Well I did happen to be discussing the Heavy Noob Cruiser today, with a console that absorbs the fire of your allies. Or a Neelix Garbage Scow, with 10 tac consoles and 0 weapon slots.
As for real?
Tough one.
Mostly because I already have the great ships I wanted for my characters. (Excelsior, Nebula, Mogai, B'rel, Vo'Quv, Jem HEC).
As for ships ingame? A fleet B'rel with a 4th tac instead of eng console.
As for something new?
Federation Support Carrier
Design wise, something with big engines, noticeable torpedo launchers, and for the rest something feddie-like
Console-Universal-Heavy Barrage: Each fighter pet will use a tachyon beam for 2 seconds, then fire High Yield I torpedo on the player's current target. The player will then fire a Torpedo Spread III, but only on that particular target.
Standard fighters: Phaser Dual beam array and Quantum Torpedo Launcher. Can use Emergency Power to Engines I and Beam: Overload I. Other stats comparable to runabout pet.
A KDF and Romulan version of these are also good, with KDF having more hull and less shields, while the Romulans have the Fed stats, but with Singularity Core instead of Warp Core.
Fleet version gets an additional engineering console.
Not the best realistic ship I can think of, but certainly something that would expand my play style.
T5 Connie. To address the ever-popular "1701-blank shouldn't tank like 1701-D, -E, -F", I'd follow a "naval tradition" of reclassing last century's "heavy cruiser" as this century's "light cruiser". Since Intrepid = Light Cruiser = Science ship, T5 Connie = Science ship... :P
Vesta level stats on the Fleet refit (including Uni Lt. Cmdr). Possible 9 console non-fleet version with appropriate "reductions"...
Chaser that with an Akira partset so that the NX-01 hull can be built at T5, and all the shows get hero-treatment in endgame...
However, if I was to "dream ship" it, I'd take the TMP Connie skin, build the deflector array to do the "sliced orange opening" system to expose the "entire" Wave Motion Engine (from Yamato / Star Blazers) that's taken over the lower secondary hull (exhaust port under the shuttlebay...)
Yeah, the primary hull should be far enough away from the discharge point so that I don't fry my own crew with every wave motion blast... <evil laugh>
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
An updated version of the Enterprise's version of the U.S.S. Sarajevo
But in all honesty, if they ever get the funds to redo how they do ship hull/costumes I'd love the ability to be able to make mine as unique as possible. This whole cookie cutter thing gets old quick.
Fleet Defiant with a Science Ensign instead of Tactical, and integrated regular cloak (or, failing that, having active-ability consoles turned into devices).
Tor'kaht with 5/3 weapons layout, sci ensign.
or
Rotarran type of BoP. Bit larger then B'rel but not as big as a K'Vort, heavy wing cannons (disruptor version of the Kumari guns)
I want something with 6-7 fore weapon slots that can only equip beams, so I can run a ton of Dual Beam Banks and have more total beams coming out than a 4 fore 4 aft broadsider and not be shooting myself in the foot running DBBs instead of DHCs.
well i got 2 min mind first a tactical 2 hangar romulan dreadnaught carrier similar in config to jem dreadnaught carrier same boff layout as my falchion and some sick new hangar pets
4 on 3 guns with 2 hangars
second 2 ships similar to my falchion cept fed, klingon i know mogh but i prefer a tac 3 boff some would say big woop this is my preference 5 forward same boff layout as my falchion
mogh and avenger are ok but like i said that tac 3 i know extra tac console more then makes up for it this is me and i can dream i expect to get a blastin so blast away lol
1)t5 steamrunner with one of the Eng BOFFs downgraded and the En-Sci bumped up to LT, its really anoying not being able to have Sci team and Hazard Emitters
2) D'kyr allowed for Fed allied Romulans, reunification is one of the possible goals of the republic i can see Vulcans who think the same way helping their cousins
3) T5/Fleet D7 warbird for Rom+KDF with the bird on the bottom, singularity core, and 5 'fleet' emblem options; modern KDF, old-rainbow KDF, Rainbow alliance hexagon'ed KDF, RSE, rom republic. there are almost certainly some that old left on both sides, maybe as a lockbox option opposite t5 connie for feds.
