Building an Archon-class MSD

Early this year I was reviewing the recent Ships of the Line calendars and stumbled upon an absolutely superb rendering of the fan-made Phalanx-class, which has appeared in the calendar multiple times under a variety of different starship names. I encourage you to look it up if you aren’t familiar with the ship.

Professionally, I have an extensive background in post-production in both TV and film projects. Photoshop, After Effects, 3DS Max and Maya are my daily bread and butter, and in spite of having more model starships than is reasonable, and having a great love of technical drawings, maps, and diagrams, I had never actually tried making one of Star Trek’s famous “Okudagram” Master Systems Displays.

Mostly, I suspect this was just due to a total lack of time and commitment.

I’ve modified existing MSDs in the past – sometimes quite extensively – but there came a point where I simply had enough. If I really wanted to have my own ship rendered in the way that I wanted, I was just going to have to do it myself.

The Archon-class

USS Destiny during a Quantum Slipstream Drive test in 2416. (Source: 26th Fleet, AdmLancel)

The Archon is Star Trek Online’s successor to the Sovereign-class lineage. Designed and built by Ian “JamJamz” Richards of Cryptic Studios, the ship has a bit of a cult following in some of the game’s community circles, but she’s not without controversy owing to those overly ‘ample nacelles’ that adorn her pylons. Simply put: they are absolutely massive, and many Star Trek Online players spend a lot of time finding combinations of parts to give the ship a reduction mammaplasty. Still, she’s unique and – through virtue of her more obscure status in the wider Star Trek fandom – she has never been explored before.

So what makes the ship special?

Traditionally, Star Trek Online releases new ships based on old classics that are designed to explore aspects of canonical abilities seen by ‘hero’ ships in the shows and movies. The examples are easy to find: If you get a retrofit Intrepid-class, you’ll find it has an ability to use the ablative armour systems seen in Voyager’s finale, End Game. Or, if you get the new spin-off of the Defiant-class (the ‘Valiant’, named after the ill-fated cadet-crewed ship of the same name in Deep Space Nine) you’ll get an ability to fire off barrages of quantum torpedoes; those torpedoes being something that the Defiant was known for during its run on TV.

So how do you define a Sovereign? The Archon is not the first refit of the Sovereign design that we’ve seen. The preceding Regent-class gave it a set of metreon gas launchers that can be ignited to produce ‘The Riker Maneuver’ from Insurrection. The WizKids-exclusive Vizier class variant took this a step further and gave the ship a metreon gas torpedo launcher. So what did they give to the Archon?

A phase cloaking device.

…Wait, what?

Putting my shamelessly technobabbling head into gear, I’ve spent a huge amount of time talking to fellow guild mates exactly why the heck you’d put a phase cloaking device on a ship that was most famous for simply beating the ever-loving hell out of Borg, Son’a, and Remans, and looking fabulous while doing so.

The logical if cynical answer of course, is that Cryptic studios likes to make money, and throwing a very popular cloaking device onto what could be* the most popular class of ship in Star Trek is a bit of a no-brainer.

But I think we can do better. I think the Archon has a dark origin. She was released not long after the conclusion of Cryptic’s Iconian War campaign – a devastating war that saw Starfleet gutted and – by word of one of the game’s developers – so badly depleted that every single member of it’s flagship class of starships (the Odyssey) were either crippled or destroyed. Earth itself came to within minutes of being glassed by an Iconian fleet, and was spared at the last possible moment by an improbable (though some may argue inevitable) moment of Starfleet time travel tomfoolery. All this, after an extraordinary number of vessels were wasted in trying to smash through the walls of the Iconian Dyson sphere in an earlier mission led by a hard-headed Klingon.

…Maybe, just maybe, Starfleet needed something a little bit more drastic. To have been launched so soon after the conflict ended, it seems likely that the Archon class was already in development during the course of the Iconian War. My head canon for the Archon class is that it shall forever be the last-resort Starfleet weapon that never got to fire its guns in anger during the war for which it was designed. Can you think of a better way of getting into a heavily-fortified Dyson sphere than a phase-cloaking device that lets you pass through solid matter? I can’t. And so this is where my theory begins. The other big clue is the fact the ship has curiously-chosen Intelligence-specced seating, implying activities that fall outside the usual loud-and-proud pomp and circumstance of Starfleet fanfare.

Oh yes, the Archon is a dark horse of a ship indeed, and I really wanted to reflect all of this in her Master Systems Display. Here she is…

(Click for full-resolution 22000×5000 .PNG)

The MSD’s basic colour profile is broken down into four simple divisions. Crew areas and other operational equipment is rendered in Pantone 7675 C (violet) while engineering systems are rendered in gold Pantone 728 C. Tactical systems (including phaser banks and torpedo launchers) are rendered in red Panton 172 C, while finally, warp plasma related systems are rendered in a light blue Pantone 2975 C. This palette is maintained across the entire systems diagram.

There are some challenging aspects of the Archon in how she is laid out. An examination of the model in detail (which had to be done before this project) revealed a likely warp core ejection point that was a very long way forward of the one found on the Sovereign-class. What’s more, the Archon has a very large deflector dish which is just a short way forward of that position. Main engineering and the deflector space were probably going to be in very close proximity to one another, which left the question of just how much space could be allotted to the main shuttle bay in the spaces above. While the Archon wouldn’t be the first starship to put a warp core so close to the deflector (the Constitution’s core ran vertically through the ship’s neck, directly behind the deflector dish), it could be the first starship in over a hundred years to do so. Design wise, it made more sense to find ways to fit the two around each other rather than completely reinventing the concept of the deflector as we’ve known it since TNG.

