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ProfPotts

Trinity Universe: TEF OOC

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And sorry Prof, I know it kinds of jumbles around with the story, but as it is now I might be able to post twice a week...

Twice a week sounds okay to me - after all, my own schedule isn't exactly empty these days... ::rolleyes So, if you still want to play, I don't see that as a big issue. ::thumbsup Of course, if you don't want to play, then that's okay too - although I promise we'll get around to an actual mission eventually (although it kinda' seems a bit mean to break-up the 'party' ::partyhat1 ::chillbeer for 'work' ::smiley4 ::ohcrap ).

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Im on if my pace is ok, but remember, its MIGHT be able to post twice a week, not able to post twice a week...

::nervous

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The winner gets to ask any one of the losers - folds not included - for a personally experienced story involving some danger, not necessarily embarassing, and preferably suitable for children.
"You're bringing children on the mission? But seriously, who starts? Pair or better??"

Er... I thought I just did... ::confused Somebody saying the first bet is normally a pretty sure sign the game is on...

To be honest, I just took the liberty of starting, cause I think doing a forum-based pokergame by the book is a dead end without ST input. I for one have no idea how to solve this without the prof getting his deck out and shuffling some cards, and I'm sure he's got better things to do.

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Sorry, I thought you were defigning the bet. Usually the person with a pair or better gets to start the betting...if I remember corectly. ::blush

as for the poker game, I'm all for having the Prof let us know the outcome so we can move on ::wink

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Half the point of poker is raising the bet as we go along. I just named one I thought would be a good starting point.

And there are several common minimum hands, most notably pairs or jacks. Sometimes just having an ace is enough too.

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Feel free to fill in details of what your characters have been up to in the time prior to 'now' - game time. Er... as long as it doesn't contradict anything already posted or is wild beyond belief or anything... I trust you guys... honest... ::lookaround ::nervous

BTW - a little 'behind the scenes' clue to get everyone started on the right footing: I've not got anything specifically planned for those guys left on the ship (i.e. it's a bad idea to volunteer to do maintenance at this point...). Seek action elsewhere...

Oh... & a tiny detail - the 'pyramid' isn't actually pointed at the top - more of a step pyramid or ziggurat type of a structure.

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Can I have an idea of crew abilities? Presumably he'd have drilled them through simulations by now, as well as the calisthenics that the crew all love.. ::devilangel Most applicable right now would be Stealth, combat abilities (brawl, martial arts, firearms melee), awareness, xenology and science (zoology, medicine, etc. whatever applies to critters)

Top ranging questions...

Is Red a telepath? Can he tell the group if the creatures are sentient when they see them? 'Cause if he can't Brian will commandeer the group Telepath. The stone pyramid will still be there later, better to have harmonious first contact, right?

Can Red sneak around? He's a big guy after all...are the other security members stealthy? (I'm pretty sure Suvorov is but don't know about Soto)

Can Singh handle himself in a rut? Is he stealthy?

Can Logan tell if the creatures are sentient? (I just saw she has mindshare as auxiliary mode...that means telepathic speach right?) Is she stealthy in any way?

Ideally I'd have Red on one team (delegating to the Lieutenant and all that) with the Captain at the Pyramid and probably Singh and Soto. Logan, Suvorov, maybe some other stealthy character (Adair maybe?) with us and Meyers (me) for the creatures. I don't think the critter team will need an engineer with them...:P Azure would probably be very qualified to check out the creatures as well but I'm not sure having both doctors together is smart nor that she can cut it...can she? Like I said, first contact is probably more important than splitting doctors 'n stuff...but if she'd make a ruckus while walking or gets tired easily or whatever, then she's probably better with the other team...

Is it even Meyer's decision? Bah, he still needs to know this stuff and so does the Captain. Also, during downtime, can Meyers have joined the 'noetic space club' with Sukoko? ::halo ::wink (kidding...)

