones that have already met any reasonable 'minimum target' we might set for them.

Now, I don't think this should be a Starfleet-only thing (or else we get into the Starfleet budget issue), and it has to respect the wishes of the member nation that needs help. It must be a multi-division Federal effort to provide that help in whatever form it takes, whether its modernization or quality of live improvements or things that Starfleet can provide like ships and space-borne infrastructure. More details need to be worked out on a case by case basis, but this type of subsidization is something I'd support. It's also something that can be done through the MWCO, at least for the Starfleet part of the aid.
The catch is that the only part of this that directly pertains to us IS the part that affects Starfleet directly- which basically means that it all boils down to military power. The more general question of "what kind of aid does the Federation provide to assist in the development of its member worlds" is outside the scope of Starfleet proper.
 
As long as we're fighting the Syndicate, political will is going to be at a premium. I would rather we not spend it on any projects we don't seriously expect to get significant benefit from. That certainly includes not setting up any new ship projects we're not planning to put into mass production.

And I certainly don't want Starfleet's admiral of 2320 being told "hey, you already HAVE a 2310-vintage fighting escort design, why do you need a new one?" and being stuck with a design that is hardly better than the Miranda-A, with a significantly higher price tag. Especially in officers; we're likely to be short of officers for the next several years.

I'd rather make do with the Miranda-A for a while longer so that when we do get a gunship, it's actually a good one. Instead of buying a relatively bad gunship now and being stuck with it for twenty years.

Do note I really wasn't pushing for a prototype now, but making sounds towards a military escort, not necessarily now but soonish, would be a nice precedent to have. we can always use it as a sacrificial negotiating point, basically we use it to negotiate with the council (among with things we really need and want) and remove this from our request as part of the negotiations.
Thing is that having the precedent is important, it would allow us to push for the military escort when we actually need it.
Right now we need to work on coast guard duties, COIN ops against the Syndicate and the like... (speaking of which do we have coast guard cutters of some sort?)
IF things do go sour with the Cardasians, we might like to have a more militant escort, but we should have time for that issue to be critical.
 
Nix, Sanik's research bonus is identical to the one he grants in his current position. While hopefully we'd be able to "double up" by promoting a new head of research, it's somewhat speculative what the advantage would be.
It's identical to the bonus he used to provide as head of the ship design bureau a few years ago and that has sorely been missed since, he currently doesn't provide any bonus at all.
 
Nobody starts building a battleship without knowing how the guns are going to fit into the hull, or how many separate compartments they need for the engine room(s). Because if you do that, you're precommitting to an engineering culture of "measure once, cut twice."

Irony: This is exactly what happened with the last class of battleships ever built, the Iowas. Somewhere in the design process there was a disconnect between BuOrd and BuShips and they were designed with turret wells which would not accept the planned armament of the 16"/50 Mark 2 and Mark 3, forcing emergency development of the Mark 7 which would actually fit. The results were more than satisfactory.
 
Early vote tally

Vote Tally : Sci-Fi - To Boldly Go... (a Starfleet quest) | Page 871 | Sufficient Velocity
##### NetTally 1.7.4

Task: AMARKIA

[7][AMARKIA] Commodore Thraan th'Marlaas
[5][AMARKIA] Captain Cergun ag Hugac


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Task: RIGEL

[10][RIGEL] Commodore T'Lam
[1][RIGEL] Captain Maryam Ajam
[1][RIGEL] Captain Yamada Ichigo


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Task: VICE

[9][VICE] Rear Admiral Shey ch'Tharvasse
[2][VICE] Rear Admiral Patricia Chen
[1][VICE] Rear Admiral Sanik

Total No. of Voters: 12
 
Irony: This is exactly what happened with the last class of battleships ever built, the Iowas. Somewhere in the design process there was a disconnect between BuOrd and BuShips and they were designed with turret wells which would not accept the planned armament of the 16"/50 Mark 2 and Mark 3, forcing emergency development of the Mark 7 which would actually fit. The results were more than satisfactory.
The improvisation worked out in that instance, but it's better in general to measure twice and cut once.
 
It's identical to the bonus he used to provide as head of the ship design bureau a few years ago and that has sorely been missed since, he currently doesn't provide any bonus at all.

Right now we have Heidi in ops giving +3 to Doctrine and Analysis Research, Rinias in Ship Design (research head) giving +2 to ship design and construction research and Eaton giving us +1 to Sensor research. I do feel however that keeping Shey who will be providing +4 to diplo rolls instead of his current +2 will work better. That will let the pushes we do on non affiliates roll 4 higher than if we chose someone else which can be enough to push them over the 100 level for them to reach affiliates. In addition he seems to have done his job well, and was nice as a member of the old guard to open up the Intel slot for us without us needing to push it through the snakepit.
 
Right now we need to work on coast guard duties, COIN ops against the Syndicate and the like... (speaking of which do we have coast guard cutters of some sort?)
It seems likely that dealing with that role occupies a good deal of the member world fleets' time. And our ships do routinely respond to distress calls and chase down small-scale pirates and maybe smugglers now and then.

It's identical to the bonus he used to provide as head of the ship design bureau a few years ago and that has sorely been missed since, he currently doesn't provide any bonus at all.
Really? Huh. I read it off the spreadsheet of characters, then, and didn't realize he'd been providing us no bonus. Why did we vote him into that position if we lost a bonus and got no bonus from his new role?

[You are entitled to call me a fool if I'm one of the people who voted him into that postion]

Irony: This is exactly what happened with the last class of battleships ever built, the Iowas. Somewhere in the design process there was a disconnect between BuOrd and BuShips and they were designed with turret wells which would not accept the planned armament of the 16"/50 Mark 2 and Mark 3, forcing emergency development of the Mark 7 which would actually fit. The results were more than satisfactory.
Yeah, but that was an accident, and nobody would ever have done anything like that on purpose.

The point remains: nobody builds a ship without A plan for how all the parts will fit together. Their plan may be flawed or wrong, or there may be attempts to improve the plan during construction, but the plan has to be developed before anyone starts cutting metal.
 
Really? Huh. I read it off the spreadsheet of characters, then, and didn't realize he'd been providing us no bonus. Why did we vote him into that position if we lost a bonus and got no bonus from his new role?
He happened not to be an option when we made head of the ship design bureau a vice admiral position due to then still insufficient time in rank, and Oneiros told us he would have moved on to a different position anyway even if we hadn't made it one.
 
@Simon_Jester I have no idea what it says in StarTrek online, and very little Interest in it for that matter. The TOS episode "The Doomsday Machine" featured a weapon with similar properties to the one we just encountered, so I hypothesized that they are the same sort of tech.

The fact that STO's Iconians apparently also use this suggests that the devs of that game may have been thinking along the same lines as me.
 
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Iconians don't use Doomsday Machines, but they do use antiproton weapons.

Doomsday Machines are also encountered in the game.
 
[X][VICE] Rear Admiral Shey ch'Tharvasse

Sweet, sweet Diplomacy bonus :D

[X][AMARKIA] Commodore Thraan th'Marlaas

I like that bonus to highest response roll, and the better chances of fleets declining battles is good too.

[X][RIGEL] Commodore T'Lam

More Diplomacy bonus, and forcing/declining battles is nice.
 
[VICE] Rear Admiral Patricia Chen
[AMARKIA] Commodore Thraan th'Marlaas
[RIGEL] Commodore T'Lam

Crew is and always will be huge. And 10y in rank is long for someone with ambitions.
 
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My feeling with Chen is that she is next up for a Vice Admiral slot, but giving her this particular one over the head of Shey ch'Tharvasse who has so far performed well in the job already is not the move we want to make.

I think I'm right in saying our successor is going to be Sulu, and we want Chen to be in the big chair after him. Which means we still have time for Chen to get a Vice Admiralcy in the next few years, likely as one of the current holders retires.
 
Also chief of staff is not a spot to put yourself into consideration for Admiral in my view. Next year we vote in a new Starfleet head from one of the current Vice Admirals, though Chen would be too new and I think most of us want Sulu there. That opens up a Vice Admiral slot. In addition I think getting Seruk to retire so we can get bonuses into the personnel slot (likely crew bonuses there) plus control/influence the rat race. Next vice admiral slot should be Medical so we can get Bones to Vice Admiral.
 
[X][VICE] Rear Admiral Shey ch'Tharvasse
[X][AMARKIA] Commodore Victoria Eaton
[X][RIGEL] Commodore T'Lam

Continuity is key for the new head of the fleet, and that means not scrambling our immediate underlings.
Everything else is playing to the long game.
 
Captain's Log - 2311.Q4.M3
Captain's Log, USS Sarek, Stardate 24602.2 - Captain Straak

An new Amarkian colony world has reported that it has detected a significant asteroid on a collision course. After arriving in system and analysing the situation, my tactical officer has attempted to produce a firing solution to address the matter of the asteroid. After reviewing his firing solution, I have rejected it. After all, this should require a single phaser blast, not twenty photon torpedoes.

Somehow in the intervening discussion I have become involved in what humans refer to as a "bet".

-

Captain's Log, USS Lightning, Stardate 24603.1

We encountered an Orion ship, however, we didn't get a good chance to interact with it, as both of our ships had schedules we had to keep to.

[Nothing]

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Captain's Log, USS Endurance, Stardate 24603.5 - Captain Pavel Chekov

We have our first hunt! Sensors on Starbase 8 have detected an Yrillian warp signature approaching Federation space. We have laid in a course to intercept her.

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Captain's Log, USS Sarek, Stardate 24603.8

The CAS Perciar along with the Brieca-class heavy escort Bofroil have arrived in-system to assist against the incoming meteor. When I informed them that the matter was under control, there was some ... discomfort, but my plan of waiting until the meteor was within a day's travel before firing has gained acceptance.

[Chief of Staff's NB: To paraphrase the translation of that discussion, Amarki Captain: "Why would we possibly accept that!?" Amarki First Officer: "Sir, that's the Rock Whisperer." Capt: "The...!? Alright, fine, we'll do it your way."]

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Captain's Log, USS Hawking, Stardate 24604.5 - Captain Belinda Emmett

It's the damnedest thing. We're getting unusual sensor ghosts down at the rimward base of the Neutral Zone. The lads and I are trying to pin it down. Old Jones on the sensor console has been triggering baryonic decay in the oort cloud of the Athos system to get some by-products to bounce off anything that's out there. If it's a cloaking device, well, there are ways to work with it. Only that odd Kadak-Tor duck found a way to minimise excitation in the Tachyon field. So we have a track.

Which is great, but we're an Oberth, so we're dropping a line for the Excelsior to come join us.

[Inaudible]

Dammit, yes, Jonsey, I've mentioned you in the report.

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Captain's Log, USS Cheron, Stardate 24604.9 - Captain T'Mina

While conducting a routine inspection of a science outpost on Krvinga IV, we have encountered an Orion logician, one of their great masters in 3D chess. I, of course, was interested to test his ability.

Although the Orion won two out of one, all three bouts were very close, and were publicised in Union space. Seeing a Starfleet Captain run this logician so close has helped raise the public image in some quarters.

[+3 Impact]

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Captain's Log, USS Sarek, Stardate 24605.2

My tactical officer is still unable to provide a firing solution with any less than a dozen photon torpedoes. I have thus rejected his firing solutions.

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Captain's Log, USS Endurance, Stardate 24605.7

This is a very slippery prey.

However, we are a very persistent crew. We made use of their own nebula to mask our approach against supralight sensors, and slowed from warp directly behind the Yrillian ship, which hove to for bordering after ... a little persuasion. One of my crew once had to work on an Yrillian cargo hauler, and was very useful for understanding the technology and capabilities of this ship. I get the feeling that it was quite personal for them.

[Gain +5pp, attempt to prey on Federation shipping averted]

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Captain's Log, USS Excelsior, Stardate 24605.9

Yep.

It's a Bird of Prey. Fun conversation. Captain Emmett on the Hawking did a great job spotting and tracking it. Whole lotta consternation on the face of the Romulan commander when we hailed them.

[Gain +5pp, Have identified Romulan attempts for a low-observability vector for swinging around the Neutral Zone to flank Klingon territory, preventing further attempts]

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Bridge Transcript, USS Sarek, Stardate 24608.3

[Capt Straak] Prepare phaser bank one. 32% power output. Lock on to these coordinates.

[LCdr Gorton] Th-thirty-two percent? C-Captain...?

[Capt Straak] Was my order unclear?

[LCdr Gorton] No, Captain, setting 32%, locking on to coordinates.

[Capt Straak] Prepare to fire on my mark ... three ... two ... one ... mark, fire Mr Gorton.

[LCdr Gorton] Firing! ... I don't believe it...

[LCdr Straite] Target is breaking up!

[LCdr Gorton] I see it, but I don't believe it...

[LCdr Straite] Vein of frozen gases has been ignited, flash heated throughout the asteroid. No remaining component larger than a grain of sand. Calculated to enter the atmosphere harmlessly along the uninhabited southern hemisphere with no leftovers in orbit.

[Capt Straak] Well, Mr Gorton, I believe that that is our "bet" concluded. I will see you for your first Advanced Geology lesson tomorrow at 1600 hours.

[Gain +5pp, +5rp, astounded Amarki]

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This is an unrealistic mechanic in my opinion. Nobody starts building a ship without SOME blueprint for designing it. The 50% penalty for construction time on prototypes reflects BOTH the need to set up new production facilities for new parts, AND the need to go back and fix design features that turn out not to work in practice. But neither of those elements comes into play until a complete set of blueprints that at least theoretically integrates all the ship's systems, including the new ones.

Nobody starts building a battleship without knowing how the guns are going to fit into the hull, or how many separate compartments they need for the engine room(s). Because if you do that, you're precommitting to an engineering culture of "measure once, cut twice."

I am willing to believe that blueprints are made before the ship even goes to Council. What does the SDB do when they aren't working on a design that's been recently ordered, hull renders? Also, we have evidence of this in quest, as the refit project for the Excelsior was specified as in the works, without any Snakepit input, and what else would that be but drawing up the plans? Same for pretty much every single specific ship project on the Snakepit list, in my opinion.

I'm expecting the process is like this:
1. Preliminary design work.
2. Draft blueprints with existing parts and expected design of new parts.
3. Repeat / continuous.
4. Council approval.
5. Research of new parts.
6. Revised blueprints with updated design of new parts.
7. Prototyping.

My feeling with Chen is that she is next up for a Vice Admiral slot,

I've seen this said but do you understand what it means? There are three likely slots to open up. One is Personnel, where we will likely retire the last Old Guard eventually. One is Intelligence, which Chen is not really suited for. And the last is the VA who becomes Admiral, and admit it, it'll almost certainly be Sulu's Tactical. Chen isn't really suited to that either.

Basically, Chen isn't going to get the next VA position. It's this one now, or wait until we pick in Snakepit, or move an existing VA into Tactical laterally.
 
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