The Great Journey - With Harry Kim

Hi, everyone.

I'm currently preparing for a big journey. I know some of you have done something like this before, but I'm aiming to do this slightly differently.

I'll be exploring the Delta Quadrant, reflecting the journey of the USS Voyager from the TV series Star Trek Voyager, which saw an Intrepid Class star ship stranded 75,000 light years from Earth. The Voyager then began its grand journey, eventually reaching Earth after 7 years, with a few short cuts here and there.

But my ship will actually reflect the capabilities and design of the USS Voyager.

Allow me to introduce you to the DRX Harry Kim - an Anaconda, made by Faulcon deLacy. Here is the intended build. I know some of you will be more than a little bemused by it.

The Name: Harry Kim. Reflecting the young, eager and inexperienced Starfleet officer, my ship is mostly untested, not designed for long periods of deep space travel in an isolated region of space, hence the build. I also think he's one of the most underappreciated characters in Voyager.

The Build: The USS Voyager itself was actually designed as a long range exploration vessel. But long range to the Federation is 5,000 - 8,000 light years. Which is roughly the size of the Federation, so the ship would still have access to starbases and orbital docks, even if only intermittently. The vessel is also less powerful than a Galaxy Class vessel, but is better for cruising at warp. But despite its smaller design (343m in length) it's still a capable vessel. Equipped with a Duranium hull, which in Star Trek terms is extremely strong. So I've opted for the Military grade hull to reflect this.

Type-X phasers are the standard fit for most star ships in Star Trek, but we don't have phasers. The closest thing we have in Elite Dangerous are beam weapons, so the ship features those as primary weapons. Secondary weapons are often photon or quantum torpedoes. Voyager features several torpedo launchers, but the ones in ED are significantly less destructive. Additionally, the quantity of torpedoes is also problematic. Voyager is equipped with 38 torpedoes, but even the Anaconda would struggle to match that number, even if I outfitted every hardpoint with torpedoes. So I've opted for a single, Class 4 Plasma Accelerator as the plasma bolts are vaguely reminiscent of a Photon torpedo. More importantly, though, I can fire more of these and they're quite destructive.

More importantly, most of you will have reservations about the limited range of the ship, even though the Anaconda can be a decent explorer, I'm loading with weapons, shields, military hull, fighters and multiple SRV's. Remember, I'm building this to reflect the voyager, not maximise my jump range on Elite Dangerous.

In addition to this odd build I'll be doing a lot of exploring. After all, that's what Janeway and her crew did in the Delta Quadrant, despite trying to reach Earth.

The multiple SRV's represent crew members beaming down to a planet's surface, allowing me to explore. The ship launched fighters represent the multiple shuttles the Voyager has, allowing me to explore asteroid belts without fear of losing my precious Anaconda. The AFMU represents the various crew members th Voyager has, all going about their daily business maintaining and repairing the ship, but I'll also have a crew member on board to help out.

In addition to the current build I'll also be obtaining a Guardian FSD Booster. This will help top up my jump range to something practical, rather than making my ship the ideal explorer. And yes, I realise I would need to completely strip it out to fully exploit that capability.

Comments, questions and feedback are most welcome.


https%3A%2F%2Fscreenshotscontent-d4002.xboxlive.com%2Fxuid-2533274797756411-private%2Fef77230f-2595-4684-90f4-ce0649365f57.PNG%3Fsv%3D2015-12-11%26sr%3Db%26si%3DDefaultAccess%26sig%3Dny4ZQG8ulnYB2FxxurWyWIyvlEkyK5gKyRHowdlOhcI%253D.png


anaconda
 
Last edited:
Are you going to replace FSD interdictor or 32t cargo rack with the FSD booster?

With some engineering you get jump range over 40 LY with full tank (without the booster).
Absolutely A-rate the fuel scoop.
 
Are you going to replace FSD interdictor or 32t cargo rack with the FSD booster?

With some engineering you get jump range over 40 LY with full tank (without the booster).
Absolutely A-rate the fuel scoop.


i think the op is more or less trying to reflect star trek etc so a smaller jump range becomes more "realistic", a jumprange of the ops build and caliber will lead to some interesting challenges and route plotting where potentially a higher one would negate the challenge.

of course the synthesis and neutrons would play a bigger role in the "short cuts" found for the ships return back.

if it were me i would outfit completely differently but for your purposes OP i think your ship is fine. - i would remove the interdictor for the FSD booster if you were so inclined to fit one
 
Last edited:
i think the op is more or less trying to reflect star trek etc so a smaller jump range becomes more "realistic", a jumprange of the ops build and caliber will lead to some interesting challenges and route plotting where potentially a higher one would negate the challenge.
Roger that, after all the OP says "I'm building this to reflect the voyager, not maximise my jump range on Elite Dangerous." With 5H Guardian FDS booster in place of 32t cargo rack, the jump range becomes tolerable ~32 LY.
Anyway, there's no reason to use class D fuel scoop. :)

And, it is easy to get 15+ more LY range with stronger shields & faster normal space speed with engineering - which IMO won't detract from the intention of reflecting Voyager, as the loadout won't change, only becomes more efficient.
 