P.S. Do you want me to make a list of who bunks with who? Talking with Sukoko and the Captain, do they suggest I bunk with Chow or should I bunk her with Soto? Argument being that Meyers is busy enough to be out of quarters most of the time and even if he's in, he's more than happy to leave her alone and ask for the same treatment. Somehow I get the feeling that Soto wouldn't... ::rolleyes It also avoids one lieutenant's thinking that they're somehow a Lieutenant+ 'cause they're bunking with the lieutenant cmdr...Downside is the crew might think Meyers bunks with Chow...literally. The rest is easy, that's the only difficult decision...but then another woman would be bunking with a man somewhere. Might make it more 'starship troopers'ish...dunno...

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Miindshare 1 is the Babel Effect, meaning you can understand any laguage, but no communication over distance.

And as for making someone Lieutenant+... You've already made a Cadet+, so why the hell not? ::wink

As for skills:

Ensign Brooks:

Stealth: Unskilled

Self defense: Mere basics

Firearms: Average

Awareness: Good

Science: Basic general knowledge

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Can I have an idea of crew abilities?

The branch training of each character should give you a pretty good idea of crew abilities already - & the datafiles should give a bit more of an impression. Apart from actually posting all the character sheets (which I don't really want to do) I'd have thought that'd be plenty to go on... Oh well... ::rolleyes

Is Red a telepath? Can he tell the group if the creatures are sentient when they see them?

His Psi-Index, like all the other crew members, has already been supplied - if it's classified, then it's classified.

Can Red sneak around? He's a big guy after all...are the other security members stealthy?

It's hard to really test that on-board a ship, right? Best bet would be to ask them...

Can Singh handle himself in a rut? Is he stealthy?

Can Logan tell if the creatures are sentient? (I just saw she has mindshare as auxiliary mode...that means telepathic speach right?) Is she stealthy in any way?

Again - feel free to ask in-character (after all, although the TEF has a pseudo-military command structure it also values individual initiative & the like: i.e. if a command officer is making all the descisions, then something is very wrong). An auxilliary mode does also grant the related basic technique though, if that's what you're asking.

Do you want me to make a list of who bunks with who?

Yes.

Talking with Sukoko and the Captain, do they suggest I bunk with Chow or should I bunk her with Soto? Argument being that Meyers is busy enough to be out of quarters most of the time and even if he's in, he's more than happy to leave her alone and ask for the same treatment. Somehow I get the feeling that Soto wouldn't...  It also avoids one lieutenant's thinking that they're somehow a Lieutenant+ 'cause they're bunking with the lieutenant cmdr...Downside is the crew might think Meyers bunks with Chow...literally. The rest is easy, that's the only difficult decision...but then another woman would be bunking with a man somewhere. Might make it more 'starship troopers'ish...dunno...

I kinda' presume that mixed-sex accomodations aren't that weird in the (more enlightened) 22nd Century, but would still be avoided when possible. Mixed-rank accomodations are stranger - a senior officer sharing with a lowly Cadet would be seen as unusual, yes.

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Again - feel free to ask in-character (after all, although the TEF has a pseudo-military command structure it also values individual initiative & the like: i.e. if a command officer is making all the descisions, then something is very wrong). An auxilliary mode does also grant the related basic technique though, if that's what you're asking.

But a commanding officer should know the capabilities of his crew, nothing to do with individual initiative. Are Logan, Chow or Singh competent gunners? ie. should one of them be formatted to a gunnery position?

It's hard to really test that on-board a ship, right? Best bet would be to ask them...

Okay, I thought you wanted to get the missions going. What with at least a week gone by and all, Brian probably would've gotten answers to his questions by now. I'll ask.

So bunk list and possibly shifts is coming up...

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Ugh...the pilots are giving me a headache! ::wacko

K, back to trying to make these shifts work...

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Pilots are easy... Toss a bunk down in the Locust hold (surely there's some room down there.. have to have some way to repair).. and let the pilot on duty for the locust catch a nap in there...(sleep at the ready.. unless there's a specfic reason they need be up, like immediate threat) I'd also forget the rest of the crew and do 8 hour shifts... (of course.. eventually.. your pilots will still wear out)

so

1st : Britt (main helm), Jason (Locust 1 / snooze), Shaz ( Freetime / Locust Two Emergency)

etc etc...

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Sleeping arrangements :

Okay so I’m using CDs map of the Colombus. I’ve assigned quarters numbers: SOQ or Captain’s quarters is number one. The rest of the quarters on the right side are odd numbers (3, 5, 7) and opposite are even numbers with 2 being the first door on the left if you come from the cockpit (after sickbay)

Room 1: Captain Bryan O’Malley and Cmdr. Elizabeth Sukuko

Room 2: Ensign Marina Soto and Cadet Nu-Shan Chow (Closest to the head)

Room 3: Ensign Sharon Brooks and Rhianna Loraine Logan (slapped between SO and Meyer’s quarters…better behave…)

Room 4: Ensign Alexander Suvorov and Cadet Jamal Singh (both seem somewhat quiet)

Room 5: Lieutenant Jason Adair and Lt. Cmdr. Brian Meyers (second biggest room and in the middle of it all)

Room 6: Lieutenant Robert Beckett and Ensign Takashi Masters (both eager and since Madcat is iffy, both can be NPCed and Prof won’t get stuck with no answers to Takashi…I’m hoping Beckett can kick some maturity into Masters…)

Room 7: Lieutenant Edgar Smith and Lieutenant Britt Hawke

Room 8: Lieutenant Azure and Lieutenant Red (I figured the odd shape to the room would make it good for the Qin)

4 hour shifts:

Alpha Shift: 0000 - 0400

Commander – CMDR Sukuko

Pilot/Astrogator - Ensign Brooks

Gunner – LT Red

Sensor/Comms – LT Logan

Systems – Ensign Takashi

Locust – LT Hawke

Bravo Shift: 0400-0800

Commander – LT. CMDR. Meyers

Pilot/Astrogator – LT Hawke

Gunner – Ensign Suvorov

Sensor/Comms - CDT Singh

Systems – CDT Chow

Locust- LT Adair

Charlie Shift: 0800-1200

Commander – Capt. O’Malley

Pilot/Astrogator – LT Hawke

Gunner – Ensign Soto

Sensor/Comms - LT Beckett

Systems – LT Smith

Locust- LT. Adair

Delta Shift: 1200-1600

Commander - CAPT O'Malley

Pilot/Astrogator - Ensign Brooks

Gunner - LT Red

Sensor/Comms – LT Logan

Systems – Ensign Takashi

Locust- Lt. Adair

Echo Shift: 1600-2000

Commander - CDR Sukuko

Pilot/Astrogator - Ensign Brooks

Gunner – Ensign Suvorov

Sensor/Comms - CDT Singh

Systems – CDT Chow

Locust- LT. Adair

Foxtrot Shift: 2000-2400

Commander – LT. CMDR Meyers

Pilot/Astrogator – Ensign Brooks

Gunner – Ensign Soto

Sensor/Comms - LT Beckett

Systems – LT Smith

Locust- LT Hawke

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Yeah, if they can sleep in the locust bay then I'll jumble them a bit so Brooks doesn't go insane.

I dismissed 8 hour shifts 'cause crew loses effectiveness after 4 hours (as experienced while sailing...) Which makes it doubly important to find a solution for the pilots...

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So, uh, 2 questions about the shifts. Why is Adair doing a 16-hour shift in the Locust, and why is there a Locust shift at all during the normal schedule?

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Because you have to run to a lift then run down a corridor to get to a locust bay which is unacceptable in an emergency situation (warped in abberant, decloaked enemy ship, etc.) Locust and Gunnery positions will always have at least one person at the ready each. The problem stems from the fact that 2 positions have only 3 people to man with two of which are fixed and one floater. When the ship is on the ground shifts will be more normal for pilots...they'll have nothing to do..:P

Like I said pilot shifts probably need to be changed. If they can have a bunk at a locust then it can be changed, the difficulty is that I needed 8hour 'sleep' shifts for each of them.

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And it also makes the most sense to have Britt as the floater.. (because his abilities do vary enough that he's highly qualified for both the Scarab and the Locust).. There's also that whole formatting thing..

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When the ship is on the ground shifts will be more normal for pilots...they'll have nothing to do..:P

Except exploring like everybody else, of course... Remember: No one trick ponies in the TEF. ::wink

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Except exploring like everybody else, of course... Remember: No one trick ponies in the TEF.

I know, but they won't be tied anymore. They can sleep whenever as per normal shifts.

Btw, this is no pleasure cruise and a week is nothing...so you're all alone in your locust boohoo. Learn to meditate, zen 'n stuff. It'll be almost like sailing. ::wink

Think about it, Hawke needs to sleep too.

H=Hawke B=Brooks A=Adair each line is a shift (6shifts per day)

H B

H B

A H

A H

A B

A B

and those are the shifts right now.

They could be

H B

A H

A B

H B

A H

A B

But that gives only four hour sleep shifts to Brooks and she can't sleep in a bunk on the bridge...

Though that can be recuperated elsewhere (D1=Shift day 1 D2=Shift day2)

D1 D2 D1

HB HB HB

AH AH AH

AB AH AB

HB AB HB

AH AB AH

AB HB AB

This last shift rotation makes more sense I think...plus Adair's long shifts makes Meyer's quarters so much more private... ::devilangel

D2 could be every 3rd day instead of every second day. Every one has 8 hour shifts separated by 4 hour sleep shifts except 3rd day where people pull double shifts to allow for an 8 hour sleep shift to recuperate. Not as bad as it sounds except when its your sleep shift, you sleep. Like I said, this is no pleasure cruise. I don't think shifts can get much better than this.

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you kidding? My character is probably going to be bunking in the Locust anyway... you'll have to pry him out with a crowbar :P

(Plus you don't really need a pilot atm... unless something attacks... The ship should be in a good self maintaining orbit...)

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Btw, this is no pleasure cruise and a week is nothing...so you're all alone in your locust boohoo. Learn to meditate, zen 'n stuff. It'll be almost like sailing. ::wink

Or read, watch a movie, chat with anyone else on board through the comm, play a computer game, fly a simulated escort or mission... In the Trinity era, the only thing you can't do while on the locust station is get up and walk around. And if there was a virtual version of the ship you could even do that, in a way.

The Locust station is easy. Mostly automated system checks, and keeping the fighter ready. Not really harder work, but potentially boring. In transit, the rest of the crew might very well end up envying the pilot on locust duty. Like most military positions: Long periods of boredom interrupted by short and hectic moments of sheer panic. ::tongue

Flying the Scarab isn't something that requires your full concentration either. Most of the time that too would be on automatic, and the pilot at the helm could focus on other things, especially the one who's formatted to the controls. Who is that, by the way? Brooks? I got somewhat confused... ::confused

D1 D2 D1

HB HB HB

AH AH AH

AB AH AB

HB AB HB

AH AB AH

AB HB AB

How do we read this? First letter:scarab, second letter:locust?

This last shift rotation makes more sense I think...plus Adair's long shifts makes Meyer's quarters so much more private... ::devilangel

D2 could be every 3rd day instead of every second day. Every one has 8 hour shifts separated by 4 hour sleep shifts except 3rd day where people pull double shifts to allow for an 8 hour sleep shift to recuperate. Not as bad as it sounds except when its your sleep shift, you sleep. Like I said, this is no pleasure cruise. I don't think shifts can get much better than this.

Looks good to me. Although I'm not so sure the 8-hour periods every third day are necessary. Once you get used to it, short sleep periods are just as - if not more - effective than the normal 8 hours. And when you do get into that routine the worst thing you can do is change it. I think messing up the pilots' sleep pattern every three days would do more harm than good, if we're trying to be realistic. But for game purposes it's all the same to me.

Most of the active gametime won't be in those periods, anyway...

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Flying the Scarab isn't something that requires your full concentration either. Most of the time that too would be on automatic, and the pilot at the helm could focus on other things, especially the one who's formatted to the controls. Who is that, by the way? Brooks? I got somewhat confused... 

Scarab Brooks

Locust Adair

Gunnery Soto (and others if decently skilled)

so no, first line is locust, second line is Scarab.

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Okay so I’m using CDs map of the Colombus.

Did I miss something? Is there a map online somewhere? Or are you just referring to the basic blueprint in the corebook?

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Its not online...I think you can see everything on the actual map (my book is 10000km away) its just that his has all the different sections written as Prof described them. Way cool.. ::thumbsup

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Does a locust have room for a passenger?!? ::blink I always though that was a one man fighter with just about enough room in the cockpit to turn your head...

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Did I miss something? Is there a map online somewhere? Or are you just referring to the basic blueprint in the corebook?

So I wouldn't get confused ::wacko , I just took the sketch from the Core book, and 'modified' it to meet the Prof's desription (and a few artistic additions).

I E-mailed it to 'Zeke and a 'FEW' others to critique it for accuracy ::wink

It's strictly for my personal use ::devilangel but if you would like to critique it as well, just PM me your E-mail. All imput is welcome ::biggrin

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Does a locust have room for a passenger?!?

No.

I always though that was a one man fighter with just about enough room in the cockpit to turn your head...

It is - the text very specifically describes the things as 'single occupancy' & the 'blueprint' picture re-doubles that impression. Of course, you might be able to squeeze someone in sitting on your lap... if you knew them real well... ::blush ::devil ::wink

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It's not a problem - he just ordered Singh to go along: ergo, he'll go along in the second Locust (since he does have a dot of Pilot) - at least that's how I saw it... But then again, I have access to all the character sheets... ::wink

It may be helpful to remember that no Abilities were limited to just one training group at chargen - so all 'pilots' will have dots in Pilot ('cos it's what they do), but other guys can have dots in that Ability as well (&, I think, most people have put at least one dot in that Ability). Same goes for any other Ability. After all, the crew of the ol' Enterprise seem able to do just about any job when the dung hits the oscilator - & that's kinda' the model for the TEF.

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You mean we're letting someone without 'adequate professional training' get into a million-yuan organic vessel like that outside of an emergency...? ::blink ::tongue ::wink

Another thing: How does formatting 'feel'? Aside from the technical game-effects, what are the consequences of being formatted to the pilot station of a scarab, roleplaying-wise?

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It's not a problem - he just ordered Singh to go along: ergo, he'll go along in the second Locust (since he does have a dot of Pilot) - at least that's how I saw it... But then again, I have access to all the character sheets...

Uh, yeah, uh, that's exactly what I meant... ::cool

You mean we're letting someone without 'adequate professional training' get into a million-yuan organic vessel like that outside of an emergency...?

Actually, in my mind, having a dot of pilot implies that he does have 'adequate professional training'... A fighter pilot he is not, but it definately implies training (otherwise he'd be doing it unskilled).

Honestly, this is just my, the player's, fault because of my ignorance of the layout of the Locust. That being said, I think the solution that the Prof has given makes sense.

Sorry all, I'll learn, eventually... ::blush

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Actually, in my mind, having a dot of pilot implies that he does have 'adequate professional training'... A fighter pilot he is not, but it definately implies training (otherwise he'd be doing it unskilled).

I put it in quotes because that's how the core book describes two dots in an ability. One dot is 'novice: basic grasp of the ability, suitable for hobbies'.

Do you want a hobby-pilot down in a potentially hostile environment? ::sly In my opinion, one dot - in Pilot in particular - means you could if you had to. Not that you should.

Of course, these are just general, objective remarks that have nothing to do with me playing the only pilot who doesn't get to fly... ::rolleyes ::tongue

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Well.. and I'm not sure a dot of Pilot quite covers your Atmospheric Entry Maneuvers... But then again this is a different era and maybe flying to the moon and back to earth is something any 18 year old could do... Either way, I have every confidence that if Britt sees his charge struggling for control of his craft there will be massive adjustments...

malk

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Hmmm...

Yeah, sending the Cadet down before any of the other pilots is a little reckless - but on the other hand, the Captain has sent him down with the mission's (i.e. the whole jumpship et al's) best pilot as escort, & the Cadets are there to gain 'on-the-job training' - so it's not totally beyond the bounds of reason or anything.

Plus, the Captain & Singh have some shared background... Who called out 'teacher's pet'? You boy... at the back of the class! ::sly

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