Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1911
11-16-2011, 09:22 PM
You know, you could collapse some of the DOFF specializations in with each other, especially in the engineering department, simply because they're rather redundant.

Like the Diagnostic officers? Why do you need someone who only does diagnostics, instead of having a technician look at something? Makes no sense.

And damage control falls under the purview of Maintenance officers, thus making that set annoying redundant.

And why do we have antimatter specialists and warp core specialists? You would figure one or the other (as both are directly interrelated, and it makes no sense to emphasize one or the other, because it would generate hazardous departmental friction around the most important parts of the ship), but not both at the same time.

There is some redundancy in the science department as well, but other than development/research lab scientists, nothing sticks out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1912
11-17-2011, 06:14 AM
Quote:
Originally Posted by Cpt_Richardson View Post
Like the Diagnostic officers? Why do you need someone who only does diagnostics, instead of having a technician look at something? Makes no sense.
Diagnostic = diagnose.
Technician = repair.

Quote:
And damage control falls under the purview of Maintenance officers, thus making that set annoying redundant.
Damage control = how to make sure something doesn't detonate while you're under attack.
Maintenance = how to make sure something doesn't detonate while you're NOT under attack.

Quote:
And why do we have antimatter specialists and warp core specialists? You would figure one or the other (as both are directly interrelated, and it makes no sense to emphasize one or the other, because it would generate hazardous departmental friction around the most important parts of the ship), but not both at the same time.
Antimatter = the substance
Warp core = something powered by the substance

Quote:
There is some redundancy in the science department as well, but other than development/research lab scientists, nothing sticks out.
Research = understanding how something works
Development = how to apply that understanding to new and different uses
(Fabrication = how to construct what the development lab designed!)

Just my 0.02 FedCredits
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1913
11-17-2011, 07:18 PM
Quote:
Originally Posted by LexLuthorSloan
Diagnostic = diagnose.
Technician = repair.



Damage control = how to make sure something doesn't detonate while you're under attack.
Maintenance = how to make sure something doesn't detonate while you're NOT under attack.



Antimatter = the substance
Warp core = something powered by the substance



Research = understanding how something works
Development = how to apply that understanding to new and different uses
(Fabrication = how to construct what the development lab designed!)

Just my 0.02 FedCredits
As someone who works in engineering IRL, it doesn't work like that. Diagnosing what the problem is is a key part of being a technician, and you will almost never find someone who only specializes in diagnosing problems instead of diagnosing them to fix them. Especially on a teeny tiny ship where you have limited berthing space, and any jobs you can combine would be combined.

And Damage Control and Maintenance are two sides of the same coin, and covered by the same principles. There are a few differences, but the vast majority of the work is the same.

And once again, dealing with antimatter is the HEART of working on a warp core, so why would you need to make your job more complicated by adding another step to the chain? It costs time in a crisis situation, and the whole point of a M/AM specialist's job is completely covered by the warp core specialist's own responsibilities, rendering them redundant, and needlessly specialized.

Once again, why is the crew so needlessly and redundantly specialized when it would cost efficiency and cause further issues when dealing with crisis situations?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1914
11-17-2011, 10:42 PM
Quote:
Originally Posted by Cpt_Richardson View Post
As someone who works in engineering IRL, it doesn't work like that. Diagnosing what the problem is is a key part of being a technician, and you will almost never find someone who only specializes in diagnosing problems instead of diagnosing them to fix them. Especially on a teeny tiny ship where you have limited berthing space, and any jobs you can combine would be combined.

And Damage Control and Maintenance are two sides of the same coin, and covered by the same principles. There are a few differences, but the vast majority of the work is the same.

And once again, dealing with antimatter is the HEART of working on a warp core, so why would you need to make your job more complicated by adding another step to the chain? It costs time in a crisis situation, and the whole point of a M/AM specialist's job is completely covered by the warp core specialist's own responsibilities, rendering them redundant, and needlessly specialized.

Once again, why is the crew so needlessly and redundantly specialized when it would cost efficiency and cause further issues when dealing with crisis situations?
As someone who has served in an Engineering function aboard an actual ship of the line, Damage Control is extremely different than maintenance. Damage Control is emergency control of damage in battle situations, which is a task handled not necessarily by engineers. Damage Control personnel are the firefighters, the people putting up emergency shoring, patching up holes in the ship (or sealing sections off if necessary), and rerouting power, water, steam, oil, whatever to contain the damage and keep it from spreading.