Ventral hull of the Archon class. Note the two red lines marking a possible warp core ejection point. The round port forward of that is identical to one under the stern, meaning it is unlikely to be related.

In short: the Archon’s critical systems are all bundled up into a space that’s quite confined. So long as someone is reasonably good at Tetris, then this isn’t necessarily a bad thing. Traditionally, capital ships could concentrate their key systems in one area, and focus their armour schemes around a single, smaller area of the ship (called a ‘citadel’) for more weight-efficient defence. Notably, this area on the Archon is visibly defined by a grey boundary line that runs up the side of the ship from its ventral hull, to a point as high as the saucer section. It’s plausible (from the perspective of someone trying to make an MSD for this ship) that this area marks the most heavily armoured section of the secondary hull, with thick concentrations of ablative plating and structural reinforcements. This latter point would seemingly be supported by just how wide the secondary hull becomes at those frames.

If that is the case – and I did assume it to be so – then the majority of critical machinery would need to be drawn within that zone.

This quickly brings about a second point of note: the Archon’s bridge is set a very long way aft compared to other classes of vessels. The only other ship that I can think of that has a bridge that far aft on the saucer is the Intrepid class, but she’s a much smaller type. The bottom line is that if I was to be faithful to other ‘large’ ships (particularly the Sovereign) which place a large ODN shaft underneath the bridge to carry the computer network cabling, then some thought would need to be given to the position of other large components including the computer cores themselves. And that’s before I’d even thought about turbolift shafts.

Saucer separation:

Art of the Sovereign class demonstrating saucer separation, by the ship’s designer, John Eaves

A feature of note on the Sovereign-class is the existence of saucer separation. When John Eaves designed the ship back in 1995-1996 ahead of its first appearance in First Contact, he drafted plans that included this capability, and it was never used on screen. This leaves its status in canon as uncertain, but all the same the concept has persisted and numerous drawings of the ship can be found that preserve the saucer separation component, including work by Mr Eaves himself.

As she appears in Star Trek Online, Sovereign doesn’t have saucer separation – but her MSD, made by Cryptic staffer Tim ‘Suricata’ Davies, does. Where does this leave the Archon?

Considering the Archon is the direct successor to the Sovereign-class, I assumed that the mission profiles of the two ships were largely the same. It doesn’t make much sense to produce a follow-on that is somehow less capable than the ship it is replacing, so even if it’s functionally not present within the game for balance or gameplay reasons, I opted to include the suggestion of saucer separation in the Archon’s MSD.

Having said that – a problem that I have almost constantly had with drawings of ships that have saucer separation is just how badly those separation lines cut into its key structures and decks. While an MSD is an abstracted 2D cross section of a ship that has a lot of beam – often combining sections that are far to the port and starboard of the centreline on to a single plate – separation planes are nonetheless difficult to visualise when their slopes visibly cut through areas of decks that are sometimes well over a hundred metres long. In including the separation plane on the Archon, I took care to ‘step it down’ as it moved forward – keeping the interlocks and separation mechanisms contained within their own compartments that, to the very best of my ability, did not needlessly cut into functional spaces around it.

I kept the ship’s battle bridge in the same relative position to that on the Sovereign class, just above and forward of the main navigational deflector, located several decks down below the top of the secondary hull section. An alternate position was considered within the ‘prow’ of the secondary hull, but that was instead – at the suggestion of a friend and collaborator – given over to an intelligence command centre which I will explain a little bit later in this write-up.

The battle bridge, located just above the main deflector, and surrounding areas up to the level of the separation plane.

One fun aspect of the saucer separation capability is the ship’s main shuttlebay. It is horizontally bisected by the separation line. I imagine that during procedures to split the ship in two, the shuttle elevator platforms raise up to the flight deck and effectively seal as air locks with various locking pins clunking into place and buttoning up the section. Secondary doors might then expand either side of the lift shafts to provide the second seal for the engineering section, allowing the hydraulic lifts to pull back and stow themselves. It’s a very clean line which starts at the rear of the shuttlebay flight deck and extending forward, stepping down just before the primary ODN shaft, and again as it approaches the forward transporter rooms.

The very front of the secondary hull section forms a ‘dreadnought-style’ bow which slips away to become the ship’s new prow, and does so at a clean (almost vertical) angle that doesn’t unnecessarily intrude into the operational spaces in that section.

Shuttlebays:

Main flight deck and hangars, located at the back of the saucer section.

The Archon’s got a major point of difference over the Sovereign-class, in that she only has the one large shuttlebay. (The ship’s fantail is a large secondary shuttlebay on the Sovereign, but is a fairly plainly detailed stump on the Archon with no visible doors.) On the face of it, I didn’t realise how much of a logistical challenge this presented in terms of space allocation for shuttles, fighters, and other craft. This meant that in order for the ship to really have enough shuttles (or what I consider to be enough, at least!) it really needed to have a fairly deep hangar hold. That brings the floor of the maintenance hangars down to the top of the ship’s warp core.

Secondary shuttlebay, located at the back of the ventral hull, and backing directly onto Cargo Bay 2.

A through-deck hangar (much like the Galaxy and Akira class) was one possible alternative, but the shallower geometry of the Archon’s saucer section would mean that such an area would very severely reduce the number of useable compartments for things like science labs, transporter rooms, and crew quarters. The hangar and flight deck each occupy a height of two decks, and are – based on the position of the three launch bay doors at the rear of the saucer – wide enough to accomodate multiple small craft side by side. The entire saucer section, from bridge to saucer edge (which is also the lower-most deck with useable space) is only nine decks tall. It would be unusual, in my estimates, to dedicate close to fifty percent of the ship’s primary habitable area over shuttlebays.