4)the T'liss to use P.W.B. as its inital prefix, because as it is now R.R.W. makes no sense as its never been a republic ship until you've joined up, I.R.W. might confuse newbs, but P.W.B. (Praetorial Warbird) fits both as an old imperial ship and in its future life serving Praetor D'tan
5) Typhoon-Class components (corrected for scale) and wider spread Imperial-Class nacelle struts on the Assault Cruiser
Screen canon wise
1)Soyuz-Class as a 5/3 Destroyer with the 5th fore weapon being a [Fused] heavy cannon thats damage type + appearance changes based on either what type of weapon you have most of equipped or which damage type it has the greatest passive boost in
2) Miradorn-Theta/Arctus Baran's ship (assuming the same type) as a slightly more tanky Raider with no faction alegiance (but possible faction based markings)
3)Nihydron Warship as a battle-crusier with Species 10026 pattern as an optional
EU wise
1)Galor/Kessok Hybrid (bridge commander) with spiral wave DBBs and positron beam arrays
2) Proxima-Refit Class (legacy) without the goofy rollbar
Foreign ships
Autumn-Class from HALO 4, because everyone wants a ship that can keep going till it is danm near totally dismantled
A Fleet T'Varo Retrofit with MK XII Breen Set and the option of paying Zen to add another two console slots (maximum of five total slots in any category), another two device slots, and one more weapon slot (either front or back, no more than five of any type).
The current Jem'Hadar Dreadnought Carrier. Replace the Lt.Commander Engineer with a Universal Lt.Commander slot so that I can use my science BOFF (I love that Gravity Well , over 500 uses and counting)
Or they can allow Gravity well to become a Lieutenant ability, either way I'll be happy.
One day Cryptic will be free from their Perfect World overlord. Until that day comes, they will continue to pamper the whales of this game, and ignore everyone that isn't a whale.
My dreamship is a 31st century ship (from Daniel's time), fully powered, not gimped, it'll kick the butts of all those 29th century Wells Class ships around
This ship is built for science and defense, with a well-rounded character but an emphasis on disabling enemy vessels rather than outright destruction. Its primary mission is to defend the Deltan homeworld and its colonies, while also being suited for some scientific duties.
design: pearlescent white and round -- halfway between a saucer and a sphere, with no visible markings of any kind
the entire top half of the ship would function as the primary deflector. The entire bottom half would be the secondary.
one fore slot would be dedicated to a Deltan chroniton beam array -- the color of the weapon when fired will be lemon yellow. This weapon does moderately low DPS but has a 100% chance of applying a large turn rate debuff to the target. Stationary targets, such as the Borg tactical cubes and gates in some STFs, will instead receive a significant damage resistance reduction. The weapon will apply one or the other depending upon whether the target is in motion at all or not.
one slot aft would be dedicated to aux-powered Deltan gamma ray weapons -- which would produce invisible 360 degree beams that have 50% shield penetration and which have a 15% disable chance for a subsystem, while doing comparatively low DPS. This beam is capable of using subsystem targeting as well.
The Deltan tricobalt mines would not cause repel, but would always cause spatial rifts (maximum one per launch). The two launchers would also have independent cooldowns. Also, the ship would be able to slot a Deltan tricobalt cluster mine torpedo. One fore and aft slot would be dedicated to those.
A new Deltan tricobalt boosting console would be available that would boost regular tricobalt mine launchers, the Deltan launchers, regular tricobalt torpedo launchers, the bioneural warhead's detonation, and the cluster launcher
The cluster torp would be a mission reward. The other rewards would be Deltan boffs -- with a full complement of male and female (enough of each to fill the ship), so the player can choose a male, female, or co-ed bridge crew. The boffs would give added mine crit chance (tac), reduced cooldown (eng), and reduced mine threat generation (sci). A new Deltan complexion (smooth, wrinkle-free, somewhat androgynous, and attractive for both sexes) would be available, as well as all-white uniforms that are quite form-fitting for both sexes.
The ship would be a lock box ship and would be PvE and mission only -- no PvP.
