can it, tow at warp? I mean the warp field of the tow would have to be big enough to accommodate both ships, the mechanics of warp towing is probably going to be interesting...
Still we'd probably want a lot of warp capable tows, if warp towing is doable, and a couple of moveable drydocks for ships that can't be towed at warp and for other purposes (the UFoP denies its possible use as force projection since war is not one of the federation's aims)

Ships have been towed at warp in the TNG era. The main problem appeared to be that they had to do it going backwards due to their tractor beam location, which presumably a purpose-designed/purpose-refit ship would not.

The purpose of a repair ship is not generally to repair major damage, but to fix breakdowns and offer partial overhaul services as part of its normal routine, and to offer temporary repairs for serious damage; enough that a badly damaged ship can reach a shipyard safely. Going by the events so far in this story, this is something most of our Excelsiors are already able to do in a lot of cases and it's not even an intended design feature. If they carried spare warp core assemblies they'd be all set. Building a dedicated tender on a cruiser-sized hull seems imminently reasonable if you're not expecting it to do presence and science stuff. (Perhaps when we decide the Constellations have reached the end of their frontline life we can give the hulls and powerplants to the Starfleet Corps of Engineers for dedicated tender conversions.)
 
Something like C2 S7-8 H4 L4 P2 D2 would be a baseline requirement. Maybe even bump it up to a Centaur statline so that it can do event response since it's in the Zone anyway.

My opinion, which is based on my event analysis, is both that the statline and the Centaur-A statline in particular are bad. Threes isn't good enough for generalist and a deliberately specialized ship like the Kepler won't be able to get proper generalist stats. You want to set the requirement at C2 S7 H? L? P1 D1, in my opinion, or alternately enact a high presence requirement too if you want them to take on non-science duties, like C2 S7 H? L? P5 D1. This will ensure the ship never attempts missions outside its specialized scope, and since its already a specialized ship, it's already being designed to one specialist requirement.

The idea of an ideal garrison statline being even is mostly debunked, in my opinion. You need certain stat thresholds. If you can be generalist after meeting those, like the Excelsior, great, but if you can't, like the Centaur-A, I don't recommend it.
 
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EDIT:

Given that the Oberth's tiny tonnage is broken, and we've known it was broken since game start, I really don't think we should imagine Oberth refits somehow making the ship drastically more capable, without also retconning it to be significantly larger.

Although retconning the Oberth to be larger isn't actually a bad idea.

ORIGINAL POST:

To be fair, the dormitory-style rooms for Excelsior officers (are you getting this from one of my omakes, or from another source)...

Starfleet may well still be in a mindset of not wanting the crew accomodations to be too big, and preferring not to inflate them so much. The Excelsiors might well have room to spare to give every officer their own quarters, maybe even every crewman. After all, a 100-kiloton cruise liner can provide accomodations for several thousand passengers.

But even if the tonnage is available, it may be considered desirable for junior officers and crew to not have isolated cabins to themselves. Sharing the rooms may be more conducive to discipline for a variety of reasons.
If I remember correctly even during the TNG era non senior officers at best tend to have shared rooms on the bigger ships (Galaxies) and Bunks on the smaller ones. Besides the reasons listed by Simon you have to remember that for all the luxuriates that starfleet affords it's crews at the end of the day the functioning of starship is more important the excess crew comforts. That being said I doubt we are ever going to have moral problems pop up because of crowding and the like unless you guys min max the hell out of a star ship design. Even then Oneiros would probably warn us ahead of time.

Wtf... I thought I posted this an hour ago... strange.
 
My opinion, which is based on my event analysis, is both that the statline and the Centaur-A statline in particular are bad. Threes isn't good enough for generalist and a deliberately specialized ship like the Kepler won't be able to get proper generalist stats.

There was a lot of discussion about other stuff (including an ongoing vote, I believe) when you posted your event analysis before. Could we revisit it now? I'd like to know how you determined a three is "bad" and what your threshold for "bad" is. Are we putting a threshold that we expect a ship to pass 75% of the checks it makes? More? Less?

The idea of an ideal garrison statline being even is mostly debunked, in my opinion. You need certain stat thresholds. If you can be generalist after meeting those, like the Excelsior, great, but if you can't, like the Centaur-A, I don't recommend it.

I think you're going to repeat those arguments in more detail so that we can have a proper discussion.
 
I would think that high presence and medium defense would make sense for a "long range explorer." That way it can at least theoretically achieve the 'long range' part of the agenda. And it's not such a bad thing if a science/presence ship is responding to a lot of the events we've seen.

