Mbeki is a good officer, and did literally everything right in the face of the situation. It just happened that the situation had no options to take that didn't involve Miracht's destruction. I'd rather he weren't penalized for it.
 
I mean, as per canon, Starfleet deliberately exposes its cadets to "no-win situations" and fully expects them to lose, because Starfleet thinks it's important to know how prospective captains handle total defeat. The cadets don't fail Starfleet Academy just because they lose in a Kobayashi Maru scenario. Indeed, the entire point is to teach them how to lose, in the manner approved for Starfleet officers, which is to fight tooth and nail for the completion of their mission (if possible) and the survival of their crew (whether possible or not).

The gods of space just handed Mbeki a Kobayashi Maru scenario, and he handled it about as well as anyone ever does, not counting people who cheat on the exam.

Ship that seems to get destroyed offscreen at least once per series. Its basically the canon version of the Miracht.
Ahhh, so we may have accidentally stolen the Saratoga's character anti-shield and given it to Miracht, resulting in that ship becoming exceptionally fortunate? :D
 
Way too soon to proclaim that Patricia Chen is gonna be Admiral in the future. There will be a lot potential candidates for that in the 2320s or so when (supposedly) Sulu retires. We all thought Nash was going to be a shoo-in for a third FYM and look how that turned out. Heck, let's not be complacent and just assume that Sulu will be our next Admiral.
Put this way. Sulu is the leading candidate and there's no obvious good reason he shouldn't get the position.

It would be a generally good thing to omake up the characters we see as likely candidates for the next admiralcy, as a general rule. Briefvoice has been doing that with "Meet the Vice-Admirals" and I think he's done a commendable job so far.
 
Replies to older discussion again:

[Combat engine talk]

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.

Proportional is an overloaded term - I could have said <placeholder> proportional to indicate anything from exponential proportionality or other types of proportionality, but didn't bother because it should've been obvious in the next paragraphs that I wasn't restricting myself to linear proportionality.

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.

That's already true of fleet hit %, and ultimately all that matters is if the results are intuitive.

Combat mechanics as they stand actually aren't that intuitive, since it's an odd mix of fleet-abstracted damage potential and ship-specific durability simulation. A newcomer would expect either:
a) all ship damage and durability abstracted at the fleet level and later divvied up to ships after the fact - kinda like "auto-resolve" in many turn-based strategy games
b) a simulation at the ship level that models each ship firing and receiving damage throughout - kinda like combat in real-time strategy games

A good example of this is the Total War series, which showcases both approaches.

What we have right now is a combat engine that's a mishmash between these two approaches. It does work well enough and produces mostly intuitive results from the few times we've seen it used, and I don't think we need to move away from it, but it's also not perfect and immutable to improvements.

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.

At small scales, what you say makes sense. At larger scales, when ships are so numerous as to start looking like ants, ships intended for combat are not going to be flying around by themselves. As long as there is sufficient amount of ships so that cruisers can pair up with each other, larger combat-focused ships no longer have their own niche. Keep in mind, this is specifically about militarized ships, not the large exploration and science and diplomatic vessels that the Federation prizes.

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.

Well I'm not seeing how this is less complicated than tweaking base combat mechanics to provide a niche for heavy cruisers.

I mean, I'm not actually opposed to this approach, since it's appealing in its flexibility, but I'm seeing this as trading complicatedness for complicatedness. Or perhaps, trading complicatedness for complexity.

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 don't think you're following me, and I apologize if I was unclear. I agree that it makes sense to have a research phase before prototyping can start - no disagreement there. But after prototyping begins, it's unrealistic for research to simply stop at that point. Small setbacks are inevitable and more details still need to be worked out throughout the prototyping process. It's essentially a combined engineering and researching effort to deal with all the unexpected quirks, implementing details that weren't necessary to start the prototype such as software, and so forth.

From this point of view, the clear separation of research phase and prototyping phase is a simplifying abstraction, so that we don't have to deal with more complicating game mechanics like RP being spent on prototyping or whatever.

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.

I think you're conflating the concept of subsidies with the implementation details that I'm not even advocating again. My point is that if a member nation needs help, which is not an uncommon situation with our new or soon-to-be-new members, it's reasonable for the Federation to help them. Starfleet may be involved in this process in some way, if the member nation wants to modernize their fleet or build a starbase or something else in Starfleet's scope.

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.

Not necessarily. Consider the situation when Indoria is ratified as a member nation. Their military is relatively obsolete compared Starfleet and other contemporary militaries. The Federation is keen to help them out, especially because they effectively border Cardassia. There are two main options here to help with space military or other space infrastructure, and they're not mutually exclusive: increase Starfleet presence directly, or help modernise the Indorian fleet. The former is something we do with fleet and starbase/outpost build/deployment planning, while the latter is something we should be able to do via the MWCO or whatever other process that can help with such modernization.


edit:
Put this way. Sulu is the leading candidate and there's no obvious good reason he shouldn't get the position.

It would be a generally good thing to omake up the characters we see as likely candidates for the next admiralcy, as a general rule. Briefvoice has been doing that with "Meet the Vice-Admirals" and I think he's done a commendable job so far.

With the recent string of disasters, I wouldn't be surprised if something popped up that could affect Sulu's chances. So like recent US politics, I'm not going to assume Sulu is gonna be Admiral until it actually happens.
 
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[X][VICE] Rear Admiral Shey ch'Tharvasse
[X][AMARKIA] Commodore Victoria Eaton
[X][RIGEL] Captain Maryam Ajam


And that's what I get for not finishing the backlog.
 
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That's already true of fleet hit %, and ultimately all that matters is if the results are intuitive.

Combat mechanics as they stand actually aren't that intuitive, since it's an odd mix of fleet-abstracted damage potential and ship-specific durability simulation. A newcomer would expect either:
a) all ship damage and durability abstracted at the fleet level and later divvied up to ships after the fact - kinda like "auto-resolve" in many turn-based strategy games
b) a simulation at the ship level that models each ship firing and receiving damage throughout - kinda like combat in real-time strategy games

A good example of this is the Total War series, which showcases both approaches.