The Archon does, however, actually have three other smaller shuttlebays elsewhere on the ship. One of these is rendered on the MSD and is located in the ventral section of the secondary hull, facing aft at the ‘divot’ rise of the keel. Two other, smaller bays are located on the ventral side of the saucer section (port and starboard) facing forward. These latter two shuttlebays are not rendered on the MSD, and would sit in an area close to where I’ve rendered stellar cartography and the primary ODN shaft. The downside of having several small shuttlebays rather than a couple of large ones is that it does limit the ship’s ability to fit larger types of shuttles onboard. Plus side: it meant I could back the secondary shuttlebay directly onto a cargo hold in the ship’s ventral hull, making for an excellent loading bay.

Engineering and Deflector:

As mentioned previously, the warp core of the Archon class seems to be situated well forward of where it was located on the Sovereign, running vertically just behind the main deflector. The three primary considerations on Main Engineering’s position would be the location of the warp core, the line of the main EPS conduit from the warp core intermix chamber to the nacelle pylons, and the physical size of the Main Engineering compartment itself. Having established the position of the warp core along the ship’s length, I cross-referenced it to the level of the nacelle pylons to get the position of the warp core’s reaction chamber.

That marks the centre of main engineering, around which the compartment could be build. This was looking to fall extremely close to the level of the main deflector spaces below, meaning the traditional layout of corridors that run across the ship in front of engineering couldn’t be done. Had the warp core been placed any higher, then the main EPS line would also not properly intersect with the ship’s pylons. The internal layout is likely to have the corridors running down either side of engineering, with turbolift access toward the stern. Of the compromises that could be made, this was probably the best solution I could come up with.

The Engineering compartment is a pretty standard size, being based on the dimensions of the Sovereign class. It sits on deck 17, directly above the deflector control systems. There is an upper Deflector Control room on deck 16 (hello, First Contact reference!) and a second control roo down just above the torpedo magazine, at deck 20.

Less ideal, but still mostly acceptable, the warp core does not have a clear ejection port on the dorsal hull and can only be ejected down through the ventral hull. Directly above the warp core is the lower maintenance deck of the shuttlebay hangars.

The main navigational deflector has a much wider aperture than the one on the Sovereign class, and its structure is closely based on the style of the Phalanx-class master systems display. It’s much less an abstract assembly of geometric shapes, and instead a slightly more detailed rendering of the actual structures, including their mounting spaces, cables, and frames.

I tried to preserve this ‘blocked out’ style across the MSD extensively, with the most obvious second example being the nacelle structure and areas surrounding the plasma injection control centre. I think it’s an effective look that draws the eye – which is helpful because the deflector and the systems around it sit at the very heart of the ship’s operations.

The first of three torpedo launchers sits directly beneath the deflector in an arrangement very similar to the ventral launchers of the Sovereign. Notably, the Archon class has fewer torpedo launchers than the Sovereign itself, with just six of them present in three mounts located here at the ventral fore, the ventral aft, and stern. By comparison, the Sovereign had either ten or eleven torpedo launchers by the end of Nemesis, depending on which analysis you believe.

Curiously, the two classes have an identical balance of torpedo firepower, biased heavily to the aft quarter. Of the Sovereign’s 10 (maybe 11) launchers, six of them face aft, while four of them face forward. It’s a similar story on the Archon, with four launchers facing aft and just two pointed forward. The Archon has no torpedo launchers under her saucer like Sovereign’s turret, though a smaller version of this turret (without a Captain’s yacht) is present on the ship’s fantail.

Considering the stated torpedo armament of these kinds of ships is usually quoted in the hundreds of rounds, I took care to ensure the magazines (complete with loaders) were reasonably large in size.

Intelligence & Assault

It’s written on the packet. The Archon is an Intelligence Assault Cruiser, and while I’ve never been especially sure of what an Assault Cruiser is (aside from a vessel perhaps designed to break through lines and wreak havoc at the centre of the enemy formation) the addition of Intelligence capabilities to the ship is an eyebrow-raiser. Accordingly, I gave the MSD several facilities that directly relate to that mission role.

The Archon’s ‘turret’ position under the saucer doesn’t have the same torpedo launchers that the Sovereign has, and that space is instead occupied by a large, ominous looking black trapezium of unknown function and design. Traditionally, this space on a starship has also been the location of a large sensor array (such as that on the Galaxy class, Excelsior, and even Constitution).

Instead of a standard planetary sensor dome, I chose to put a very large surveillance sensor that, of a particularly extensive and sophisticated type that might be used by Starfleet Intelligence. It pairs nicely with the fact the ship has a cloaking device, after all.

Directly above that sensor, and attached to it, is an Intelligence Operations Centre.

This room is basically one big command centre for members of Starfleet Intelligence to conduct surveillance, analysis, and covert operations deep within the ship. I even baffled the compartment with some cladding to give the spooks some privacy, and it separates the entire area from surrounding sections. The only areas around this command centre are library and research areas, along with a crew lounge and life support systems.

The second thing I thought to add was an area of the lower decks that was dedicated to an embarked MACO contingent or hazard team. MACO was – according to the conjectural opinion of Cryptic’s Thomas Marrone – reinstated in Star Trek Online and ‘wholly subsumed’ by the organisation as ‘marines’.

The MACO section of the Archon, showing shooting range, billets, gymnasium, briefing room, armoury, and CO’s office.