Events that force a ship to fight don't seem to be very common, although obviously they're not unheard of. A lot of them either follow a failed presence/science check, or could probably be avoided by a successful science check.
 
EDIT: This suggests another hidden benefit to having more big powerful ships. They're more likely to pile up the Event successes and get crew experience.

This would also explain why we see Excelsiors in the Galaxy era. An Elite Excelsior that's been refit (likely on its second refit) would have stats close to that of a Green Galaxy.

My opinion, which is based on my event analysis, is both that the statline and the Centaur-A statline in particular are bad. Threes isn't good enough for generalist and a deliberately specialized ship like the Kepler won't be able to get proper generalist stats. You want to set the requirement at C2 S7 H? L? P1 D1, in my opinion, or alternately enact a high presence requirement too if you want them to take on non-science duties, like C2 S7 H? L? P5 D1. This will ensure the ship never attempts missions outside its specialized scope, and since its already a specialized ship, it's already being designed to one specialist requirement.

The idea of an ideal garrison statline being even is mostly debunked, in my opinion. You need certain stat thresholds. If you can be generalist after meeting those, like the Excelsior, great, but if you can't, like the Centaur-A, I don't recommend it.

Hmm, so Defense isn't rolled to respond to a Science or Presence event? In that case then my thinking is quite incorrect.

This will make ship design interesting, then. There isn't much point to building Escorts for garrison duties unless they're either combat monsters or you can squeeze out a decent combat/defense statline along with P5 and have science ships/excelsiors to deal with the Science issues. I suspect we're going to want Excelsiors and Rennies in our home sectors and keep our escorts in the Border Zones.
 
There was a lot of discussion about other stuff (including an ongoing vote, I believe) when you posted your event analysis before. Could we revisit it now? I'd like to know how you determined a three is "bad" and what your threshold for "bad" is. Are we putting a threshold that we expect a ship to pass 75% of the checks it makes? More? Less?

It's a good question and much like the old reliability discussion you aren't going to get a consistent answer, because risk tolerance varies. Unless maybe someone digs into the data and figures out a ship's event rate and therefore failure rate and therefore disablement or loss rate, which would require knowing a lot of checks that ended up hidden as we often don't know what went wrong with a failure.

Personally I don't want to fail more than 10 to 20% of checks. And it's front loaded. If we can reduce the S check fail rate to 10% from 25%, then the effective reduction in failed hull check totals is higher than if we doubled the hull check success rate.
 
Defence is still rolled with planned - tbh, I'm considering removing it from the roll as it is overrepresenting Excelsiors with their 5 S/P + 6 D
Honestly through Excelsiors being over-represented makes sense. They are the best we have so why would Starfleet chose to send anything else? Besides their high D value is important here since it means an Excelsior can go from it's usual duties, to the planned event, and get back faster then anyone else.
 
First and foremost, with the recent shakeup in our build plans thanks to the new parallel building bonus, have we determined what we want to do with our Consties? The refrain seems to be that we are crew limited over resource limited. Are we thinking about upgrading all our Consties, or "selling" them via the MWCO and replacing them with Rennies? I can see arguments either way (namely that, if we have the berths and resources, it would seem reasonable to just build Rennies as replacements for Consties; on the other hand, we may not have the +1OET to spare and would be better off just refitting the Consties we have on the theory that the hulls you have are better than the hulls you don't). @SynchronizedWritersBlock 's analysis post does not make me think highly of the Constie, that is certain.

I did a detailed analysis on this, comparing the Constellation-A refit against possible replacements with Renaissances and Centaur-As and a speculated improved Constellation refit (which I named Constellation-alpha):
Warning: wall of analysis below

Or, you know, we can do new design that will have similar or better stat on the same crew and wouldn't obsolete as soon (and which in turn can be refittet if needed long after current ones will be obsolete).
Or, you know, we can scrap or mothball obsolete ships freeing said crew for newer ones. The only reason we didn't do it and gone for refits is because refits looked faster and not as straining on our shipbuilding capacity.

Spent some time thinking about this and did a more complete analysis:

First, I want to address your "future refitability" argument separately: Suppose we have ship designs A, B, and C, where A is an old ship class, B is the last possible refit of A, and C is a completely new ship class that has comparable stats/costs efficiency with B (and has more refit potential). Suppose we have a ship of class A, and we want to decide whether to refit it to class B, or replace it with the new build of class C. Let's also suppose that refitting to B vs scrap A + new build of C is equivalent in cost somehow (it's not in reality, especially in berth time) to eliminate another variable.

