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Federation Guardian-Class Courier/Fast Response Ship...

Atolm

Commodore
Commodore
Enjoy:
Federation-Guardian-Class-00.jpg

Direct link:
https://i.postimg.cc/CLtFtgxG/Federation-Guardian-Class-00.jpg
 
Half the Defiant size, closer to a small Bird of Prey? I could also see this is as the PIC era replacement class for the Defiant of the same size, with even more of a lean toward defense at he cost of strategic movement.
 
I could see snap on wrap-around mission module segments fitted to that base design to replace Defiant
Aye bro...that's a great idea. BTW the deflector housing in the front is very galaxy-class like in look.

Half the Defiant size, closer to a small Bird of Prey? I could also see this is as the PIC era replacement class for the Defiant of the same size, with even more of a lean toward defense at he cost of strategic movement.
This is around 200m long, with a crew of 30, and a max occupancy of 50. But I like your assessment as well ;)
 
In my opinion, 30 crew members is simply not enough for 24/7 ops of a deep space vessel. When I created crew rosters, I provided for five duty positions on the bridge (command, nav, helm, comms, and sensors) and a minimum of four in the engine room (engineering officer, two warp reactor techs, and an impulse reactor tech). That's nine, times three shifts, is 27 crew members accounted for. Then you need more personnel in the engineering department (not in engine room) such as electricians and mechanics. And you'll want to add in gunner's mates for the weapons and medical personnel, but you've run out of bodies.

When I created the roster for the SFB police cutter, I was forced by the game's data to keep the crew size at 100 (+/-5), so I had to make several compromises. For example, I used Boatswain's Mates in the Tac-Teams (aka boarding parties) meaning that they can perform routine maintenance on ship's systems.

I figure a civilian freighter might be able to get by with 30 people (by doubling up command/helm/comms and nav/sensors, etc), but I believe even a smallish military ship needs somewhere above 60-75 people for 24/7 ops. A short-range patrol boat might work on a 12-hour schedule and thus could run on maybe a crew of 40-45.

Besides, at 200 meters long, quarters for a 30-man crew would be palatial.
 
In my opinion, 30 crew members is simply not enough for 24/7 ops of a deep space vessel. When I created crew rosters, I provided for five duty positions on the bridge (command, nav, helm, comms, and sensors) and a minimum of four in the engine room (engineering officer, two warp reactor techs, and an impulse reactor tech). That's nine, times three shifts, is 27 crew members accounted for. Then you need more personnel in the engineering department (not in engine room) such as electricians and mechanics. And you'll want to add in gunner's mates for the weapons and medical personnel, but you've run out of bodies.

When I created the roster for the SFB police cutter, I was forced by the game's data to keep the crew size at 100 (+/-5), so I had to make several compromises. For example, I used Boatswain's Mates in the Tac-Teams (aka boarding parties) meaning that they can perform routine maintenance on ship's systems.

I figure a civilian freighter might be able to get by with 30 people (by doubling up command/helm/comms and nav/sensors, etc), but I believe even a smallish military ship needs somewhere above 60-75 people for 24/7 ops. A short-range patrol boat might work on a 12-hour schedule and thus could run on maybe a crew of 40-45.

Besides, at 200 meters long, quarters for a 30-man crew would be palatial.
Thanks and Aye, all true... But it's Star Trek, and sometimes you have to just deal with it. ;) By the time of TNG, technology is ridiculous...so much is shown and implied that the writers never could do it credit. Hell, DS9 totally screwed up the "how technology works in Trek", for drawing drama and consequence.

I planned my bridge crew to be more limited on off shifts and it still works with 30-40, especially if you automate the hell out of it. And you know the Klingons can do it with a crew of 12 ;)
Thanks!
 
Aye bro...that's a great idea. BTW the deflector housing in the front is very galaxy-class like in look.

This is around 200m long, with a crew of 30, and a max occupancy of 50. But I like your assessment as well ;)
That's a lower crew than the Defiant, and at the high end of Defiant size estimates. :) I think that fits nicely as a Defiant successor.
 
Yeah, this is cool. This is really cool. I need this as a background ship in a lot of the Dominion War battles now.
 
Thanks...it also leaves a good amount of space for individual crew quarters, supplies, fuel, and redundancy systems. Oh and most importantly a small shuttlepod bay...
Single person quarters would be huge improvements, especially for long patrols. The Defiant shuttle bay still bothers me, so something actually designed to be there is great.
 
Single person quarters would be huge improvements, especially for long patrols. The Defiant shuttle bay still bothers me, so something actually designed to be there is great.
At 200m long a shuttlepod bay, or even something that could be placed externally like the Narcissus on the Nostromo could work.
 
Lets see.. a shuttle is smaller than a helicopter, less stuff sticking out like the tailboom and so on and seagoing frigates which are smaller than your ship have a hangar and usually two helicopers.
Guess you can find a spot for a hangar, as for a location, maybe something like a bombbay style hangar somewhere in the bottom of the ship?
 
In my opinion, 30 crew members is simply not enough for 24/7 ops of a deep space vessel. When I created crew rosters, I provided for five duty positions on the bridge (command, nav, helm, comms, and sensors) and a minimum of four in the engine room (engineering officer, two warp reactor techs, and an impulse reactor tech). That's nine, times three shifts, is 27 crew members accounted for. Then you need more personnel in the engineering department (not in engine room) such as electricians and mechanics. And you'll want to add in gunner's mates for the weapons and medical personnel, but you've run out of bodies.
But run two twelve hour shifts and you've got 18 - add a few more tech's, a doctor, a couple of science officers and some 'floaters' so people get at least a couple of shifts (i.e. whole days) per week off and it's workable with thirty.

Especially with cross skilling. Bridge crew should be pretty interchangeable, various engineering staff too, and at least a couple of crew in each department should be trained up as first aiders and med tech's.
 
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