Veradiran |
Dotted gameplay thread.
Note, once you've posted in it, you can delete the dot, and it still shows up in your campaign list.
Special Note, the GM cannot do that. If you delete the first post in a gameplay thread, it breaks the thread.
You have been informed and warned. :)
Captain Sanron Cahr |
Affiliation:
Federation; Starfleet
Type: heavy cruiser[1]
Service period: 2368-25th century
Dimensions
Length: 464.43 meters[1]
Width: 316.67 meters[1]
Height: 87.43 meters[1]
Mass: 3,055,000 metric tons[1]
Specifications
Decks: 26
Crew: 500; 4,500 (evac. limit)[1]
Maximum speed: Warp 9.8 for 12 hours[1]
Cruising speed: Warp 6[2]
Armaments
6 Type-X phaser arrays[1];
15 torpedo launchers[2];
chain reaction pulsar weapon[2]
Defences
ablative armor;
deflector shields
Auxiliary craft
10 work bees;
40 fighters;
10 Federation Shuttlecraft;
5 Shuttlepods
Looking at the Akira-class starship, its as close to a carrier that starfleet has, it should have 40 Fighters, but I think for this mission Its over kill and not much use unless in full combat.
It would make a lot more seance if as an exploration ship, we had.
Auxiliary craft
2x Long range Scouts
6x Venture Class Scout
4x Runabout's
10x Federation Shuttle craft
10 x work bees
5x Shuttlepods
GM what do you think about players having Two PCs?
Veradiran |
Given it's an unknown quadrant, it might make sense to keep at least 10 fighters. Not sure if it would have space for 2 long range scouts either. The Venture classes are about 50% bigger than a fighter, might be possible, but the long range scouts are 10 times the size of a fighter.
Captain Sanron Cahr |
I factored in the sizes, there are three main bays and the flight decks run the whole long ways of the Sorcerer. The long range are wide and long not high. With this kind of mission an given the need to explore they seem like a much better use of space then one trick pony fighters.
If we could get the fighter ability's into a Venture classes craft we have a nice hybrid. The Venture classes was designed as a senses platform for a main ship of the line.
Veradiran |
Fighters generally are not parked sitting around in a ship, they're stored in tight configurations, usually tied down, with partitions. And usually not on the flight deck, they get elevatored into position as needed to keep the flight deck clear.
Those big scouts wouldnt' fit in an elevator to a storage rack, and would block the flight deck, making it harder to get any of the other ships in or out of that flight deck.
Imagine trying to land a F-16 on a carrier that had a C-120 sitting on deck...
Captain Sanron Cahr |
If you look at the schematic, you see three bay Entry points, BUT I take your point about the long range scout, I think we can cut that down to one long-range Scout,
You seem to be wedded to the idea we have a fleet of fighters. So again my point stands what are with going to do with a load, of piloted weapons platforms known as fighters, that have only one use, Shooting things.
Where and exploration trip, long range scouts make far more science than a groups of fighters blasting things.
Auxiliary craft
1x Arrowhead run about [40m long]
2x Danube_class Run about's.[21m long]
4x Venture Class Scouts [20m long]
10x Starfleet fighter. [12m long]
8x Federation Shuttle craft
5x Shuttlepods
10 x work bees
More than one PC
Yep my idea is we have two PCs Command and then lower level grew that can head out on the long range scout.
Grrazz |
I have no real thoughts on the deployment/allocation of 'Ships boats' as it were.
Reducing the numbers of fighters does seem like a worth while idea (As the mission is exploration) However a minimum of 14 would be a better number. Twelve is a squadron and two are 'ready repairs'.
Looking at the images.. Why might we need the 'Arrowhead/Gryphon' type? Surely the Danube's are good enough? (Also, does any one think Paramount 'cribbed' a little from Space 1999 in the Danube's design?)
As for the ship herself?
Might a modification of the secondary hull be in order?
Not sure how any one is with graphic skills but looking over the ideas between the 'Alternate' NX-01 and the 'Standard' got me thinking of maybe 'beefing up' the raised secondary hull. More space means more science labs etc.
Still... what might Grazz know? They're a security grunt, not an engineer. :P
Veradiran |
Primarily because they are more cost effective to lose if we get into a fight. A single ship is a sitting duck. Especially if we run into multiple hostile ships.
The whole reason they brought fighters back into ST was that the military advisors on the show played it out for the writers just how deadly fighter planes are.
I'd rather lose all 10 fighters saving the ship than take 1/3rd crew loss because we're the only target. It's kind of ruthless, but it's true. The runabouts and scouts aren't combat capable. The fighters are. And from a cost perspective, both in materials and manpower, we can afford to lose 10 of them before we can afford to lose a fraction of the main ship.
Remember, we're there on peace, but we have a military weapon load out. I doubt the Admiral would have requested a converted attack ship if he thought the weapons loadout on a Sovereign class would do the job just as well. I'd rather be cautious, worst case scenario we've brought along some fighters we don't need.
Also, I'm sort of playing Veradiran's devil's advocate OOC, he'd argue IC for fighters (he came up through tactical, still feels more comfortable in Gold than Red).
Grrazz |
*Bows*
I am definitely not wishing to enter into a debate about the worthiness of anything. Lowering the number of fighters (And resultant crew, supplies, maintenance, ready work up etc) and correspondingly increase hangar and deck space for more mission versatile craft I think is a good thing.
A larger boat is not averse to being used as a 'Bomber' (Or EWACS, Small replenishment vessel, Pilot rescue etc)
I am pointing out 'Versatility' over 'Mission specific'.
Also, thoughts on 'expanding' the ship herself?
Much cheers to all.
Captain Sanron Cahr |
I agree 'Versatility' over 'Mission specific'.
Not all threats are "Same level" ships, that's way more star wars than star trek, the whole idea is flexibility, and being able to roll play any situation we may meet. That is why I piked a range of raft to max out the flexibility, of the Class of ship we have been given. 40 fighters is good in a knew war with known enemy. Small Borg cube or Romulon radar etc. But we are headed into the unknown, not just a war. flexibility is key, one long range scout gives us range with out risking the main ship. Runabouts can carry a lot of crew. Fighters do there job in a fight. Scout ships prob at range. The cool thing about the Aika class in the fact it has three big hangers and we can fill them with craft to aid the mission in more than one way.
Making her bigger, that is really down to the GM an making the size change for that class.
But I have had an idea, we can do this. Your right about the Danube class, the modules they carry give them a LOT of flexibility.
Auxiliary craft
1x Arrowhead run about [40m long] [External Bay/Mounted/docked, as in Voyager, but mounted under the control tower at the back]
In flight bays
4x Danube_class Run about's.[21m long]
4x Venture Class Scouts [20m long]
12x Starfleet fighter. [12m long]
8x Federation Shuttle craft
5x Shuttlepods
10 x work bees
Grrazz |
*Bows*
Yes, Grazz will be bowing a lot. :)
Not making the whole ship bigger. Just a modification to the raised 'Secondary hull' which rises above and behind the main saucer.
Hence my examples of the differences between the 'original' NX-01 and the 'Proposed' addition of the 'Refit' illustration.
Captain Sanron Cahr |
Auxiliary craft
1x Arrowhead run about [40m long] [External Bay/Mounted/docked, as in Voyager, but mounted under the control tower at the back]
In flight bays
2x Danube_class Run about's.[21m long]
6x Venture Class Scouts [20m long]
14x Starfleet fighter. [12m long]
10x Federation Shuttle craft
6x Shuttlepods
10 x work bees
Captain Sanron Cahr |
Captain Sanron Cahr |