The MACO decks, spanning two levels just above the secondary shuttlebay and Cargo Bay 2, include all manner of facilities that the MACO might need. There is a shooting range, an armoury, quarters, a commander’s office (right next to his quarters), a briefing room, gymnasium, and basic lounge area. This all sits with the conjectural ‘armoured’ section of the ship, and yes – for the keen eyed out there – that is a bathroom with toilets in it. If there is one thing I am most pleased about in completing a Master Systems Display, it’s the fact this ship actually has a loo!

Finally on the intelligence front, there is a mission operations centre directly above the shuttle bay:

I laboured over this area for some time. It’s actually too short within the deck spacing to be a lounge, but it’s also very, very close to the flight deck’s traffic control centre which sits in the ‘bird nest’ that hangs from the flight deck roof. The idea of putting a crew lounge right near air traffic control didn’t seem like an overly smart idea, so the area was instead given over to an orbital mission operations centre, from which I imagine the ship’s security and tactical officers can work with MACO, Hazard Team, and other relevant parties to coordinate the landing of security forces on planetary surfaces. The big windows visible to the aft of the observation platform give excellent visibility toward space over the approaches of the shuttlebay, but – notably – they lack any windows or field of view in the direction of the shuttlebay approach, making it unsuitable for traffic control.

The Archon’s flight deck approach, showing the three doors of the shuttlebay and the observation platform that overlooks it.

Warp Drive

Moving along swiftly, the warp nacelles are something I ended up being quite proud of. Nacelles are not typically something that are well detailed on Master Systems Displays, so I referred to a lot of cutaways and old Trek reference manuals to work out how they all go together. In the end, I fashioned something of a useable machinery space between the bussard collectors and the warp field coils where systems like plasma injectors, control rooms, and power lines could be placed. Of particular note was the Quantum Slipstream Drive envelopes which line each side of the Archon class’s nacelles.

There is very little in the way of canon about the QSD and how it works. Voyager never went into it in any detail, and that particular series often played fast and loose with its engineering treknobabble. It’s an open book, with only a few sets to refer to for inspiration. In Star Trek Online, Starfleet has been playing with QSD technology for over thirty years since the end of Voyager, so I asked the question: How much has it advanced? And what the heck does a Quantum Slipstream Drive coil look like in 2410?

The interior of the Archon class nacelle, showing control rooms, plasma injectors, and the Quantum Slipstream Drive spinnaker.

Thankfully, we do have some idea. The USS Dauntless’s quantum slipstream drive in Voyager was a roughly circular node of devices that surrounded a central core fashioned out of what looked to be a plasma globe. If this was Starfleet’s starting point for inspiration, then that was something I could work with

The orientation of the QSD sleeves on either side of the nacelle makes for interesting internal arrangements. I tried a variety of designs including several ‘molecule model’ spheres chained together in a zig-zag patten. I tried more traditional Trek geometric constructions made out of multiple sized, clean-looking boxes, but none of this really fit within the loosely triangular shape of the sleeve.

In moments of silly frustration, I did look to less serious references. Enter Battlestar Galactica’s invocations of ‘spin up the FTL drive’, or the puppet General Hammond in Episode 200 of Stargate SG1 proclaiming, “I’m the General, and I want it to spin!”.

My mental acrobatics went from what train of thought to another, and before long I was indeed asking myself: “…does a QSD even spin?”

The answer was probably ‘no’, but nonetheless I found myself thinking more about rounded shapes – and that original circular pattern seen in Voyager aboard the Dauntless. I didn’t imagine the device would physically rotate, but it almost certainly had an electrical component that worked within the ‘spindles’ that we saw. Hmm… Spindles… spinning… electrical…

I don’t quite know when the word ‘spinnaker’ entered my mind, but a spinnaker on a sailing vessel is a large sail that is deployed for short periods to to drive the vessel down-wind. They aren’t always appropriate and are stowed when not necessary – which pretty much meets the description of a Quantum Slipstream Drive. It’s a name that stuck as I built it up. I am really, really happy with how it turned out. As an added bonus, it makes for some good bridge banter when the Captain wants the QSD deployed or retracted. I can quite easily imagine “Douse the Socks” being an order issued to bring a ship to impulse.

Get it?

The nacelles themselves have fewer field coils than the Sovereign class (22 pairs vs the Sovereign’s 24) but they are much larger, being at times four or five times heavier towards the front of the engines. Considering just how well-endowed the ship’s nacelles are, I expected that making them balanced would be a reasonable challenge. In the end, they actually came out alright. One consideration is that the nacelles are cambered at an angle of about 30 degrees outboard, which makes them even longer than they appear in a side-orthographic. This is reflected more in the inset graphic I produced to show off the ship’s quantum slipstream envelope, with each blue line intersecting each point of the ship’s main QSD sleeves.

Inset shows EPS power grid, key ODN systems, and the ship’s slipstream envelope.

There are tonne of details buried all over the MSD. From the static ship model displays in the bridge conference room, to observation corridors at the forward lounge that overlook the ship’s inboard areas, to easter eggs and traceable wiring that leads from weapons arrays to small generators and fusion reactors, I tried to step up the level of detail that people generally see in an MSD. As this is my first attempt, I’m proud of the result, and hope you enjoy pouring over it to explore it in depth. Have any suggestions or feedback? Drop me a comment or an email. I’ve love to hear your thoughts.