What we have right now is a combat engine that's a mishmash between these two approaches. It does work well enough and produces mostly intuitive results from the few times we've seen it used, and I don't think we need to move away from it, but it's also not perfect and immutable to improvements.
The fact that it produces intuitive results is very promising, and I would really really really like to not try to radically alter it in ways that might break it.

It is very hard to construct good programs for modeling complicated systems in games, without blatantly unbalancing the game or creating a system incomprehensible to the users. Oneiros's combat engine is one of the best I can remember seeing for a game even vaguely like this; I would very much rather not drastically alter its internal balance if possible.

At small scales, what you say makes sense. At larger scales, when ships are so numerous as to start looking like ants, ships intended for combat are not going to be flying around by themselves. As long as there is sufficient amount of ships so that cruisers can pair up with each other, larger combat-focused ships no longer have their own niche. Keep in mind, this is specifically about militarized ships, not the large exploration and science and diplomatic vessels that the Federation prizes.
Yes. The thing is, in Star Trek, ships spend a lot of time operating alone. Even in wartime. There are a lot of opportunities for a single powerful vessel to terrorize smaller enemy vessels acting alone, as the Enterprise-B illustrated during the opening phase of our struggles with Cardassia by repeatedly running off or defeating Cardassian cruisers. Those opportunities are amplified if (like the Romulans) you have cloaked ships... and the Romulans seem to be the only people trying to match us with heavy-tonnage ships right now.

Furthermore, the Federation canonically relies very heavily on its explorers, and if anything relies on them even more so in TBG. These explorers often operate solo and can accomplish quite a bit by doing so. Anyone planning to fight us needs a counter for our explorers. One option is to have dedicated wolfpacks hunt down our lone explorers. The other is to build dedicated "explorer-killer" battlecruisers, that are built to the same scale as an explorer but somewhat more optimized for combat.

I'm pretty sure that Klingon war planning revolves around the first choice, which is why they apparently don't have ANY ships of over five hundred kilotons. If they want to kill one of our Excelsiors they'd send a division of three or so K'tingas. By contrast, the Romulans appear to have designed at least one class of heavy warbird built to the same scale as the Excelsior-class and with comparable stats. So they seem to have picked the second choice, though they may have slightly misjudged just how powerful a ship they need to do the job.

The Cardassians still have a fleet composition based on decisions they made before they ever met us- which means they don't have an explorer-killer class, not really. Presumably, nobody else they ever dealt with before us built ships as large and modern as our Excelsiors. They made a good attempt to nail one of our explorers using one of their very few heavy battlecruisers, but the attempt failed due to colossal bad luck. And they seem to have drawn the conclusion that they're better off relying on the Klingon approach (2-3 medium ships instead of one heavy one).

By contrast, if the Amarki were our enemies, I'm pretty sure they'd have doubled down and redesigned the Rialas as an even more combat-oriented class, precisely so they could use it as an explorer-killer.

Well I'm not seeing how this is less complicated than tweaking base combat mechanics to provide a niche for heavy cruisers.

I mean, I'm not actually opposed to this approach, since it's appealing in its flexibility, but I'm seeing this as trading complicatedness for complicatedness. Or perhaps, trading complicatedness for complexity.
The extra complexity in my suggestions* is behind the scenes, because it involves things like the internal economy of the Romulans, or giving the Romulans bonuses on die rolls to avoid/seek battle that are totally invisible to us as the playerbase.

I feel like a mechanic that uniformly benefits ALL ships with high Combat isn't really us trying to come up with a rationale for why other people build battleships. It's us trying to come up with a rationale for why our conscious decision to pursue an explorer-heavy fleet should be the optimal military choice, as well as being the optimal peacetime choice. And I don't think that's something we need to pursue.

If it turns out that swarms tend to beat lone rangers in combat, all else being equal... well, darn. We'll just have to deal with that, either by modifying our own doctrine, or by leveraging the economic and diplomatic advantages of our lone rangers so as to bypass the enemy's combat advantage. I don't see why that's
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*Those being that Romulans might get political bonuses for building D'Deridexes. Or that Romulans have tactical doctrines that reward their large ships in ways we can't immediately access. Such as a "Solitary Predator" doctrine that favors the use of stealth and overwhelming firepower to deal with a dispersed enemy fleet.

I don't think you're following me, and I apologize if I was unclear. I agree that it makes sense to have a research phase before prototyping can start - no disagreement there. But after prototyping begins, it's unrealistic for research to simply stop at that point. Small setbacks are inevitable and more details still need to be worked out throughout the prototyping process. It's essentially a combined engineering and researching effort to deal with all the unexpected quirks, implementing details that weren't necessary to start the prototype such as software, and so forth.

From this point of view, the clear separation of research phase and prototyping phase is a simplifying abstraction, so that we don't have to deal with more complicating game mechanics like RP being spent on prototyping or whatever.
True, although there is a qualitative difference in kind between the largely drawing-board work done to resolve design issues before people start cutting metal, and the much more pragmatic work done to resolve design issues afterwards.

Enough so that modeling one as "research project" and the other as "this ship is just going to take a while to finish" seems fairly sensible to me.

There are many kinds of engineering, and the kind that you do to resolve a problem on a half-way completed ship due to a flaw in the blueprints is not the same as the kind you do in order to avoid having flawed blueprints in the first place.

I think you're conflating the concept of subsidies with the implementation details that I'm not even advocating again. My point is that if a member nation needs help, which is not an uncommon situation with our new or soon-to-be-new members, it's reasonable for the Federation to help them. Starfleet may be involved in this process in some way, if the member nation wants to modernize their fleet or build a starbase or something else in Starfleet's scope.
I don't disagree, I just don't want us founding whole new programs based on the idea that Starfleet has as one of its functions the redistribution of resources among the member worlds. That doesn't seem to be in any way related to Starfleet's mandate, and carries a high risk of us getting slapped down for overreach.

Doing it in specific cases where a member world asks Starfleet for help through the usual channels (e.g. Starfleet security support in the colonization of Second Risa) is a good thing. But that's different.