Maintenance has nothing to do with damage control. Maintenance is well, the regular maintaining of ship's equipment to make sure it's always functioning when you need it to. This is usually done by people in engineering related fields, but in the least by people that are expected to operate the equipment.

As for separate Matter/Antimatter Specialists and Warp Core Specialists; in our contemporary Naval Nuclear Field we have Mechanics, Electricians, and Technicians (also chemists, but they are technically mechanics too). They all work together to operate the power source for our ships. They all know a bit about what the others do, but mostly in how it relates to what they do. They all do very different things in working with that power source. They are not interchangeable. It does not add steps, it increases the amount of knowledge that individuals can focus on for specific areas instead of having to spread their knowledge to cover absolutely everything. With teamwork it shortens response times and increases effectiveness.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1915
11-17-2011, 11:14 PM
Quote:
As someone who works in engineering IRL, it doesn't work like that. Diagnosing what the problem is is a key part of being a technician, and you will almost never find someone who only specializes in diagnosing problems instead of diagnosing them to fix them. Especially on a teeny tiny ship where you have limited berthing space, and any jobs you can combine would be combined.
Well, you know, the Federation's at war (again), it may well be a Directive to carry both Maintenance and Damage Control crew - even on a smaller ship. Think about it: your average car mechanic can keep a car running, but probably couldn't keep it running if it were under major stress (like a race). Not the best of analogies, but it'll do.

Quote:
And Damage Control and Maintenance are two sides of the same coin, and covered by the same principles.
Agreed, but that doesn't make it the same job.

Quote:
And once again, dealing with antimatter is the HEART of working on a warp core, so why would you need to make your job more complicated by adding another step to the chain? It costs time in a crisis situation, and the whole point of a M/AM specialist's job is completely covered by the warp core specialist's own responsibilities, rendering them redundant, and needlessly specialized.
I see that as the difference between an organic chemist who deals with the properties of petrol (you can use it for more than just fuel) and the mechanic who deals with the engine using that petrol. Remember, Romulan ships used a contained quantum singularity as a power source, much like some cars run on hydrogen or even used cooking oil. The Dauntless used a nifty plasma ball. Borg cubes run on the repressed angst of assimilated drones.

My point is that antimatter and warp cores aren't mutually inclusive, there's just significant overlap. I'm sure somewhere out there is an antimatter expert involved in weapons manufacture, and somewhere else is a warp core expert designing a new warp core that runs on the fermented blood of infants. See? You can have one without the other.

Quote:
Once again, why is the crew so needlessly and redundantly specialized when it would cost efficiency and cause further issues when dealing with crisis situations?
I don't think there's anything particularly redundant about having a crew member whose entire career focus relates to the fuelling of those vehicles which make interstellar society possible. Think of the antimatter specialist as the 25th-century version of a coal shoveller and all your problems will vanish in a puff of drive plasma.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1916
11-18-2011, 12:38 AM
On tribble they have adjusted the diplomatic points to be out of 100'000, but my character converted to something like 100'073 points.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1917
11-19-2011, 01:06 AM
On the subject of Duty Officer assignments, I saw something that forced me to submit a bug report - "Tribble gene splicing". I thought the idea of a Federation scientist performing genetic experiments on anything - even a tribble - was so perverse that it had to be a mistake.

Oh well, we'll see what comes of it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1918
11-19-2011, 02:16 AM
Quote:
Originally Posted by LexLuthorSloan
On the subject of Duty Officer assignments, I saw something that forced me to submit a bug - "Tribble gene splicing". I thought the idea of a Federation scientist performing genetic experiments on anything - even a tribble - was so perverse that it had to be a mistake.

Oh well, we'll see what comes of it.
According to 'Federation Law', Genetic Engineering for anything other than repairing severe birth defects, is strictly prohibited.
(http://en.memory-alpha.org/wiki/Doct...sume_(episode))
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1919
11-19-2011, 07:22 AM
Quote:
Originally Posted by Darkthunder View Post
According to 'Federation Law', Genetic Engineering for anything other than repairing severe birth defects, is strictly prohibited.
(http://en.memory-alpha.org/wiki/Doct...sume_(episode))
but this only applies to sentient beings, and doesn't apply to 'agricultural' crops and animals... Take as example, quadrotriticale...

http://en.memory-alpha.org/wiki/Quadrotriticale
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1920
11-23-2011, 05:10 PM
Quote:
Originally Posted by Kelmor_Branon
Thank you for taking the time to put out all that information. After reading your posts, I find myself drooling just a little bit waiting to get my hands on this new system.
Well go on tribble then !
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