It would open up the five missions, in a manner similar to the way there are lock box doffing missions. Two of the missions would be live action and three would be doffing missions. The chance of getting the ship-granting mission would be quite high as compared to other lock box ships (excepting the mirror vessels). You should be able to get the mission chain opening item after opening twenty-five boxes. The lock box would also give out Deltan doff officer packs.
Deltans would be added to the C store as a playable race. They would have the seductive trait and superior seduce like the Orions, both sexes. They would also have telepathic. Their white uniform would come with the race. Deltan players would get a synergy bonus when piloting the Deltan ship.
Mission 1: grants the ship and Deltan chroniton array -- help to protect the Deltan homeworld from the Borg
Mission 2: grants the boffs -- help to protect a Deltan space colony from the Breen
Mission 3: grants the cluster torps -- doffing mission (repeatable, cluster torps on crit)
Mission 4: grants the gamma ray module -- doffing mission (repeatable, modules on crit)
Mission 5: grants the mines -- doffing mission (repeatable, mines on crit)
the Deltan items, except for the mission chain item and doff packs, would have no EC value and would be account bound. The boffs would be character bound.
New boff powers/slotting that would come with the boffs (the special powers cannot be transferred to other boffs and the boffs can only serve on the Deltan ship):
comes with three commander stations and three ensign science stations, Deltan boffs only may be slotted. All non-commander stations share a single cooldown -- so only one ability may be in use at a time from those two stations combined.
1. Male and female Deltan sci commander station: Viral matrix II as a lt. commander power. Shoren's Rift as a lt. power -- similar to Tyken's but more drain and no damage. Gravitic Chroniton Wave as a commander power -- causes affected ships to be unable to move or turn -- yellowish waves animation, like a sheet of water-like energy moving outward and then staying in the location of the target briefly before dissolving, leaving the affected ships stuck for a time -- size of wave depends upon graviton generators -- does not share a cooldown with Shoren's Rift. Polarize hull is the ensign power.
2. Male and female Deltan eng commander station: Deltan Aceton Beam in commander slot -- no damage but more drain than standard Aceton Beam III. Attack Pattern Lambda E in lt. slot (see explanation below). Deltan Shield in ensign slot -- while active, this power provides a boost to shields for the Deltan ship, a boost to shields for the entire team, and increases threat generation for the Deltan ship. Lt. com slot is Reverse Shield Polarity II. Ensign slot is Sabotage Androids -- like Boarding Party I but no crew loss, no crew kill chance, and only 2 shuttles. (Primitive androids are sent that look like crew but which contain sabotage nanites and whose only programming is to interface with systems to spread the nanites.)
3. Male and female Deltan tac commander station: Attack Pattern Lambda in the commander slot -- disperses mines either in a ring around the ship or in two rows in front of it -- dependent upon player choice. It requires activation of the engineer power prior to its activation. The engineer power erects a shielding effect that prevents the ship from being damaged by tricobalt weapons and mines, the tac power creates a ring of tricobalt mines around the ship. The shield will persist as long as the mines have not detonated. If the ship moves out of the ring it will not detonate the mines but the shield will drop a few seconds after it is out of range. The mines set by this pattern are stationary and will not move to attack a target, but they also have a high stealth value and low threat generation so NPC ships are unlikely to shoot them as compared with standard tricobalt mines. The lt. commander slot is Torpedo Spread III and the cluster torpedo is affected by it. Ensign slot is tactical team. Lt. slot is Attack Pattern Beta (does not share cooldown with Attack Pattern Lambda) -- ship affected is the one targeted by the gamma ray weapon.
4. male and female Deltan sci lt. commander station: Jam Targeting Sensors. Scramble Sensors. Tachyon Beam III.
5. male and female Deltan sci lt. commander station: Mask Energy Signature I. Energy Siphon 1. Hazard Emitters III.
Some adjustment to the shared cooldowns may need to happen to prevent the ship from being too powerful, but since it's PvE-only and a lot of those abilities are not particularly powerful in PvE I think the concept of having many abilities but only a limited number in use at once is an interesting alternative to everyone slotting mostly the same powers and ignoring the rest. Not having Gravity Well also seems to help to keep this from being overly powerful as well as less run-of-the-mill.
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Comments
As for real?
Tough one.
Mostly because I already have the great ships I wanted for my characters. (Excelsior, Nebula, Mogai, B'rel, Vo'Quv, Jem HEC).