Some final acknowledgements – I’d simply thank fleet mate @AdmLancel for his constant counsel and being a sounding board for what you see in the MSD, Cryptic’s Tim Davies for the inspiration provided by his own MSDs, Cryptic’s Thomas Marrone for his wonderful Jayces’ Interstellar series (and all its technical details that I relied on to make decisions for this project) and D.M. Phoenix who produced the Phalanx-class and its MSD which probably led me to do this project to begin with.

Cheers.

*Yes yes, I can see you back there, Constitution fans.

Dil Farming – sure, why not?

Fleet mine holding

Let’s face it – every MMO is a grindfest, and STO is definitely not an exception.  Amongst all the in-game currencies, dilithium (aka “dil”) is the most coveted and most difficult to obtain.  Or is it?  If there is one event that dil farmers were born for it is the Dilithium Bonus weekend.  During this event, all dil rewards are increased by 50%, with some increased by 100%.

Setting up mining and contraband dil farm

Resources needed:

  1. as many level-9 toons as you can get (both Fed and KDF).
  2. minimum of 25 contraband per toon. To obtain contraband, you can:
  3. purchase in bulk off the exchange by searching for “contraband” and selecting “sort by ascending price per unit (expensive but can be done immediately).
  4. do select doff missions or marauding missions on KDF toons (time-consuming but inexpensive).
  5. if available, a minimum of 5 VIP mining vouchers per toon for the Vlugta asteroid mine field located in the Alpha quadrant. Unfortunately, these vouchers can only be obtained by opening lock boxes.
  6. an environmental suit.

So how does this work? First, you’ll need to move all your farming toons (which shall now be referred to as “farmers”) to Deep Space 9 located next to Bajor in the Alpha quadrant.

Place all your farmers in the vicinity of the Security Officer on Deep Space 9.  On the evening before the dil bonus weekend event begins, accept the “turn over confiscated contraband” doff mission.  Collect the results the next day once the event starts and accept the same doff mission again.

Reward before event: 2000 dil.  Reward during event: 3000 dil.

If you have VIP mining claims, fly your farmers to the dilithium mine on the Vlugta asteroid located in the Bajor sector.

Vlugta-on-map-1

The night before the event begins, talk to Isihl and accept the “rich dilithium claim” mission.  However, do not run the mission.  Instead, wait until the event begins.

Isihl-1

Once the event begins, you can go to the rich dilithium vein by activating your environmental suit.  Go talk to the FDMAA agent and accept the mining mission.  You will need to score at least 700 points in order to maximize your reward.  Once done, leave your farmers there until the next day in order to repeat this process.

Vlugta-ground

Reward before event: 5000 dil. Reward during event: 10000 dil.

[EDIT]: I forgot that you can mine on the Vlugta asteroid as well. I just ran this mission during the dil bonus weekend event, so I’ve got accurate numbers for the result of completing it.  Basically, talk to Isihl and take the “asteroid mining” mission.  You can use the same trick of picking up the mission the night before the event, just like the VIP mining mission.  You’ll have to mine at five locations as indicated on your mini-map.  Each mining mini-game will also reward you with a small amount of common and uncommon crafting materials.  Once done, go back to the airlock and talk ti Isihl in order to complete the mission.

Reward before event: 1350 dil.  Reward duing event: 2025 dil max.

If you do not have VIP mining claims, then you can fly over to the “Dilithium Fleet Mine Holdings” located in the Bajor sector as well.

Fleet-mine-map

Once you’ve beamed to the surface of your fleet’s mine holding, talk to the Miner Shift Manager who will offer you three missions: mine impure, rich, and pure dilithium crystals.

Fleet-mine-holding-map

Once accepted and you’ve activated your environmental suit, you’ll see their locations on the map.  Go to them and perform the mini-game.  Again, a minimum score of 700 will maximize your results.

Fleet-mine-holding-dude-dialogue

pure-dil-fail

There are four colors of mineable dil crystals: pink, gold, blue, and green.  The Miner Shift Manager can provide you with information about the different colored crystals.  However, it is irrelevant since they all provide the same reward of 200 dil before the event.  You will find a total of ten such mining locations.  There is also one bonus dil mining mission located to the northeast of the mining station, which rewards (prior to the event) 480 dil. Be careful with this one because you may fall into an abyss and get stuck.

Make sure to use the navigation points to fly to each.

pur-dil-fly-out

I can’t give you an exact number for these rewards during the bonus dil weekend since I typically don’t do this mission.  Why?  It’s time-consuming (about 15 – 20 minutes per toon).  So the following bonus reward numbers may be off.

[EDIT]: I just ran these mining missions during the dil bonus weekend event. I’ve updated the rewards numbers below.

Reward before event: 2480 dil.  Reward during event: 5010 Wow!!!

Now for the next day, you’ll do the “rich dilithium claim” or the “dilithium fleet mine holding” missions and then fly to Deep Space 9 and accept the “turn over confiscated contraband” doff project with the Security Officer.  For each day of the event, you’ll repeat this process in the opposite order.  If you move any toons from their end locations, remember to put them back before you log out.

Setting up a doff mission dil farm (courtesy of @Foxman86)    

There are many options for setting up a doff dil farm since every doff mission provides a small dil reward.  However, some may provide more than others.  Undoubtedly, the “turn over confiscated contraband” doff mission provides the largest reward.  However the leader of the 101st Fleet, Aaron Lawford@Foxman86, recently informed me of some he does on a regular basis: Daily Research and Development doff missions from the Assignment Officer.  The Assignment Officer is located in the development lab on your fleet’s R&D holding.

RD-map-for-doff-dil-mission

RD-Doff-dude

You’ll have several to select, but you’ll only be able to do one at a time.  However, there’s a twenty-hour cooldown, so this would make a good daily mission.  Personally, I haven’t done these doff missions during the dil bonus weekend event, so the following numbers are an estimate.

RD-doff-menu-selection

Reward before event: 1200 dil.  Reward during event: 1800 dil (est.)

Another good dil doff mission can be found on your very own ship if you go talk to the Science Officer on your engineering deck.  You can get there by visiting your bridge and then take the turbolift to the engineering deck.

ship-interior-map

You will see three doff missions on the menu. On the first window, you’ll see a menu, so select the mission titled “special projects.  A second menu will appear. The one you want to do is the first one – “data sample analysis.” You’ll be presented with four doff missions that require data samples – something that you likely have lots of taking up inventory/bank-slot space.

third-menu

The good thing about these projects is the cooldown: three have a six-hour cooldown and one an eight-hour cooldown. Each project rewards 250 dil.

Reward before event: 1000 dil.  Rward during eveng: 1500 dil (est.)

Task Force Operations farm

STO recently re-did the old STF’s into the new Task Force Operations (TFO’s).   Granted, we all know the risks of running these with random players, so do so at your own risk.  As always, it is best to do these missions with friends, as well as fleet- and armada-mates.  Make sure to put a call out for others to join you either in your fleet’s chat channel or the Equator Alliance (EA) chat channel.  You could also use the Armada chat channel, but we prefer to use the EA chat channel since it is a cross-faction channel. If you need an invite to this channel, send me an email (@CaptainPetey) and I’ll add you to the channel.

When it comes to rewards, these vary depending on how successful is your team.  Hence, I won’t post dil results for TFO’s.  However, it is worthy to note that some are much easier and faster to complete. These include Crystalline Catastrophe Advanced (CCA), Infected: the conduit (otherwise known as Infected Space Advanced – ISA), and Federation Fleet Alert (FFA).  Each has a 30-minute cooldown, so you can keep running these on your toons as often as you’d like.  Your rewards can also vary depending on if you’ve received your daily bonus for CCA or ISA (or any other Borg-related TFO).

Setting up an Admiralty farm (courtesy of @ISS Voyager)

Imagine-

-an ocean of stars, shimmering crystal and violet.  With a tall prow and a handsome stride, a starship wakes the sky in dilithium supernovae.  Imagine forging dilithium with a keystroke.  Imagine no cooldown timers, no trading, no mining, no contraband, no zen, nor lockboxes.  Imagine infinite dilithium from no input, without cooldown, from anywhere, by any ship, for as many times as you press a button, right now.  Imagine accomplishing this using assets once thought defunct.  This is the potential of the Admiralty System.

What’s the Catch?

There is always a catch.  In this case, there are three.  Reaching the full potential of the admiralty system requires: (X) An armada of account-reclaimable starships; (Y) a vast army of captains, and (Z) patient setup.  Maximizing the Admiralty System is not for the casual: it is for those of us who remember Marks of Honor, Pursuing DSE’s, Memory Alpha, Tribble Breeding, and a choice of 6 endgame Starships.  (Enter Excelsior-class, August 26, 2010.)

Theory

The theory is simple: (1) Maximize the Admiralty System, (2) across numerous avatars, by (3) effectively deploying your armada.  We discuss these three dimensions below.  Done correctly, the cooldown timers will be vastly eclipsed by the available missions, and will effectively allow you to earn dilithium continuously.  Further, effectively deploying your armada means all your idle ships become infinite sources of dilithium.  That is, what was an infinite well of buyer’s remorse is now an infinite source of energy.

Maximize the Admiralty System

(For a beginner’s guide to the Admiralty system, look to the STO Wiki.)

Maximizing the Admiralty System means: (A) completing missions which reward dilithium, while (B) skipping non-dilithium missions without wasting pass-tokens.

Missions that Reward Dilithium

  • Klingon & Ferengi Tours of Duty [10 of 10] [30,000 Dilithium Ore]
  • Missions marked with Dilithium Emblems [50-500 Dilithium Ore]
  • Missions with “Dilithium Events”
    • Lucrative Mining Contract [2,000 Dilithium Ore]
    • Lucky Vein [1,000 Dilithium Ore]
    • Refinement Surplus [500 Dilithium Ore]
    • Rogue Dilithium Asteroid [500 Dilithium Ore]
    • Dilithium Dust Synthesis [500 Dilithium Ore]
    • Intermix Chamber Salvage [500 Dilithium Ore]

Skipping Missions without Wasting Pass Tokens

The strategy is to repeat the long-term Klingon and Ferengi Tours of Duty while also repeating the short-term Dilithium missions.  A pass token is (usually) rewarded on a critical mission successes, and a captain may only have a maximum of 50.  Thus, they must be neither horded nor wasted.  A simple algorithm for this strategy is:

  1. Do all Tour of Duty and Dilithium missions accessible without using a pass token. Check all campaigns.
  2. Klingon Campaign; skip non-dilithium missions and run all dilithium missions until the next Tour of Duty mission is run.
  3. Repeat for Ferengi Campaign.
  4. Return to Klingon Campaign, skip non-dilithium missions and run all dilithium missions until all slots are filled.

Numerous Avatars

The second dimension is to multiply the above method across many avatars.  Notice that all of your c-store and special event ships are account reclaimable.  Notice also that Dominion captains start with access to the Admiralty System, and can access all starships after selecting an allegiance.  Admiralty Starships are created when you first claim a starship on an avatar.  Decommissioning a starship does not remove its parallel admiralty card.  Thus, you can copy your entire armada onto every avatar, simply by taking care to commission and decommission each ship one by one.

