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"You're The Admiral!"--Sobchak Sector
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[QUOTE]Originally posted by Neutrino 123: [QB] Question One: The precise elements in the colony should really depend on what the treaty considers �well-developed�. I will assume this means that the colony can support the most people at a good standard of living with the fewest transports, the number of transports being defined as importing transports minus exports transports. Additionally, it would be good if the transport travel distances would be small and away from the nebula and other areas of dense pirate concentrations. Furthermore, it would be best to fill outgoing transports with exports, so no transport travel time is wasted. In the sector, we have several species homeworlds and huge �colonies�, which are presumably well-balanced in terms of imports/exports. However, there are also Repka, an industrial/agricultural colony, and Safko, a source of many useful heavy metals and minerals. Repka is closer to other systems (so would not really need to trade with Safko despite their complementary products), but a trade relationship might be established with the very close Safko. This would also mean that our transports don�t need to spend as much time near the nebula. Safko needs food and finished goods. We can provide them from Sobchak�s planet after a little development. First, though, the nearest food source to the new colony is relatively far away. This need should be eliminated first. We can ship in some Federation colonists, who can establish an agricultural base required to support the population. The next step would be the establishment of industries the complement the raw material output of Safko. This would enable us to import the required material, and send finished goods back on the same ship. Of course, finished goods take up less room then materials, so the third priority (probably dealt with simultaneously with the second) would be to ramp up food production, and put the excess on our transports to Safko. With this plan in mind, the colony should be established where the best-tasting and most nutritious food products can be grown (which will surely have adequate water supplies, a most essential requirement for a colony). Industry can really be put almost anywhere (usually), so its location is not problem. The colony should not be put very close to the Klingons (we don�t want them walking over and �interacting� with our colonists), but doesn�t need to be on the other side of the planet either. It should be at least a long drive away, which gives us over 99% of the planet to choose from. Food-growing goodness is the priority in choosing the exact spot over that 99+%. We want enough colonists to make full use of Safko�s raw materials, and to provide them with food and finished products. How many is this? I don�t know� Probably in the 100,000-1,000,000 range. Surely so many people can�t come at once, so we can effectively grow the colony as fast as transports can come in. Besides colonists, the transports should carry initial needs supply, and then some useful seeds for a variety of food that can grow on the planet (perhaps native foods would be added if they are suitable), as well as a small genetic engineering lab (it�s okay to modify plants, right???) in case some seeds in their normal form don�t grow effectively in the new environment. Later transports would carry more agricultural equipment Escorts will be needed for the important colonization transports (the colony will also eventually need defenses to ward off pirates). Since we have transporter technology, the bad aspects of homogeneous convoys are eliminated, so transports can travel in groups. Two convoy groups will be created, one for the Safko route, and one for other supplies. The Safko route only needs slow, low capacity transport ability since the distance is very, very short (thus keeping goods transported in any given time very high). Thus, only one �small� class transport is needed. It will be escorted by the Skua (Kestral-class), a small, low capability ship. If the colony is successful and grows large, another small transport can be added to this route. The other convoy will need to be larger. It will vary in size, depending on the needs of the colony, and will get two Kestral-class escorts brought in from outside the sector. That way, if necessary, one of these can detach for a short time from the convoy to deal with an emergency, run down a pirate, etc. Yvel, Ogul, and Espejo are large planets, and all presumably have decent fixed defenses. The other Federation worlds are too small to have this however. They will need to be defended The slow, big, and mostly useless India (Lancaster-class) will be assigned to keep a careful watch over the new Colony at Sobchak�s Planet. It can provide defense, and respond to distress calls from the convoys if they run into trouble. The Dazzler (Avenger-class) will remain near Safko, protecting it and serving as a rapid reaction unit for troubles in the area. Its sistership, the Reporter, will be in a mutually supportive position between Repka and the Penxi area, where the pirates come from. This way, it can defend Repka, act to deal with other trouble in the area, and be able to form up with the Dazzler in short time. The Predator class starships, Buccaneer and Spanker, will be assigned to deal with piracy and to protect the Oberth-class Nernst as it explores the nebula. One will stay a short distance from the Nernst. Hopefully, pirates will detect only the Nernst and attack, at which point the Spanker will instantly warp in and deal with it. The Buccaneer will do some reverse-pirating of its own. It will stay at the edge of the nebula, peeking out sometimes to detect returning pirates with its superior sensors, and then taking up an ambush position. If the survey vessel detects an anomaly, there are three possible courses of action. The first would be to immediately go investigate, with the Spanker following just out of detection range. The second would be to standoff, and immediately send the Spanker first. The third would be to steer clear of it with the weaker Nernst and its escort and let the unencumbered Buccaneer investigate. If piracy increases, then the current deployment is still suitable (I assumed that there war a fair rate of paracy in the first place). Of course, if the pirates begin to overwhelm the defenses (such as by attacking in many places simultaneously, using ruses, etc) more assets can be brought in to help. Okay, there are more sector policies to set, such as with the Klingons, but I suppose that wouldn�t technically be part of question one, and my answer is already long enough. Can I get a flagship? I�d like a Valley Forge class. Those look like they have a lot of pluck, and I always base my flagship choice on pluck quotient. :) Minutiaeman, can I use your map to illustrate fleet deployments? [/QB][/QUOTE]
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