As for ships ingame? A fleet B'rel with a 4th tac instead of eng console.
As for something new?
Federation Support Carrier
Design wise, something with big engines, noticeable torpedo launchers, and for the rest something feddie-like
Prize: 2500 Zen
Hull: 41.000
Shields: 5.500
Crew: 2.500
Turn rate: 6
Weapons: 4 front, 4 aft.
Boff Layout: Cmdr Eng, Lt Cmd Sci, Lt Tac, Lt Eng, Ens Sci
Console Layout: 3 Eng, 3 Sci, 3 Tac
2 Hangar bays capable of slotting fighters
Console-Universal-Heavy Barrage: Each fighter pet will use a tachyon beam for 2 seconds, then fire High Yield I torpedo on the player's current target. The player will then fire a Torpedo Spread III, but only on that particular target.
Standard fighters: Phaser Dual beam array and Quantum Torpedo Launcher. Can use Emergency Power to Engines I and Beam: Overload I. Other stats comparable to runabout pet.
A KDF and Romulan version of these are also good, with KDF having more hull and less shields, while the Romulans have the Fed stats, but with Singularity Core instead of Warp Core.
Fleet version gets an additional engineering console.
Not the best realistic ship I can think of, but certainly something that would expand my play style.
Join the Deltas today!
Vesta level stats on the Fleet refit (including Uni Lt. Cmdr). Possible 9 console non-fleet version with appropriate "reductions"...
Chaser that with an Akira partset so that the NX-01 hull can be built at T5, and all the shows get hero-treatment in endgame...
However, if I was to "dream ship" it, I'd take the TMP Connie skin, build the deflector array to do the "sliced orange opening" system to expose the "entire" Wave Motion Engine (from Yamato / Star Blazers) that's taken over the lower secondary hull (exhaust port under the shuttlebay...)
Yeah, the primary hull should be far enough away from the discharge point so that I don't fry my own crew with every wave motion blast... <evil laugh>
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
But in all honesty, if they ever get the funds to redo how they do ship hull/costumes I'd love the ability to be able to make mine as unique as possible. This whole cookie cutter thing gets old quick.
I would love to slot a Tractor Beam in there.
or
Rotarran type of BoP. Bit larger then B'rel but not as big as a K'Vort, heavy wing cannons (disruptor version of the Kumari guns)
4 on 3 guns with 2 hangars
second 2 ships similar to my falchion cept fed, klingon i know mogh but i prefer a tac 3 boff some would say big woop this is my preference 5 forward same boff layout as my falchion
mogh and avenger are ok but like i said that tac 3 i know extra tac console more then makes up for it this is me and i can dream i expect to get a blastin so blast away lol
http://zizzgfx.deviantart.com/art/Stargate-Polaris-Task-Group-A1-347975104
Vger would be fun as would the Doomsday ship.
R.I.P
1)t5 steamrunner with one of the Eng BOFFs downgraded and the En-Sci bumped up to LT, its really anoying not being able to have Sci team and Hazard Emitters
2) D'kyr allowed for Fed allied Romulans, reunification is one of the possible goals of the republic i can see Vulcans who think the same way helping their cousins
3) T5/Fleet D7 warbird for Rom+KDF with the bird on the bottom, singularity core, and 5 'fleet' emblem options; modern KDF, old-rainbow KDF, Rainbow alliance hexagon'ed KDF, RSE, rom republic. there are almost certainly some that old left on both sides, maybe as a lockbox option opposite t5 connie for feds.