Now, if we always choose to replace with class C because of future refitability, then this situation will keep repeating itself, and we'll never exercise that future refitability to its fullest, since that last refit simply won't be done. So by itself, the lack of future refitability when determining whether to do a refit does not matter.

It does matter when considering between new ship builds, or when the B refit is so outdated (relatively inferior in stats/cost efficiency compared to C) and cannot be redesigned to be comparable in stats/cost efficiency to C. The latter situation typically shouldn't happen within two tech tiers and with the upcoming ability to design custom refits.



Now when considering stats, there are indeed cases when scrapping/mothballing an older ship and building a newer ship is better than refitting that older ship, but it's a higher bar than you might expect. Refits are still faster than new ship builds and are economical when we have sufficient berth capacity, which we do. So the replacement option needs to be sufficiently good to beat that advantage.

Let's look at the closest example we have right now, which is whether to scrap/mothball our 2280s-era Constellations for 2300s-era Renaissances or to refit those Constellations. I'll also try comparing with the Constellation => Centaur-A replacements due to similar capabilities, but this replacement isn't as clear to analyse, since escorts are relatively expensive for br/sr and cheap on crew, such that at same crew costs, BR and SR costs in Centaur-A become prohibitive.

If you're considering a completely new ship design, well, that will cost more pp (more than the 23pp of the Constellation refit), research time, and prototyping time, so refits are still far superior in terms of cost&time-to-production. And it still isn't necessarily mutually exclusive with refitting, especially if we could improve an earlier proposed refit design with newer tech (see "Constellation-alpha refit" below).

I'm going to show two types of stat-based analysis:
1) simply summing across ships per stat - relevant to garrison constraints, min science constraint, max combat constraint
2) estimating "fleet combat potential" ("CP"=(C+H+L)^1.5) and "event potential" ("EP"=(S+P+D)^1.5) in a similar way to what Nix did when estimating overall effectiveness in fleet combat and events. I want to emphasize that this is still a simplification and an approximation - there will be events where one "fleet" can still have higher chance at succeeding than another "fleet" that has higher total EP if the first fleet has higher EP per ship (it depends on the specific stat checks and event DCs). I'll also simulate the Lone Ranger cruiser +1 response bonus as D+1 in the EP formula.

Ship stats and costs, assuming we schedule builds to always take advantage of Patricia Chen's bonus:
- Constellation: CP19 EP23 C3 S2 H2 L2 P2 D3(4)* -70br -40sr 9qtr O-2 E-4 T-2 (scrap: +35br +20sr)
- Constellation-A: CP23 EP32 C4 S3 H2 L2 P2 D4(5)* -70br -45sr 9qtr O-2 E-4 T-2 (refit: -20br -10sr 4qtr)
- Renaissance: CP52 EP47 C5 S3 H4 L5 P4 D5(6)* -100br -80sr 9qtr O-3 E-5 T-3
- Centaur-A: CP23 EP27 C3 S3 H2 L3 P3 D3 -80br -70sr 6qtr O-1 E-2 T-2
* for defense stat, listing both the raw stat value and the simulated stat value with the Lone Ranger cruiser +1 response bonus

I should also note that the Constellation-A refit is kinda mediocre, and by 2313, we should have the ability to customize the refit design. Given that we aren't planning to build more Constellations, I can make the refit more expensive (including refit time) while adding more stat increments. I'm not sure if this is allowed, but let's say it is for sake of example. I'll call this speculative refit the "Constellation-alpha" and estimate its stats and costs as:
- Constellation-alpha: CP27 EP36 C4 S3 H2 L3 P3 D4(5) 80br 60sr 9qtr O-2 E-4 T-2 (refit: -40br -40sr 6qtr) - basically a Centaur-A with C+1 D+1 and takes longer to build
This might seem overpowered compared to the similarly sized Centaur-A, but consider that this is using 2313 tech versus the Centaur-A's 2304 tech, and that the Centaur-A probably isn't an optimized design (on the old ship design spreadsheet with 2304 tech values, the Centaur-A requires no fudge factors).