Not necessarily. Consider the situation when Indoria is ratified as a member nation. Their military is relatively obsolete compared Starfleet and other contemporary militaries. The Federation is keen to help them out, especially because they effectively border Cardassia. There are two main options here to help with space military or other space infrastructure, and they're not mutually exclusive: increase Starfleet presence directly, or help modernise the Indorian fleet. The former is something we do with fleet and starbase/outpost build/deployment planning, while the latter is something we should be able to do via the MWCO or whatever other process that can help with such modernization.
I see no reason to assume we can't do that.

The obvious thing to do is give them access to Starfleet designs, simple as that, and I'm pretty sure the MWCO as currently established can do that. The four founding members all use Starfleet designs for their home fleets; why can't the Indorions? Given that by inclination they're builders and not innovators, I'm sure they'd be well content to see proven ship designs that they can observe in actual practice (up to and including combat), with detailed instructions on how to build them.

So basically, the stuff we'd do to help the Indorions as Starfleet is stuff we can already do, or that already happens in the background via whatever process the member world fleets got their hands on the Centaur-A blueprints to start manufacturing them for their own use.

The technology transfers the Indorions need from the Federation at large are outside the scope of our organization. They need to work with groups like universities, archives of technical data, and research institutes (now I'm picturing Indorion/Gaeni collaboration, which could get interesting).
 
See, you view it as 'throwing under the bus' because you're looking at it like Mbeki would be denied something he deserves. But you know, lining up behind him are a dozen other potential captains each of whom is just as brave, just as competent, and has just as much talent and drive and love for the stars. I'm not so much saying that Mbkei is 'nothing special' He is special, but there are also other people who are equally special.

They might reasonably ask why he gets two chances to captain a ship after his first one ended in disaster rather than them getting their shot. And you know, they'll have a point.

I'd like to chip in and offer my own two cents on the matter, if nobody minds.

Fundamentally, when we construct these ships and send them out into space, it needs to be done with the understanding that they may be lost in the process. It may not be something we desire, per say, but for every explorer we send out of dry dock, every cruiser, every escort, the moment they enter the vaccum of space one must understand that they are at risk. To borrow a quote, "it's a dangerous thing, going out your front door." The Syndicate, the Cardassians, the Biophage, random anomalies, all of these things can, have, and do attempt to destroy our ships. And there will be times where they succeed, there is no avoiding that fact.

The question at hand is what to do when the captain of a vessel that has been lost to one of these eventualities survives the loss of his or her ship. But of course, simply leaving the question there ignores utterly vital context that can vastly alter the question's answer. As I see it, there are three questions that must be asked in these cases:

1. Was the event that led to the ship's destruction capable of being predicted beforehand?

In this case, I feel the answer is a solid "no". There was no indication that anything dangerous on the planet's surface was still active until the weapon that killed the ship began firing.

2. What were the captain's actions when they were made aware of the possibility of the imminent destruction of his ship?

In this case, we can see for ourselves that Mbeki raised shields immediately upon being scanned and made to exit the area post-haste, increasing speed after the existence of the weapon was made apparent. Further, on realizing the inevitability of his ship's destruction, he took swift, levelheaded action to preserve the lives of his crew, resulting in a total of only seven deaths occurring.

3. Could the captain have been reasonably expected to do anything further to preserve their ship in this situation?

Once again, I feel the answer to this question is "no". I am not certain what more Mbeki could have been expected to do to save his ship, and if any such actions exist I certainly do not see them.

Taking these answers into account, one further question presents itself: do we, as an institution, wish to punish people for random strokes of bad luck? Because if the answers to the above three questions are accurate, then the ship's destruction must be concluded the result of sheer misfortune, pure and simple. Now, different people may have different answers to this question, but I myself find the idea of punishing someone because they ran into a bout of bad luck by no fault of their own to be patently ridiculous, regardless of how severe said bad luck was.

As for what to tell the other captains, should they object? It is quite simple, really: aside from the misfortune of his ship's destruction Mbeki has given years of good service; and in regards to the Miracht's destruction, Mbeki is responsible for saving the lives of every person on board the ship at that time bar only seven. Can the others say as much?
 
Note: following is getting off topic from current events, but it's all quest-related, and I find it interesting to talk about.

The fact that it produces intuitive results is very promising, and I would really really really like to not try to radically alter it in ways that might break it.

It is very hard to construct good programs for modeling complicated systems in games, without blatantly unbalancing the game or creating a system incomprehensible to the users. Oneiros's combat engine is one of the best I can remember seeing for a game even vaguely like this; I would very much rather not drastically alter its internal balance if possible.

Eh, I disagree that's it's one of the best combat engines for a game like this. Starting off with the fact that combat requires so many calculations that it requires an app to compute it - that opens the doors to a lot of good possibilities. An approach that forgoes fleet hit % and models individual ships hitting each other, perhaps making distinctions between different types of weaponry (including shield burn-through*), may prove to be better.

But there's a large distinction that needs to be made here: What would fundamentally be a better system versus what can be improved without altering expectations (including balance) too much. As an analogy, consider two games of the same genre, say tactical RPGs. They can have very different combat engines, and perhaps one is better (or more popular) than the other. The game that has an inferior (or less popular) system may not be able to improve its own system much, because its current players already have expectations for the system, or that the short-term balance would be thrown out of wack which would likewise upset existing players.

So there are three questions here, and it's important to avoid confusing them:
1) What's your ideal system if you could redesign it from the ground up?
2) How much change or risk of short-term imbalance are players willing to handle?
3) What's the best way to improve the current system given that constraint?

The above suggested approach of revamping combat to do away with fleet hit % may be more ideal, but it might be too drastic of a change and is at risk of imbalance while it's being tweaked. Here, we're already disagreeing on whether having damage be based off combat is too drastic/risky or not.

You know, there's another example of this dilemma that's really relevant: the ship design spreadsheet. It's being completely revamped, and some people (including me) think it's fundamentally better than the old one. Yet as SDB discussion has shown, it has a lot of balance problems that need to be worked out. But this is mostly fine, because the previous ship design spreadsheet was never used for an actual ship design yet (the Renaissance design was gifted by QM so it doesn't count). The main difference between ship design and fleet combat is that the latter actually has been publicly** used a couple times in this game so far.