4)the T'liss to use P.W.B. as its inital prefix, because as it is now R.R.W. makes no sense as its never been a republic ship until you've joined up, I.R.W. might confuse newbs, but P.W.B. (Praetorial Warbird) fits both as an old imperial ship and in its future life serving Praetor D'tan
5) Typhoon-Class components (corrected for scale) and wider spread Imperial-Class nacelle struts on the Assault Cruiser
Screen canon wise
1)Soyuz-Class as a 5/3 Destroyer with the 5th fore weapon being a [Fused] heavy cannon thats damage type + appearance changes based on either what type of weapon you have most of equipped or which damage type it has the greatest passive boost in
2) Miradorn-Theta/Arctus Baran's ship (assuming the same type) as a slightly more tanky Raider with no faction alegiance (but possible faction based markings)
3)Nihydron Warship as a battle-crusier with Species 10026 pattern as an optional
EU wise
1)Galor/Kessok Hybrid (bridge commander) with spiral wave DBBs and positron beam arrays
2) Proxima-Refit Class (legacy) without the goofy rollbar
Foreign ships
Autumn-Class from HALO 4, because everyone wants a ship that can keep going till it is danm near totally dismantled
Red Dwarf, same reason
for spoiler text use #1b1c1f
5 fore weapons
5 aft weapons
2 hangar bays
Hull: 100,000
Shield Modifier: 5.0
Crew: 10,000
Bridge Officers: 2 tactical commander/2 engineering commander/2 science commander/1 universal
Consoles: 4 engineering/ 4 science/ 4 tactical
Turn Rate: 10
Well, ok, maybe not
Or they can allow Gravity well to become a Lieutenant ability, either way I'll be happy.
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2409 Prometheus variant in the style of the Odyssey with the MVAE's BOff layout, except with the Lt. Tac replaced with a Lt. Universal.
Alternatively, Fuzzyprise with Cmdr. Sci and Lt. Cmdr Tac BOff slots, the rest could be anything but at least one should be universal.
I Support Disco | Disco is Love | Disco is Life
This ship is built for science and defense, with a well-rounded character but an emphasis on disabling enemy vessels rather than outright destruction. Its primary mission is to defend the Deltan homeworld and its colonies, while also being suited for some scientific duties.
design: pearlescent white and round -- halfway between a saucer and a sphere, with no visible markings of any kind
the entire top half of the ship would function as the primary deflector. The entire bottom half would be the secondary.
shield mod: 1.5
crew: 200
hull strength: high
inertia: escort-like
turn rate: escort-like
Has an automatic 10% reduction in threat generation and 10% increase in stealth unless the special boff power is active that overrides these.
3 fore weapons slots
5 aft -- 2 dedicated slots for Deltan tricobalt mines
one fore slot would be dedicated to a Deltan chroniton beam array -- the color of the weapon when fired will be lemon yellow. This weapon does moderately low DPS but has a 100% chance of applying a large turn rate debuff to the target. Stationary targets, such as the Borg tactical cubes and gates in some STFs, will instead receive a significant damage resistance reduction. The weapon will apply one or the other depending upon whether the target is in motion at all or not.
one slot aft would be dedicated to aux-powered Deltan gamma ray weapons -- which would produce invisible 360 degree beams that have 50% shield penetration and which have a 15% disable chance for a subsystem, while doing comparatively low DPS. This beam is capable of using subsystem targeting as well.
The Deltan tricobalt mines would not cause repel, but would always cause spatial rifts (maximum one per launch). The two launchers would also have independent cooldowns. Also, the ship would be able to slot a Deltan tricobalt cluster mine torpedo. One fore and aft slot would be dedicated to those.
A new Deltan tricobalt boosting console would be available that would boost regular tricobalt mine launchers, the Deltan launchers, regular tricobalt torpedo launchers, the bioneural warhead's detonation, and the cluster launcher
The cluster torp would be a mission reward. The other rewards would be Deltan boffs -- with a full complement of male and female (enough of each to fill the ship), so the player can choose a male, female, or co-ed bridge crew. The boffs would give added mine crit chance (tac), reduced cooldown (eng), and reduced mine threat generation (sci). A new Deltan complexion (smooth, wrinkle-free, somewhat androgynous, and attractive for both sexes) would be available, as well as all-white uniforms that are quite form-fitting for both sexes.
The ship would be a lock box ship and would be PvE and mission only -- no PvP.
It would open up the five missions, in a manner similar to the way there are lock box doffing missions. Two of the missions would be live action and three would be doffing missions. The chance of getting the ship-granting mission would be quite high as compared to other lock box ships (excepting the mirror vessels). You should be able to get the mission chain opening item after opening twenty-five boxes. The lock box would also give out Deltan doff officer packs.