Since crew is our primary bottleneck, I'll try to align multiples of ships with about the same crew costs for replacement options:
- 3 Constellation: CP57 EP69 C9 S6 H6 L6 P6 D9 210br 120sr 27qtr O-6 E-12 T-6* (scrap: +105br +60sr 0qtr)
- 3 Constellation-A: CP69 EP96 C12 S9 H6 L6 P6 D12 -210br -135sr 27qtr O-6 E-12 T-6 (refit: -60br -30sr 12qtr)
- 3 Constellation-alpha: CP81 EP108 C12 S9 H6 L9 P9 D12 -240br -180sr 27qtr O-6 E-12 (refit: -120br -120sr 18qtr)
- 2 Renaissance: CP104 EP94 C10 S6 H8 L10 P8 D10 -200br -160sr 18qtr O-6 E-10 T-6
- 3 Centaur-A: CP69 EP81 C9 S9 H6 L9 P9 D9 -240br -210sr 18qtr O-3 E-6 T-6**
- 4 Centaur-A: CP92 EP108 C12 S12 H9 L12 P12 D12 -320br -280sr 24qtr O-4 E-8 T-8**
- 5 Centaur-A: CP115 EP135 C15 S15 H10 L15 P15 D15 -400br -350sr 30qtr O-5 E-10 T-10**
* note: Constellation costs here already "paid" for so this is listed for coming up with replacements with about same crew costs
** note: Showing multiple Centaur-A options, since escorts are relatively expensive for br/sr and cheap on crew compared to cruisers

Possible build options to "replace" 3 Constellations, assuming Constellations are scrapped for non-refits:
=> 3 Constellation-A: CP+12 EP+27 C+3 S+3 H+0 L+0 P+0 D+3 -60br -30sr 12qtr O-0 E-0 T-0
=> 3 Constellation-alpha: CP+24 EP+39 C+3 S+3 H+0 L+3 P+3 D+3 -120br -120sr 18qtr O-0 E-0 T-0
=> 2 Renaissance: CP+47 EP+25 C+1 S+0 H+2 L+4 P+2 D+1 -95br -100sr 18qtr O-0 E+2 T-0
=> 3 Centaur-A: CP+12 EP+12 C+0 S+3 H+0 L+3 P+3 D+0 -135br -150sr 18qtr O+3 E+6 T-0
=> 4 Centaur-A: CP+35 EP+39 C+3 S+6 H+2 L+6 P+6 D+3 -215br -220sr 24qtr O+2 E+4 T-2
=> 5 Centaur-A: CP+58 EP+66 C+6 S+9 H+4 L+9 P+9 D+6 -295br -290sr 30qtr O+1 E+2 T-4

So:
- The Constellation-A refit is cheap and fast and mostly improves its event potential and garrisoning.
- The Renaissance replacement option provides better combat potential at the trade-off of higher cost and more berth time, but doesn't improve event potential much over the Constellation-A refit.
- The Constellation-alpha refit at its speculated stats and costs is comparable to the Renaissance replacement, costing a bit more and with less combat potential, but with better event potential and garrisoning, which is pretty good for a ship that's intended for garrison duties.
- The Centaur-A replacements are harder to compare because of the very different cost characteristics. At the low end of 3 Centaur-As, it has about the same combat potential as the Constellation-A refit, is poorer at event potential and garrisoning, costs a lot more in br/sr and takes more berth time, yet saves a lot on crew. At the high end of 5 Centaur-As, it provides the most combat and event potential (as expected) but the costs and berth time are exorbitant. It's a pick your poison thing.

Out of those options, for a ship that's intended for garrison duties instead of combat, I prefer the refit options. Even the mediocre Constellation-A refit option is decent since it's really cheap and fast. If we had another modern cruiser design that was focused on events and garrisoning, I'd be more tempted to replace the Constellations with new builds of that design.

I also didn't consider factors like crew ratings, but I think that only the Challorn has non-green crew ratings. (edit: and as Briefvoice's analysis shows, some Constellations may already halfway to a crew rating promotion)

Overall, I think the Constellation-A refit is worth it, but if we could design a better Constellation refit by 2313, we should go for that. (In fact, I suspect that we'll be designing the Excelsior-A refit ourselves.)


Okay, to be absolutely clear that is something that @OneirosTheWriter has never confirmed. We've talked about it a lot in the thread. People have said they'd liked to do it. The QM has "hmmmed". But it's never been offered as an option at any point.

I figure if the option becomes available, it's going to be on a case-by-case basis.

Pretty sure that our member nations are not interested in buying Constellations, for example. But some would likely be interested in buying a Constitution-A or B. Not that we plan to mothball/scrap them any time until we hit our combat cap.
 
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Stock Constellations aren't good enough ships to justify their crew cost, when other modern ships (or even most native member world designs) are available.

Unless a member world had insane numbers of available crew and was very, very hard up for resources, they wouldn't want one. In fact, if a someone were desperate enough to buy our Constellations stock, I'd be very, very worried. Because it probably means they expect to fight a war, so soon that there's no time to build more ships. Because then they'd desperately need every ship they can get, regardless of how much it costs in crew to operate one.

The Constellation-A is less obviously bad for something like this, since its firepower lets it scare the hell out of random pirates while its science and fast drive make it a fairly good all-rounder, clearly inferior to a ConnieBee overall, but also quite a bit easier to crew.

I actually suspect that the Original Four member world fleets have been quietly grumbling for the past decade or so about what a dog they've been saddled with in the form of the Constellation, and the refit program might be viewed with appreciation.
 
I actually suspect that the Original Four member world fleets have been quietly grumbling for the past decade or so about what a dog they've been saddled with in the form of the Constellation, and the refit program might be viewed with appreciation.

As I recall, they had some pretty harsh words to say about the Constellations after we encountered the Cardassians and got a look at their Jalduns. The Amarkians even briefly demanded Starfleet start building their cruiser designs, before the rest of the Council quashed the idea. Gosh, that seems like forever ago and there's still two years until the Renaissance is finished. Really drives home what a long process it is to design and build a new ship class. No wonder it's taking the Klingons and Romulans forever to slouch to war.
 
2312.Q1.M1 - Master of Orion
[X][AMARKI] Spend two years upgrading it to a 3mt berth
[X][BETA] Swarm
[X][RIGEL] Assign to follow USS Endurance
[X][VULCAN] 2x1000kt

Duaba Daily

The combination of ISSU storming the ground floors and Aerocommandos landing on the upper floors left the defenses of the KP Lohalne Corporation offices without an answer, and most of the office staff gave up without a fight. However, some violence broke out, especially around the vault area, where a dynamic insertion by Aerocommandos prevented attempts at wiping the Corporation data servers. Several server room staff and guards were killed resisting arrest. However, a number of claims have emerged that the Aerocommandos opened fire indiscriminately in the computer core area, leading to accusations that the Orion Union government is using them as a sort of death squad against corporate enemies.

Large quantities of financial assets were seized from the Corporation, and administrators appointed as the entire governing structure was taken into custody.

[+6 Impact, +1 Cost]

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Times of Amarkia

The brazen slaving raid on the small colony world of Nahan Lor has prompted outrage through the Confederacy. Dozens of colonists were slain in the conflict, and at least three hundred abducted from their world. Video footage has been steadily emerging showing the heroic attempts to stave off the surprise assault, despite the futility. Colonial Governor Carai Ilinariss will be posthumously made a Companion of the Order of Silver Bell in recognition of her efforts.

Admiral Gelen Toor has been appointed to head up a task force to look for the suspected perpetrators. It is believed that this was the work of the Orion Syndicate, looking to acquire Amarkian slaves for auction, a task that has thus far proved extremely difficult. The CAS Friec broke orbit around Tales Har earlier today, and will rendezvous with the CAS Hilindia, Odala, and three escorts, including the new Centaur-class CAS Kundaia.

[+5 Cost]

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Anti-Slavery Task Force Progress Report

The various organs of the Federation have their hands full at the moment keeping the wrath of the Amarkians in check. They are teetering on the edge of a very counter-productive rampage, unfortunately. Tracking down those captives will be of the utmost importance. The Andorian and United Earth task forces are both spreading out over the coreward sections of Union space, scanning every ship for signs of contraband, and patrolling the local area.

Back in Union space, the situation on Celos is tense, with remaining loyalist forces hunkering down and awaiting the arrival of an ISSU force that will help restore order. Celos is one of the more populous colonies, making it hard to keep a proper lid on. With the devastation of the local SSD, the Syndicate is quickly doing their best to build up a local stronghold. More positive news came from Duaba, where the intelligence windfall that accompanied the raid on the AMR Corp offices has led to an assault on another set of offices, this time belonging to KP Lohalne. This was a much less bloody operation, owing in large part to the sheer swiftness of the assault.

On Alukk, there is a recruitment drive to get replacements into the depleted SSD and ISSU units who have seen a surprisingly high level of combat over the year.

On New Rigel the situation was largely centered around exploiting the confusion in the local Syndicate forces that is following on from the mass waves of arrests, and the arrest of their leadership. We believe we are making very significant strides in removing their influence from public and corporate life, and doing our best to take advantage of the Syndicate's current weakness. [+5 Impact, New Rigel Corruption reduced to Medium]

[Total: +11 Impact, +6 Cost, New Rigel now Medium corruption]

-
 
Sucks about that raid, but that's a lot of Impact to start our second year going after the Syndicate, and the reduction of corruption is even better! :)
 
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