  1. Create a new Dominion captain. Play through the Tutorial.  Select the allegiance of your Armada.
  2. Stand by a “Ship Selector” NPC/Console
  3. Reclaim an account-reclaimable starship. Verify its corresponding Admiralty Card has been created.  (Sometimes it doesn’t create due to a glitch)
  4. Decommission the starship.
  5. Repeat for every starship, one by one. Take care to verify each admiralty card is properly created.
  6. You have now copied your Starship Armada, and all its dilithium-earning glory!

Effectively Deploy your Armada

Armada Strategies and Tactics are outlined below.

Armada Strategy

  • The “Star Empire”

Imagine a Star Empire comprised of Armadas of Starships.  An Armada of Admiralty Starships is mapped to each of your avatars.  Note, your Star Empire is made of Admiralty Starships, and not of Avatar Starships.  Consider your Avatar Starships as “communication ships” and your Avatars as “communications officers”: their role is only to relay information to their corresponding Armadas of your vast Star Empire.  Accordingly, simplify and streamline your activity to deploy your Armadas wisely.  Admiralty Starships require zero attention and earn all of the dilithium, while Avatars and their Avatar Starships require a colossus of attention, and earn no dilithium.

  • Avoid Black Holes

Are you OCD like me?  Remember the “Star Empire” design.  Do not get bogged-down in the tedium of micro-managing many tertiary avatars!  Beware the following:

    • Do not attempt to actually level an army of avatars to Vice Admiral 52 for this purpose
    • Do not attempt to keep track of tertiary avatars’ levels or equipment
    • Do not attempt to make all tertiary avatars identical
    • Do not attempt to reclaim all other account-reclaimable items
    • Save and Load their UI, or simply keep the default settings
    • Save and Load a common uniform, or simply use the default costume
    • Setup tertiary avatars one at a time, do not “assembly line” them
    • Name your avatars simply! (X-1, Y-13, Z-17, etc.)
    • Remember they have exactly one function: Admiralty System

Mothballs to Star Empire

Do you have starships idling in mothballs?  The beauty of the Admiralty System is that it turns your idle starships into the greatest source of dilithium in-game, accomplishing two endeavors in one excellent design.  That is, what was an infinite well of buyer’s remorse is now an infinite source of energy.

Moving Resources

Dilithium and other resources will collect evenly across the inventory-assets of your numerous avatars.  Periodically transfer these resources to your main avatar(s).

  • Dilithium via Dilithium Exchange
  • Energy Credits via Account Bank (Bridge)
  • R&D Materials via Account Bank (Bridge)
  • Liquidate all other assets to Energy Credits
  • Overkill Formation

If your Armadas are large enough, lead with your Tier-6 starships in an “overkill formation.”  Do so even for common assignments with small requisites.  The critical success will supply you with necessary pass tokens and increased dilithium.  If your Armadas are smaller, maintain a “cohort” formation, where powerful ships are partnered with weaker vessels.

Music

Armada Tactics

Tactical activity will consist of:

  • Log onto a Tertiary Avatar
  • Collet rewards from completed Admiralty Assignments
  • Engage new Admiralty Assignments (as outlined in Section 1, Supra)
  • Log out. This cycle takes a minute or less.
  • Repeat Indefinitely.

Final Results

When the system is setup, each avatar will normally collect 1,000 – 3,000 Dilithium Ore per login cycle. (Described in Section 3B, Supra)  Further, Klingon & Ferengi Tours of Duty [10 of 10] reward 30,000 Dilithium.  (See Section 1A, Supra)  It will typically take 20 days to complete a Tour, though they can complete in as little as 10 days.  Regular dilithium missions complete in several hours, or in as little as 15 minutes.

Now, imagine 40 avatars.  If it takes only one minute to perform a cycle, and if most missions complete in an hour or less….  Then, by the time you cycle Avatar-40, Avatar-1 will be ready to collect dilithium again.

That’s: 40 x 1,000 = 40,000 Dilithium per hour, minimum, indefinitely.

Plus: 40 x 2 x 30,000 = 2,400,000 Dilithium every 10-20 Days.

Long Live the Terran Empire!

Antonio@ISS Voyager

Terran Empire 1st Fleet

=/\=

Delta-v: Engine Efficiency

RamilliesSpeed

Soon I’m going to be posting my build for the USS Ramillies, but before that, I want to talk about an aspect of power management that some may not realise.

Efficiency, and how it’s applied.

‘Efficiency’, as a term of game mechanics, refers to a starship’s effective overall subsystem power levels against the amount of base investment that is needed to produce that number.

Subsystem power is one of the least-taught and most important parts of a ship’s performance, as it affects absolutely every last facet of its key characteristics, abilities, and skills that you use. A starship has four major subsystems – weapons, shields, engines, and auxilliary – and the amount of power that is available to each of these subsystems directly determines how effective each area of your ship is.

In general terms:

The weapons subsystem affects the damage output of all directed energy weapons (cannons, beams).

The shields subsystem affects both your shields’ innate ‘hardness’ (how much damage they can reduce through resistance) and regeneration rates.

The engines subsystem affects your speed and maneuverability (and consequently, your ability to evade certain AOE debuffs such as gravity well.)

The auxilliary subsystem affects the performance of your scientific abilities (such as the aforementioned gravity well, or perhaps sensor sweep) in addition to the effectiveness of many resistance heals and immunities – including Aux to Structural, Hazard Emitters, and Polarize Hull.