Last edited:
That is exactly how I like to play the game myself. I hate it when not being prepared for anything. Taking a perfect ship and reducing it to an under-powered pile of junk will not help you enjoy exploration more. In fact, it may limit your game-play possibilities.
Ultimately, it is a matter of preference ofc, and I respect jump range junkies game-play choice. After all, there are some fringe stars you might not be able to reach, and you might go from A to B a little slower, but in real exploration there is no destination.

Have a wonderful trip my friend :)
 
Roger that, after all the OP says "I'm building this to reflect the voyager, not maximise my jump range on Elite Dangerous." With 5H Guardian FDS booster in place of 32t cargo rack, the jump range becomes tolerable ~32 LY.
Anyway, there's no reason to use class D fuel scoop. :)

And, it is easy to get 15+ more LY range with stronger shields & faster normal space speed with engineering - which IMO won't detract from the intention of reflecting Voyager, as the loadout won't change, only becomes more efficient.

Thanks for the response. This might help clarify a few things.

I'm travelling with three goals here:

1. Explore. In theory, I can visit more stars more quickly if I have a better jump range. But I'm here just to marvel at the galaxy, take in the sights and explore at my own pace. So speed and jump range aren't a priority. I'll be exploring these systems much as they do in Star Trek, not just by jumping in, honking and then moving on. Or even occasionally visiting and scanning a planetary body. Each system I visit will be explored fully. And yes, I know that's deeply time consuming.

2. Threat. My ship probably features more firepower (though I realise beam weapons aren't the best) than most bespoke explorer vessels. I'm also heavier than most, mainly because of what I'm carrying and the choice of hull. Starfleet vessels have always been great exploration ships, but they also excel in their multi-role, multi-threat capabilities. I know, I know, I won't be expecting many threats out there, as far as I know. But I must equip the ship in such as way to remain faithful to the capabilities of the USS Voyager. That's why it has an FSD Interdictor, Point Defence systems, storage, weapons etc. It has to be capable of dealing with multiple events. A jack-of-all-trades if you like. Which inevitably means it'll be a master of none. An all rounder. Should the unlikely happen and I need to pull a ship out of supercruise or maintain ship systems in case of Thargoid expansion, then my ship can carry out that requirement.

3. The mission itself. This is going to take time, and I aim to document it. So not only do I need to have the multi-role function but I also need to keep busy. if I want to scan planets and systems I can. If I want to drive an SRV I can. If I want to fly a fighter I can. But It's mainly about seeing if a non-bespoke ship build can cope in that role, much like the Voyager. Sure, with the benefit of hindsight I'd fit the Voyager with spare fuel reserves, a spare warp drive, better shields and weapons etc. But they didn't have the luxury of preparing for a 7-year journey. And neither do I.

Hope that helps.
 
The Name: Harry Kim. Reflecting the young, eager and inexperienced Starfleet officer, my ship is mostly untested, not designed for long periods of deep space travel in an isolated region of space, hence the build. I also think he's one of the most underappreciated characters in Voyager.

Yeah, I think he was a pretty underappreciated character too. But if I remember correctly, some of that was intentional. I think I remember reading that the actor (Garrett Wong (misspelled intentionally, because of the profanity filter)) had caused the studio some trouble, and they decided that his character would never be promoted in rank (and thus become a more prominent bridge officer). Something like that. It's been a while.

I think this mission is a great idea! I think you'll have a lot of fun with it.
 
Last edited:
I actually had a idea like this. I would make a ship with a short jump range and a need for jumponiam that I would have to land and explore to get the materials. I could then see if frontier wouldn’t mind throwing me somewhere far away from sol. It would be the slow journey back that would mimic voyagers trip.
 
I actually had a idea like this. I would make a ship with a short jump range and a need for jumponiam that I would have to land and explore to get the materials. I could then see if frontier wouldn’t mind throwing me somewhere far away from sol. It would be the slow journey back that would mimic voyagers trip.


I actually never thought about asking FD to throw me into the Delta Quadrant. I'll give it a try. Thanks!
 
Hopefully they understand your goal and do so. I just finished watching the entire voyager series so a expedition like what voyager did was very interesting. Good luck and hope everything goes well.
 
As a Star Trek fan and long time Star Fleet Battles player, I salute you, Commander.

Off Topic, sorry OP.. But I've not seen that fine game mentioned for many a long year! I spent a huge amount of with SSD sheets and little counters strewn all over a hex board in the past when I actually knew people that played it. Spent 2 days playing a Battle-Station assault scenario once, good times.
 
Off Topic, sorry OP.. But I've not seen that fine game mentioned for many a long year! I spent a huge amount of with SSD sheets and little counters strewn all over a hex board in the past when I actually knew people that played it. Spent 2 days playing a Battle-Station assault scenario once, good times.

So many great memories playing Star Fleet Battles with my mates, 30 years ago, and when we revisited it again in the last 10 years. I highly recommend it to any tabletop board gamers out there. If you want a great strategy based hex-map board game playing as the commander of your favourite Star Trek races/ships, give it a go!

... in solidarity with Harry Kim and his adventures. ;)

http://www.starfleetstore.com/core-rules-c-1_2/sfb-master-rulebook-2012-edition-p-333.html
 
Let me know if frontier can throw you into the delta quadrant or not. If they do that would make a great adventure home. Anyways, good luck captain and hope to hear about your trip soon.
 
Back
Top Bottom