* Shield burn-through would already necessitate tweaking combat mechanics a bit, if they're not already taken into account. How will the combat engine model the difference between a single lowly escort having shield burn-through weaponry versus a large powerful explorer having such weaponry? Or a more illuminating example: a fleet with a single escort having shield burn-through and 10 explorers that don't have that capability. We don't want all ships to suddenly gain the ability to burn through shields, just because a single ship has that capability.

One possible approach is to have the probability of ship selection be dependent on the ship's combat stat, to model the fact that the escort is dealing less overall damage than the larger vessels, and that when it is selected, its shots have that shield burn-through chance.

...In fact, that actually could be an elegant way to tweak the combat system without making more drastic than needed changes. Let's assume that the shield burn-through mechanic does require ship selection probability to depend on ship combat stat. Meanwhile, the new part-based ship design could open the doors to orthogonal combat effects. One weapon part stat must be shield burn-through %.

What if another weapon part stat is firing frequency, which would act as a multiplier on the combat stat for determining ship selection probability, which in turn practically means increased average damage for the ship? It could be balanced such that larger weapons would have higher ship frequency, which would help improve combat efficiency of larger ships in a more subtle way.

** I say "publicly" because Oneiros might be using the combat engine a lot more behind the scenes than we're aware of.

Anyone planning to fight us needs a counter for our explorers. One option is to have dedicated wolfpacks hunt down our lone explorers. The other is to build dedicated "explorer-killer" battlecruisers, that are built to the same scale as an explorer but somewhat more optimized for combat.

Well, unless there are mechanics or bonuses to larger ships that compensate for their expense, as you pointed out a long time ago when debating about fleet doctrines, smaller ships are simply more cost efficient in combat, and thus there's no reason to build large "explorer-killers". There's interesting cost trade-offs between escorts and cruisers that make even combat-focused non-generalist cruisers worthwhile, but no such thing for militarized heavy cruisers currently.

I feel like a mechanic that uniformly benefits ALL ships with high Combat isn't really us trying to come up with a rationale for why other people build battleships. It's us trying to come up with a rationale for why our conscious decision to pursue an explorer-heavy fleet should be the optimal military choice, as well as being the optimal peacetime choice. And I don't think that's something we need to pursue.

If it turns out that swarms tend to beat lone rangers in combat, all else being equal... well, darn. We'll just have to deal with that, either by modifying our own doctrine, or by leveraging the economic and diplomatic advantages of our lone rangers so as to bypass the enemy's combat advantage. I don't see why that's

If you think I'm trying to justify our Lone Ranger doctrine with combat engine tweaks to support it, you're mistaken. I like the current balance that Lone Ranger and our explorer-heavy fleet plans have, and I don't want changes to the combat engine to change that balance much. Starfleet explorers end up being worth it, because we care about science and presence events. Starfleet likes diplomancing and poking the space mysteries, and so they (we) build our ships accordingly.

More militaristic nations, on the other hand, probably don't do that. If they have some sort of bonuses that help balance large combat-focused ships, it's not going to be related to the events that the Federation gets itself into.

If combat mechanics are changed to slightly improve combat efficiency for larger ships, including Federation explorers, I'd expect that to be balanced by tweaking Federation event DCs and their probabilities to slightly decrease event "efficiency" for explorers.

The obvious thing to do is give them access to Starfleet designs, simple as that, and I'm pretty sure the MWCO as currently established can do that. The four founding members all use Starfleet designs for their home fleets; why can't the Indorions? Given that by inclination they're builders and not innovators, I'm sure they'd be well content to see proven ship designs that they can observe in actual practice (up to and including combat), with detailed instructions on how to build them.

So basically, the stuff we'd do to help the Indorions as Starfleet is stuff we can already do, or that already happens in the background via whatever process the member world fleets got their hands on the Centaur-A blueprints to start manufacturing them for their own use.

I'm willing to go farther than that. Like selling ships at steep discounts or partnering up on building ships and infrastructure in some way. For example, similar to how member nations can ask to use Starfleet berths to help build their ships, perhaps the Indorians could ask Starfleet to help build them berths or starbases in return for some mix of resources. (I'm assuming that Starfleet is responsible for actually responsible for building space infrastructure, as is indicated in memory alpha, and that pp costs effectively translate into "space infrastructure resources" separate from our "ship resources".)
 
As for what to tell the other captains, should they object? It is quite simple, really: aside from the misfortune of his ship's destruction Mbeki has given years of good service; and in regards to the Miracht's destruction, Mbeki is responsible for saving the lives of every person on board the ship at that time bar only seven. Can the others say as much?
For that matter, should other people want to take on a captaincy, knowing that even if they do literally everything right, and even come up with innovative or resourceful strategems that nobody's ever done before, they can still have their career end due to pure bad luck?

I mean hell, I think Mbeki just invented "crash-land the saucer section" right here. While there's some beta-canon of saucer separations happening in Star Trek before this time period, I'm not sure anyone ever managed to land the thing, and they're very obviously not designed to land. That is a considerable achievement all by itself.

It is doing our captains a gross disservice to say "well, you did great, better than we'd have hoped, but you were unlucky, you're fired, NEXT!" An institution that behaves that way encourages people to start evading responsibility and risk, and trying to find ways to cover their asses rather than concentrating on their duty.

Good performance should be a valid defense against an accusation of being a personal failure. That's especially important in a setting like Star Trek, where once in a while sheer chance throws up an opponent that cannot be beaten and must simply be escaped.
 
Eh, I don't even think we're getting to decide whether Mbeki keeps his job. We didn't get to when other captains were court martialed before, so....
 
I can't imagine an impartial court-martial proceeding convicting him of negligence. He followed procedure. He got his crew to safety. We can't ask more.

As an Explorer Corps captain, "If you're not lucky we can't use you" is a valid argument. But it's not one that justifies a charge of negligence.
 
I believe that the captain did everything he could and was only shot down by happenstance.

Even then, the fact that he was able to save almost all of the crew deserves credit.

Now, they just have to hold out for extraction.
 
This event has made me wonder why we don't have planetary defence systems.

Like, you know how we were panicking over the Kadak-Tor glassing our homeworlds? A planetary shield would handle such, as would heavy sensor arrays, right?

(As well as having the slight benefit of preventing anything like the Councillor assasination event.)
 