Deltans would be added to the C store as a playable race. They would have the seductive trait and superior seduce like the Orions, both sexes. They would also have telepathic. Their white uniform would come with the race. Deltan players would get a synergy bonus when piloting the Deltan ship.
Mission 1: grants the ship and Deltan chroniton array -- help to protect the Deltan homeworld from the Borg
Mission 2: grants the boffs -- help to protect a Deltan space colony from the Breen
Mission 3: grants the cluster torps -- doffing mission (repeatable, cluster torps on crit)
Mission 4: grants the gamma ray module -- doffing mission (repeatable, modules on crit)
Mission 5: grants the mines -- doffing mission (repeatable, mines on crit)
the Deltan items, except for the mission chain item and doff packs, would have no EC value and would be account bound. The boffs would be character bound.
New boff powers/slotting that would come with the boffs (the special powers cannot be transferred to other boffs and the boffs can only serve on the Deltan ship):
comes with three commander stations and three ensign science stations, Deltan boffs only may be slotted. All non-commander stations share a single cooldown -- so only one ability may be in use at a time from those two stations combined.
1. Male and female Deltan sci commander station: Viral matrix II as a lt. commander power. Shoren's Rift as a lt. power -- similar to Tyken's but more drain and no damage. Gravitic Chroniton Wave as a commander power -- causes affected ships to be unable to move or turn -- yellowish waves animation, like a sheet of water-like energy moving outward and then staying in the location of the target briefly before dissolving, leaving the affected ships stuck for a time -- size of wave depends upon graviton generators -- does not share a cooldown with Shoren's Rift. Polarize hull is the ensign power.
2. Male and female Deltan eng commander station: Deltan Aceton Beam in commander slot -- no damage but more drain than standard Aceton Beam III. Attack Pattern Lambda E in lt. slot (see explanation below). Deltan Shield in ensign slot -- while active, this power provides a boost to shields for the Deltan ship, a boost to shields for the entire team, and increases threat generation for the Deltan ship. Lt. com slot is Reverse Shield Polarity II. Ensign slot is Sabotage Androids -- like Boarding Party I but no crew loss, no crew kill chance, and only 2 shuttles. (Primitive androids are sent that look like crew but which contain sabotage nanites and whose only programming is to interface with systems to spread the nanites.)
3. Male and female Deltan tac commander station: Attack Pattern Lambda in the commander slot -- disperses mines either in a ring around the ship or in two rows in front of it -- dependent upon player choice. It requires activation of the engineer power prior to its activation. The engineer power erects a shielding effect that prevents the ship from being damaged by tricobalt weapons and mines, the tac power creates a ring of tricobalt mines around the ship. The shield will persist as long as the mines have not detonated. If the ship moves out of the ring it will not detonate the mines but the shield will drop a few seconds after it is out of range. The mines set by this pattern are stationary and will not move to attack a target, but they also have a high stealth value and low threat generation so NPC ships are unlikely to shoot them as compared with standard tricobalt mines. The lt. commander slot is Torpedo Spread III and the cluster torpedo is affected by it. Ensign slot is tactical team. Lt. slot is Attack Pattern Beta (does not share cooldown with Attack Pattern Lambda) -- ship affected is the one targeted by the gamma ray weapon.
4. male and female Deltan sci lt. commander station: Jam Targeting Sensors. Scramble Sensors. Tachyon Beam III.
5. male and female Deltan sci lt. commander station: Mask Energy Signature I. Energy Siphon 1. Hazard Emitters III.
Some adjustment to the shared cooldowns may need to happen to prevent the ship from being too powerful, but since it's PvE-only and a lot of those abilities are not particularly powerful in PvE I think the concept of having many abilities but only a limited number in use at once is an interesting alternative to everyone slotting mostly the same powers and ignoring the rest. Not having Gravity Well also seems to help to keep this from being overly powerful as well as less run-of-the-mill.
the Earth rotates at over 1000mph at the equator... I'd be ok if it had that turn rate
Plus it would be fun to try to fight off the magog worldship with a star trek vessel.
http://en.memory-alpha.org/wiki/Suurok_class
Ooh cute! I'd settle for a D'kyr but that looks awesome!
DeltaFox
[SIGPIC][/SIGPIC]
you know one that could destroy something :P
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse