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Re: Ship Options

Posted: Fri Jul 25, 2008 7:40 pm
by Mikey
I had been playing with the idea of getting my own command for having displayed such excellent performance :wink: - maybe even my old posting, the New Orleans-class USS Stilwell.

Re: Ship Options

Posted: Fri Jul 25, 2008 7:51 pm
by Reliant121
See! if we all maintained our own ship in a collective fleet, it could add a whole new dynamic to it all.

Re: Ship Options

Posted: Sat Jul 26, 2008 1:38 am
by Teaos
Well I have two main idea for the strike group mission. One is we go into the GQ and deal with a splinter group of the Dominion, some founders who retain their old "All solids are evil" idea. The rest of the Dominion wont fight them since they wont fight another founder but they will allow a group of Alliance ships in to deal with them as per our treaty.

The other is a similar situation but with us dealing with a family in the KE who has gone AWOL.

Basically the Strike groups for either mission stays smallish. The new Battleship, the Daystrom, one or two other Fed ships and one or two ships from the KE and maybe RSE depending on ship situation we take.

Since it leave more room for character interaction and the fact the I'm not to keen on giving everyone their own ship since that kills a lot of the Drama the RPers (us) will split their character between the Daystrom and the new Battleship with maybe a few people having positions on other ships. I just feel its better for the plot if everyone is closer together and being spread over 4 or 5 ships kills a lot of that since this mission wont be all fighting like the last one.

If we do that I'd give Fletcher command of the Battleship. Give Mikey command of the Daystrom if he wants it and then see what everyone else wants to do with their characters. Hell Rochey could keep the same character saying he has been sent in as an observer of local events. With the time jump it allows us all to either start fresh or mature our character and have them move up in the world.

Re: Ship Options

Posted: Sat Jul 26, 2008 1:59 am
by Monroe
I wouldn't mind being a first officer as Munro.

Re: Ship Options

Posted: Sat Jul 26, 2008 2:08 am
by Teaos
If we do the strike group Thorin has first dibs at the Daystrom XO position but if he passes it up you could get it. It would be ten years latter so there is plenty of room to make it so your guy has been promoted ect.

Re: Ship Options

Posted: Sat Jul 26, 2008 2:22 am
by Monroe
Yeah I was kinda split on what to do with him.
I was either going to make him die taking the moutain, like having a starship fire a torpedo at him, but changed my mind on that one.
I was then thinking of promotting him for his actions taking the main base and possibly transfering him.

So since we're skipping 10 years I might want to make him a commander but I'm not sure.

Re: Ship Options

Posted: Sat Jul 26, 2008 3:08 am
by Mikey
Yeah, that works. I was thinking of a command for myself specifically not for self-aggrandizement, but because it's hard for an individual (and bad management by an organization) to be in the position in which I found myself, and then have to go backwards. A bit of a time jump would also rationalize a few stepping stones between getting my first command, which would be a small ship, and then stepping up once or twice to the Daystrom.

Re: Ship Options

Posted: Sat Jul 26, 2008 3:19 am
by Teaos
You might not even need to jump it.

You were only in out right command of the Daystrom for like 4 hours during the battle. Afterwards depending on what Rochey does with his character you can keep the XO position and then get command when Fletcher moves to the new Battleship. It depends on what Rochey does with his character, personally I think he has an interesting character and could either keep him around for 10 years or have him come back at the request of Fletcher for the new mission.

I'm keeping my guy although I'm not sure what I'll do with him, he's not to important, just gives me something to do when I'm not being the narrator.

Re: Ship Options

Posted: Sat Jul 26, 2008 3:23 am
by Mikey
I'd like to see Rochey stick around. His character is definitely.. colorful. :wink: And he's on an exchange program, so he doesn't necessarily have to only appear on mission at or near Tholian space. Either way, I'm sure he'd end up by Fletcher's side if he wanted to stay. I daresay he could do some damage with that battleship.

Re: Ship Options

Posted: Sat Jul 26, 2008 3:27 am
by Teaos
Its up to him but if we do the idea of going into the GQ he could be placed on the Battleship as an observer for the Tholians. Fletcher could have asked for him personally due to our past.

Re: Ship Options

Posted: Sat Jul 26, 2008 4:53 am
by Sonic Glitch
I could see Lewis maybe 10yrs down the line as a disgruntled Defiant captain (class not THE defiant) in a task force sent to deal with the dominion or renegade Klingons. I say disgruntled because he really wants to take an exploration mission (ie the Titan) but is too good at the military stuff for the fleet to let go.

Re: Ship Options

Posted: Sat Jul 26, 2008 9:12 am
by Reliant121
Maybe one of us could take on a second role as the commander of say a KE or RSE ship if we go for the dominion option.

Theres not really much I can do with my character. Maybe a promotion, but i'm sure the Feds would be dubious about promoting a Cardassian to far.

Re: Ship Options

Posted: Sat Jul 26, 2008 11:52 am
by Teaos
If we do go for the GQ mission which is by no means set in stone there will be both Klingon and Romulans ships with us, Probably one for each.

While It would be fine for people to create a secondary character on those ships I would prefer if the Commanders remained NPC. From previous experience if we open the door to allowing everyone have a ship or a command position of some sort it destroys any character story lines since everyone is a commander.

My guy is going to stay as just a science officer on the senior staff.

Re: Ship Options

Posted: Sat Jul 26, 2008 12:05 pm
by Reliant121
Yeah thinking about it, your right.

Any suggestions of what to do with mine? or just get a completely new character.

Re: Ship Options

Posted: Sat Jul 26, 2008 12:08 pm
by Teaos
The way I see it you have a few options.

Keep Darel as the Daystoms helm guy.

Have him promoted to Mikeys old postion as Opps.

Create a new guy to use as your only guy.

Keep Darel in some roll and create a second character to use as well on one of the other ships.