This event has made me wonder why we don't have planetary defence systems.

Like, you know how we were panicking over the Kadak-Tor glassing our homeworlds? A planetary shield would handle such, as would heavy sensor arrays, right?

(As well as having the slight benefit of preventing anything like the Councillor assasination event.)
Planetary shields don't seem to be a thing in Star Trek, or at least are very rare. Planetary defense guns are more common- but they're also big, and expensive, and to get good coverage you have to build lots of them spread all over the planetary surface.

I suspect you'd end up having to build, say, six explorers' worth of weapons into batteries on a planetary surface, in order to reliably defend against one explorer that can attack from just any angle. Moreover, those weapons would have to be constantly maintained, even during decades of disuse.

I can understand why they're not common.

Eh, I disagree that's it's one of the best combat engines for a game like this. Starting off with the fact that combat requires so many calculations that it requires an app to compute it - that opens the doors to a lot of good possibilities. An approach that forgoes fleet hit % and models individual ships hitting each other, perhaps making distinctions between different types of weaponry (including shield burn-through*), may prove to be better.
The combat engine needing an app is arguably not a handicap. Oneiros doesn't seem to have had any undue difficulty creating the app. Would you really expect him to model a Kadesh-sized space battle with a paper and pencil?

I'm sure better engines could be devised. But unless we redesign the whole game from scratch, it is effectively impossible that we could rewrite basic mechanics of how the game works, without throwing the game out of balance, and/or having disruptive effects on the playerbase.

I really don't think it's worth it, and I think that trying is a pointless thing to do.

So there are three questions here, and it's important to avoid confusing them:
1) What's your ideal system if you could redesign it from the ground up?
2) How much change or risk of short-term imbalance are players willing to handle?
3) What's the best way to improve the current system given that constraint?

The above suggested approach of revamping combat to do away with fleet hit % may be more ideal, but it might be too drastic of a change and is at risk of imbalance while it's being tweaked. Here, we're already disagreeing on whether having damage be based off combat is too drastic/risky or not.

You know, there's another example of this dilemma that's really relevant: the ship design spreadsheet. It's being completely revamped, and some people (including me) think it's fundamentally better than the old one. Yet as SDB discussion has shown, it has a lot of balance problems that need to be worked out. But this is mostly fine, because the previous ship design spreadsheet was never used for an actual ship design yet (the Renaissance design was gifted by QM so it doesn't count). The main difference between ship design and fleet combat is that the latter actually has been publicly** used a couple times in this game so far.
Yes. The thing is, the combat engine works.

It is an incredibly bad idea to change the rules of a game, in the middle of the game, after the rules have been proven to work.

It's one thing to introduce new rules and new "minigames," such as the anti-Syndicate campaign that plays by very different rules than any other part of the quest as a whole. It's one thing to quietly revamp rules that appear to be unsatisfactory (like the old ship design spreadsheet). But once you start messing with rules that are already in use, purely because you can, it's far more likely to break the game than to change it.

* Shield burn-through would already necessitate tweaking combat mechanics a bit, if they're not already taken into account. How will the combat engine model the difference between a single lowly escort having shield burn-through weaponry versus a large powerful explorer having such weaponry?
Maybe it won't need to, and shield burn-through will be a flat chance for all ships on the same side, representing modifications any ship can make to its phasers with minimal difficulty once the research is done?

Well, unless there are mechanics or bonuses to larger ships that compensate for their expense, as you pointed out a long time ago when debating about fleet doctrines, smaller ships are simply more cost efficient in combat, and thus there's no reason to build large "explorer-killers". There's interesting cost trade-offs between escorts and cruisers that make even combat-focused non-generalist cruisers worthwhile, but no such thing for militarized heavy cruisers currently.
This depends heavily on strategy, and on the almost totally unexplored and unknown details of how actual naval operations, as distinct from battles, work.

I've repeatedly tried to explain situations that could easily explain or justify why other powers might elect to invest in militarized explorer-sized vessels. At this point, I feel as though you are entirely ignoring me and simply repeating over and over that it doesn't pay for itself or doesn't make sense.

If you think I'm trying to justify our Lone Ranger doctrine with combat engine tweaks to support it, you're mistaken. I like the current balance that Lone Ranger and our explorer-heavy fleet plans have, and I don't want changes to the combat engine to change that balance much. Starfleet explorers end up being worth it, because we care about science and presence events. Starfleet likes diplomancing and poking the space mysteries, and so they (we) build our ships accordingly.

More militaristic nations, on the other hand, probably don't do that. If they have some sort of bonuses that help balance large combat-focused ships, it's not going to be related to the events that the Federation gets itself into.
Right- but that doesn't mean that it doesn't exist, or that we should rebalance the combat mechanics. The most obvious way to handle that, in the context of a game like this, is to modify the mechanics affecting NPCs, in such a way that they can get other benefits from other ways of doing business.

The de facto effect of rebalancing the combat engine so that one Combat 10 ship is markedly better than two Combat 5 ships (or whatever) is that everyone who builds big ships is rewarded. Gee, what a happy coincidence, we have more big ships than anyone else, and our design doctrine gives us extra peacetime bonuses for big ships!

Even if it's not what's on your mind when you try this, that is effectively the situation we'd be in if we started pushing to change the rules as you propose. We'd be the player who has staked nearly everything on the success of a single strategy, and is winning with that strategy... but still can't help but complain that the single strategy is "nerfed" or "too weak," simply because it isn't effortlessly dominating the opposition.

There are so many better, simpler ways, in the context of this quest, to take care of the "other powers lack the incentive to build battleships" problem. It's not worth coming up with this one.

If combat mechanics are changed to slightly improve combat efficiency for larger ships, including Federation explorers, I'd expect that to be balanced by tweaking Federation event DCs and their probabilities to slightly decrease event "efficiency" for explorers.
At which point you're bringing about knock-on effects of the mechanical change that seem rather pointless for a Federation quest. This quest has entire categories of mechanic that make no sense whatsoever and probably don't even exist for the NPC factions- I'm sure the Klingons don't have Militarization to worry about, and I'm sure the Cardassians (who practice conscription) aren't helpless to find crew for one more cruiser if they are otherwise perfectly capable of building it.

Changing the part of the mechanics that most strongly affects us (the events) in order to create 'uniform' mechanics that work equally well for all hypothetical players (including NPCs) and all hypothetical strategies doesn't make sense.
 
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Perhaps the real benefit of large ships is that fleet commanders can be stationed on them, with a lower chance of death and therefore disruption of the chain of command. (Considering higher L and H stats available..)

So one would expect fleets of, say, 6 escorts and 1 battleship.

It might also be that, of course, that a militaristic warship are built more efficiently for combat that a generalist warship. (Ditching S, P, D, for example, makes for cheapness. Such an 'efficient' warship design on our part would be vetoed by Council hard. As well as hitting combat caps quickly.)

/

I should add that one unnoticed advantage is that ships that survive combat tend to gain experience, and larger ships have better stats than weaker ships, and so are more likely to survive a battle, and leave with a crew better than the one that came before.
 
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Also, it kind of relies on us believing that luck is a real thing that captains concretely, objectively have, which is kind of... unprofessional?

Considering the quote was about submarine captains originally, perhaps, but there's truth to it. It's not enough to be merely exceptional at your job in the Explorer Corps. That just gets you in the door. All Explorer Corps captains are exceptional individuals. But some of them end up like Nash or Straak and some of them end up captaining the Miracht. Even a Vulcan would not deny there is an element of chance to it.
 
Modifying the damage to reflect the combat value would require changing the shot allocation method to go on ship numbers.

Anyway. The advantage of larger ships is that they are more capable, more durable. Their disadvantage is that they take 48 months to build, they require a massive resource investment (that will only go up), and losing one is a Federation wide blow. The advantage to escorts is that they can be risked, they only take 24 months, and can be produced in numbers. Their disadvantage is of course that they are small, fragile, and a little less capable.

That's a dynamic that I'm careful about maintaining. I don't want large ships to become without risk. I want it to be the case that any time an explorer goes into battle hearts are in mouths, that they can be brought undone by swarms of cheapies.
 
The combat engine needing an app is arguably not a handicap. Oneiros doesn't seem to have had any undue difficulty creating the app. Would you really expect him to model a Kadesh-sized space battle with a paper and pencil?

I never said that the combat engine needing an app is a bad thing - merely that it opened up possibilities.

I'm sure better engines could be devised. But unless we redesign the whole game from scratch, it is effectively impossible that we could rewrite basic mechanics of how the game works, without throwing the game out of balance, and/or having disruptive effects on the playerbase.

I really don't think it's worth it, and I think that trying is a pointless thing to do.

Sure, I also think it's overkill and too risky to completely revamp the engine. But I felt it necessary to point out that something better can exist, and the primary constraint behind improving the existing system is the risk of violating player expectations including balance.

Funny thing is that the combat mechanics are obfuscated just enough that Oneiros could still make hidden changes to them, and we wouldn't be able to tell much difference.

Our views differ on how much of that risk of change is acceptable or even noticeable.

Maybe it won't need to, and shield burn-through will be a flat chance for all ships on the same side, representing modifications any ship can make to its phasers with minimal difficulty once the research is done?

I doubt it - it's a powerful enough ability that I expect refits or new designs to be necessary to take advantage of it.

Another way shield burn-through could be applied without complicating ship selection probabilities is to calculate the overall shield burn-through % based off total combat of ships with shield burn-through tech (out of total fleet combat) and apply that probability to every shot taken by the fleet.

It merely shifts the complicatedness though. And if there are attack patterns that affect ship targeting probabilities, it's reasonable for there also to be ship selection probabilities. Might not make a difference in the end.

I've repeatedly tried to explain situations that could easily explain or justify why other powers might elect to invest in militarized explorer-sized vessels. At this point, I feel as though you are entirely ignoring me and simply repeating over and over that it doesn't pay for itself or doesn't make sense.

Did you miss the "unless there are mechanics or bonuses" clause? I've already said before, that I like the idea of such bonuses, whatever the form they take. I didn't feel the need to repeat it.

The de facto effect of rebalancing the combat engine so that one Combat 10 ship is markedly better than two Combat 5 ships (or whatever) is that everyone who builds big ships is rewarded. Gee, what a happy coincidence, we have more big ships than anyone else, and our design doctrine gives us extra peacetime bonuses for big ships!

Even if it's not what's on your mind when you try this, that is effectively the situation we'd be in if we started pushing to change the rules as you propose. We'd be the player who has staked nearly everything on the success of a single strategy, and is winning with that strategy... but still can't help but complain that the single strategy is "nerfed" or "too weak," simply because it isn't effortlessly dominating the opposition.

Unless you've missed my analysis, that's what I'm trying to prevent from happening while still achieving some sort of balance that allows the existing and future combat-focused heavy cruisers to make sense. And yes, it doesn't necessarily require changing existing mechanics, but my analysis was exploring that approach.



Taking a step back to regather my thoughts, I now do think that changing current combat mechanics for current tech shouldn't be done IF such changes produce noticeably different results. As I pointed out above, we may not actually notice the differences.

And that faction-specific bonuses rather than global changes would suffice to explain the existence of supposedly combat inefficient heavy cruisers. That bonus could take many forms, from the suggested pp bonuses to simply improved cost efficiency. I like the flexibility this system offers.

Indeed, I think we can extend that flexibility to future techs. The key word in the previous paragraph is "current" - there's still room to build upon combat mechanics for techs we haven't reached yet and such "changes" would hardly be disruptive at all. Shield burn-through and shield regeneration are the most prominent examples.

But it can also apply to more future techs than those. For example, suppose high yield phasers and quantum torpedo tech was a similar game changer that allowed shots the chance to do more than 1 damage. Or remember the talk about fighters and carriers and how that can work out once they're viable in the future?

Perhaps the real benefit of large ships is that fleet commanders can be stationed on them, with a lower chance of death and therefore disruption of the chain of command. (Considering higher L and H stats available..)

That's a good point - at least makes the case for having a large flagship in fleets.

I should add that one unnoticed advantage is that ships that survive combat tend to gain experience, and larger ships have better stats than weaker ships, and so are more likely to survive a battle, and leave with a crew better than the one that came before.

Yeah, that's why I think Lone Ranger and our explorer-heavy fleet composition will do pretty well with shorter conflicts. Not the best, but still very good. Long wars will start wearing down that initial advantage via eventual attrition though.



Modifying the damage to reflect the combat value would require changing the shot allocation method to go on ship numbers.

Oh, so you're planning on shifting damage potential from the fleet hit % system (based off total ship combat stat) to individual ship combat stat? That would make the workings of combat more intuitive. If done in a way that doesn't change balances and dynamics between current ships (and tech) noticeably, then I support it.

The good thing about this approach is that it very subtly provides a niche for larger ships against smaller ships. The more volatile damage distribution of higher combat results in different characteristics than the "chip" damage of lower combat, and if calibrated right, would result in high combat ships knocking out low durability ships (escorts) slightly more quickly on average than the equivalent combat in multiple ships.

For ex, a C6 ship would tend to knock out a H2 L2 ship more quickly than 2 C3 ships, but that C6 ship would still likely cost more than the 2 C3 ships combined.

Another nice side effect is that it should considerably reduce combat log verbosity :)

edit: elaboration
 
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Considering the quote was about submarine captains originally, perhaps, but there's truth to it. It's not enough to be merely exceptional at your job in the Explorer Corps. That just gets you in the door. All Explorer Corps captains are exceptional individuals. But some of them end up like Nash or Straak and some of them end up captaining the Miracht. Even a Vulcan would not deny there is an element of chance to it.
There's a difference between believing in chance, and making hiring/firing decisions based on the perception of whether a person has luck. Especially if that becomes recursive and we start shunning people or future career advancement because they once served on a 'cursed' ship that we assigned them to in the first place.

Of the many reasons I kept advocating so long for Nash ka'Sharren, I don't think one of them was because of luck. Because I enjoyed reading of her exploits? Yes. Because I thought she was extremely able? Yes. But those are specific things that don't involve appealing to magic.

The extent to which that kind of luck should be a factor in our decisions is the extent to which captains make their own luck- which wraps back around to the factors that really are under their control, but in more subtle ways. Like their ability to make their command feel confident, so that their decisions are executed with the minimum of error or trouble. Like their attention to detail meaning that their ship is not merely passing inspection, but exceptionally well-maintained, so that mechanical problems don't interfere with whatever daring trick they attempt. Like their positive attitude making it easier for them to stay creative and resourceful in an emergency.

And Mbeki does pretty well on those metrics. So did Nash. If anything, Thuir measured rather lower on them- but compensated with good judgment.

Modifying the damage to reflect the combat value would require changing the shot allocation method to go on ship numbers.
Yeah; that sounds like a rather basic change to the engine.

I'm guessing that you already have an allowance in the mechanics for "shield penetration rate," and it's applied as a flat percentage chance to the whole fleet? Even if the probability is 0% for us at the moment (and/or was at Kadesh)?

That's a dynamic that I'm careful about maintaining. I don't want large ships to become without risk. I want it to be the case that any time an explorer goes into battle hearts are in mouths, that they can be brought undone by swarms of cheapies.
Agreed. Combat is thrilling for the viewers, sometimes- but scary, or it should be.

I never said that the combat engine needing an app is a bad thing - merely that it opened up possibilities.
I'm going to be honest, the way you phrased that made it sound like you thought the need for an app was a bad thing.

Did you miss the "unless there are mechanics or bonuses" clause? I've already said before, that I like the idea of such bonuses, whatever the form they take. I didn't feel the need to repeat it.
To me, you were giving a very strong impression that you've basically dismissed the idea of using such things (different strategic ideas or NPC game mechanics) for balance. In part because you keep pushing the same ideas about changing the combat rules themselves for balance. I'm rethinking that in light of what you write below, to be fair.

And that faction-specific bonuses rather than global changes would suffice to explain the existence of supposedly combat inefficient heavy cruisers. That bonus could take many forms, from the suggested pp bonuses to simply improved cost efficiency. I like the flexibility this system offers.
Right. Remember that many of what we think are core mechanics of the game as a whole are in fact tailored to details of how the Federation works. Furthermore, remember that while we only seldom see the mechanical consequences of ship design or combat, we never get a direct look at the mechanics behind an NPC's internal economy.

For example, the Federation is a post-scarcity society, with an economy that is very large and for which supplying Starfleet is an afterthought. Consequently, the real limits on the size of our fleet (and its basing infrastructure) are political willpower and our ability to recruit enough people to crew them all. If we were playing Cardassian Quest or Klingon Quest, we might find that for them, the political will and willingness of crew to join our valiant forces were almost a given, but the physical resources to build the ships were harder to come by.

Likewise, we get Militarization Points for trying to act too much like a military and not enough like NASA. But if we were playing Romulan Quest, we might have no such mechanic. Instead, we might have an Intrigue score, and too high a score means the admiral gets deposed as a perceived threat by the Senate... but then again, we're constantly tempted to take actions that net us Intrigue Points because there are mechanical rewards for doing so.

Maybe the Klingons have their own version of Swarm Doctrine, with extra techs like "Today Is A Good Day To Die!" and "Running Man May Cut 4000 Throats In A Night!" that amplify the combat advantages of escorts and minimize the negative consequences of taking high attrition, to the point where they would be morons NOT to research the appealingly boosted tech tree.

Maybe it turns out that the Romulans actually DO have internal events or something like them, and maybe even their own equivalent of the Explorer Corps, and that they're actually building big ships for the same reason we do- peacetime economic benefits that increase the value of the ship. And the Klingons have internal events that emphasize combat and the importance of picking captains and commodores with a reputation for personal badassery, rather than the size of their ships' sensor suites and the comfiness of their furniture.

We don't know. And the wonderful thing about this basic game structure is that it can be designed to enable all of that to happen 'under the hood' to help NPC nations keep up with a player-character Federation that finds it convenient to exploit the 'stacking' effects of highly experienced crews aboard highly capable explorers that are disproportionately sent on the event-seeking Five Year Missions that cause the Federation to grow at such an astounding rate.

That's a good point - at least makes the case for having a large flagship in fleets.
Or multiple capital ships, so that the enemy can't just concentrate fire on the command ship. This is important as the scale of the engagement gets large, large enough that the small ships present could individually overwhelm the large ones.

If we showed up to a battle in twenty Mirandas and an Excelsior, then in narrative realism terms, the Excelsior might well be one of the first ships to die, because everyone would focus fire on it. Standing out is dangerous in combat; the early bird gets the first taste of the enemy's anti-aircraft defenses.

Game mechanics might not always support that in TBG, but then again... one never knows.

Oh, so you're planning on shifting damage potential from the fleet hit % system (based off total ship combat stat) to individual ship combat stat? That would make the workings of combat more intuitive. If done in a way that doesn't change balances and dynamics between current ships (and tech) noticeably, then I support it.
I don't think he said that he's planning to do this. I think he said he'd have to do this, but doesn't want to.

The good thing about this approach is that it very subtly provides a niche for larger ships against smaller ships. The more volatile damage distribution of higher combat results in different characteristics than the "chip" damage of lower combat, and if calibrated right, would result in high combat ships knocking out low durability ships (escorts) slightly more quickly on average than the equivalent combat in multiple ships.
Honestly, the niche of larger ships against smaller ones is simple: one on one engagements, or two-on-two or something like that.

Yes, on average the fleet of smaller ships will outnumber a fleet of larger ones. But there is still a lot of room for encounters where one of our explorers mops the floor with one or two enemy escorts (or more, in the extreme limiting cases like Klingon Birds-of-Prey). I bet that in wartime the border sector event tables would have all kinds of outcomes like "randomly selected one of your ships fights randomly selected enemy ship due to an encounter on patrol."
 
Taking these answers into account, one further question presents itself: do we, as an institution, wish to punish people for random strokes of bad luck? Because if the answers to the above three questions are accurate, then the ship's destruction must be concluded the result of sheer misfortune, pure and simple. Now, different people may have different answers to this question, but I myself find the idea of punishing someone because they ran into a bout of bad luck by no fault of their own to be patently ridiculous, regardless of how severe said bad luck was.

He's not going to be punished. He simply might not be chosen again. It's a different thing.

EDIT: And again, this is how things are done in the real world. Are real world militaries just really dumb for considering loss of a ship kind of a black mark against a captain, even if he was formally cleared? Or do they perhaps have their reasons?
 
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2311.Q4.M3 - Master of Orion
An Orion woman in a two-piece business suit scrambles away from the sounds of phaser discharges and disruptor bolts, with a quartet of guards in tow.

It was a very crummy day for the Syndicate leader. First she discovers that her secret stronghold was no longer secret, or very strong. A trio of phaser strikes from the orbiting USS Yukikaze had seen to the best parts of her defences at a trice, and then the slate-grey Starfleet Intelligence operatives started beaming in, spearheading waves of security officers. Now she was reduced to racing away through her extra-secret escape tunnel with her most trusted guards like a rat from a sinking ship. Oh it wasn't going to be easy to recover from this.

She knew that the Federation wouldn't be very happy with the whole passenger liner stunt, but orbit-to-ground phaser strikes still seemed pretty extreme to her.

The light at the end of the tunnel had just come into view when she noticed the rearmost of her bodyguards come to a halt and raise his disruptor. "What are you-!?" she began to demand.

"Freeze! You're all under arrest!" her bodyguard bellows.

The Alasho glances between her other three bodyguards and then back at the fourth in disbelief. But a moment after that, ruby red phaser beams come out from the shadows and a moment later she is the last one on her feet. A Vulcan woman walks out from the shadows towards her, dark cloak over the crimson jacket.

"Impossible," whispers the Orion woman, just before she reaches for her weapon. Too late, however. The hand of the Vulcan is already on her shoulder and she drops like a puppet with cut strings.

The remaining 'bodyguard' takes off his helmet and grins insouciantly. "Told you I could pull it off, Commodore."

"Very well, Chief Lee. I will be sure to mention it to Starfleet," replies the woman. "T'Lorel to Yukikaze, six to beam up."


========

Alukk Daily News

Heavy fighting in the Lakaddia districts followed arrests of high ranking Syndicate leaders. It is believed to be part of the intelligence windfall gained from the assaults on the AMR Corporation headquarters last month. Despite initially meeting limited resistance, attempts to extricate from the low socio-economic areas were highly constrained after wide-scale transport interference devices were activated, and the SSD had to fight through the streets under disruptor fire from all angles. The Syndicate is reportedly offering captured SSD officers in exchange for the two captured Alashos, however, the Union government has issued a statement that it will not negotiate with the Syndicate, potentially threatening the lives of the prisoners...

[+2 Impact, +1 Cost, SSD-Alukk lose 2hp]


Anti-Slavery Task Force Progress Report

Great news on the local front, with Office 24's three teams all in action, making scores of major arrests. This follows on from strong police investigative work from Office 8, the Scrutineers, and the Frontier Police. We have the planetary leader alive and in custody, thanks to an operation orchestrated by Commodore T'Lorel. In addition to the Alasho, who gave the go-ahead for the attack on the USS Kearsage, we also have the agents who directly carried out the attack. Their initial plan had involved escaping from the planet in the following confusion, however they did not anticipate the speed with which Starfleet would lockdown surrounding space, and were trapped. [+7 Impact]

The Orion Union government has informed us that they are deploying major assets to Duaba, to renew the fight against one of the major hotspots of Syndicate sympathies, including the Aerocommandos and an ISSU unit. We are not sure if they have an immediate target in mind, but we suspect they do; an affiliated entity of the disgraced AMR that is based on Duaba.

The only major drawback to the month has been the uprising on Celos, where the Syndicate is making ground. They launched a massive assault on local SSD forces, overrunning their security stations and outposts, killing many, though not without loss of their own. [+4 Cost, SSD-Celos, 3hp lost, Celos Local Assets 1hp lost]

The capture of those responsible for the attack on the Kearage is a crucial step, and if we can properly prosecute them in an open and fair court of law, we believe that public sentiment in the Federation will solidify behind our efforts.

[Chief of Staff NB: It'll get the Council of the back of your successor, that much is for sure]

[Total: +9 Impact, +5 Cost]

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