Each subsystem has a minimum power setting of 15 and a maximum power setting of 100.

Overall, a starship has – base – 200 units of power to distribute across its subsystems in whatever configuration its captain wants. By default, each subsystem will have 50 units of power in each of its four subsystems. Furthermore, the base stats of a piece of equipment will always display its expect performance against that 100 mark. If you have less than 100 power in a subsystem, then your equipment will not perform as well as its tooltip and stats suggests it can, but if you have more than that, then it can and will exceed its listed statistics.

Without using certain bonus modifiers (such as warp cores that may increase a subsystem’s power cap, or bridge officer abilities such as Overload Subsystem Safeties), a subsystem’s power can go no higher than a setting 125. With a maximum power investment of 100 – this is where the importance of efficiency becomes apparent, as it is the only way you will be able to maximise the performance of your systems and equipment.

If you invest in efficiency at all, you will see your starship’s subsystems can read well above the levels at which you’ve set them to. As a rule, all efficiency is subject to diminishing returns: the less energy you put into a subsystem, the greater the bonus power you will receive in that section. This bonus number decreases as you approach a power level of 75, and after that point – you receive no further bonus at all.

In a perfect world, your starship could have 125 power in each of its four subsystems and would perform exceedingly well in every aspect of its operations. Given finite power supply however, you will always be forced to weigh up your mission priorities, and compromises must be made.

It would be almost pointless to put efficiency skills into weapons, if that is a subsystem that is constantly run at over 75 power. Naturally, you’re better off spending that skill point on another system you intend to sacrifice – such as engines. (Sacrificing engine power to squeeze more out of weapons or auxilliary is a very common choice, and more often than not leads to engines running with a minimum of power.)

Power management is a discussion unto itself, and efficiency is a huge part of it, but the mechanics of efficiency have a tendency to guid other build decisions when the same word is used. In particular; with engines.

I have often heard it said that there is no point in running a hyper impulse engine that is ‘efficient at high power levels’ when there is no bonus to efficiency above 75 power. This is simply false.

There are – with a couple of unusual exceptions – three basic engine types in Star Trek Online.

Standard impulse engines are advertised as having no efficiency modifiers whatsoever and perform at a flat rate commensurate to the amount of power they are provided.

Combat impulse engines, the game tells us, are ‘efficient at low power levels’, suggesting that they provide better performance at low power levels than other engines.

Hyper impulse engines are similarly ‘efficient at high power levels’.

Given what we know about efficiency and power management in STO, with diminishing returns and disappearing bonuses at high power levels, how does that affect your choice of engines? The fact that there is no efficiency bonus above 75 power would suggest that there is very limited benefit to running hyper-impulse engines which benefit from ‘high power levels’, right?

If you assume ‘efficiency’ is governed by the same rules across the board, you would be wrong.

The same diminishing returns that affect your subsystem efficiencies have absolutely nothing to do with the performance of your engines, no matter what type you have chosen. And this can be demonstrated through testing.

Power12

The above is a graph charted using my build for the USS Ramillies, using standard Mk XIV (common!) impulse engines of each of the three types.

Engines.png

I used common (white), non-reputation engines for this test because – free of modifiers – they are a control that won’t be affected by more esoteric statistics, including [spd] modifiers or other rarity bonuses. This is as close to raw engine data as I can get without datamining, with stepped increases in power to assess performance figures. (Displayed across the bottom, with the ‘real’ power figure against the base power figure)

The vertical axis displays the ship’s registered impulse speed at the indicated power level.

I tried this test with Mk X, Mk XI, XII, Mk XIII and Mk XIV engines, expecting that perhaps higher marks could have different efficiency ratings. Surprisingly, the graph ended up identical in profile, and the pattern was repeated in each series.
The blue series is the standard impulse engine. The red series is the combat impulse engine, and the green series is the hyper impulse engine.

The combat impulse engines reach their ‘best’ power-thrust ratio at about 56 power, while hyper combat impulse engines begin accelerating more sharply past about 90.

In every single case: the point of equilibrium in efficiency for impulse engines is a flat number of 60. At this mark, all three engines perform identically in every respect.

Above 60 power, then the clear winner in all conditions is the hyper-impulse engine.

What can be concluded from this?

How much importance you put in your raw power levels is going to dramatically influence what engine you should be favouring. I’m going to go into power a lot more with the Ramillies and Reprisal builds, but the short answer is this:

If your engine power – through efficiency or choice – runs higher than 60 during combat (the time that matters most) then you you will get more benefit from a hyper or standard impulse engine mthan you will from a combat impulse engine, in all conceivable circumstances.

At endgame, it is unlikely that you will have less than 60 subsystem power as a Federation captain, and even less likely if you are an escort pilot running Emergency Power to Engines as a speed tanking skill. It is very difficult to recommend combat impulse engines when pursuing a Starfleet build.

During levelling, it becomes very easy indeed to recommend combat impulse engines. With limited power to invest, and very few efficiency skills, every point matters and combat impulse engines are an excellent choice between about levels one and 40.

Romulan captains (faced with Warbirds that have less power potential than equivalent Federation and Klingon ships due to the reduced power output of singularity cores) will likely find more utility from combat impulse engines.

As a final thought – just how dramatic is the difference between a Mk XIV common engine and a Mk XIV reputation engine, such as the Iconian resistance hyper-impulse engine?

Power11

It’s significant, and at a glance,  the purple line (Iconian Engine) shows just how much better reputation gear can be over its basic equivalents.

Next time, I’ll talk about power and how it factors into the Ramillies and Reprisal as a basic requirement of design.