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Officers
#1
In addition to the Captain and Exec who are the avatars of the player, there are lots of officer-types (27 at present) who may be recruited to increase a ship, base or colony's ability to accomplish certain tasks. Their skill is tracked on a 9 point scale and is directly reflected by their rank which goes from "acting ensign" to "senior commander." There are higher ranks than that, but they are reserved for player-characters. An officer may be promoted at any time, but the ship has to have enough training points available to it to increase his/her/its rank. (The higher the rank, the more points needed) A ship earns training points by engaging in activities - the riskier the activity, the more training points are accumulated.

It is possible, occasionally, to recruit a high ranking officer from a starbase, but they know their own worth and expect to be promised extraordinary salaries and a fat recruiting bonus, so it's usually less expensive to promote from within.


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#2
(04-15-2011, 07:17 PM)JonO Wrote: In addition to the Captain and Exec who are the avatars of the player, there are lots of officer-types (27 at present) who may be recruited to increase a ship, base or colony's ability to accomplish certain tasks. Their skill is tracked on a 9 point scale and is directly reflected by their rank which goes from "acting ensign" to "senior commander." There are higher ranks than that, but they are reserved for player-characters. An officer may be promoted at any time, but the ship has to have enough training points available to it to increase his/her/its rank. (The higher the rank, the more points needed) A ship earns training points by engaging in activities - the riskier the activity, the more training points are accumulated.

It is possible, occasionally, to recruit a high ranking officer from a starbase, but they know their own worth and expect to be promised extraordinary salaries and a fat recruiting bonus, so it's usually less expensive to promote from within.

I think that this feature holds much potential, especially if you can fine tune it to where it appeals to individuals who are attracted to those Star Trek role playing simulations, the ones where people role play characters aboard starships, star bases, etc.. There's tons of those out there, and the always seem to be popular.

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#3
(04-15-2011, 07:17 PM)JonO Wrote: In addition to the Captain and Exec who are the avatars of the player, there are lots of officer-types (27 at present) who may be recruited to increase a ship, base or colony's ability to accomplish certain tasks.

Wow. That seems like a lot of different types to keep up with, but I guess some of you guys thrive on complexity. Heh. Tongue

In Project Libertine I have:

Captain, Navigator, Helmsman, Science Officer, Chief Engineer, Gunnery Officer, and Specialist.

I'll probably end up adding CAG and Medical to the list, with CAG only being available if a ship has hangar bays attached and fighters onboard.

Specialist is how I'll allow a ship to specialize, so if you assign someone with Mining skill to the Specialist spot, your ship can better engage in Mining operations. If you assign someone with Cargo Handling, you'll be better at moving cargo around, and so on.

Hatch
http://projectlibertine.blogspot.com
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#4
(04-16-2011, 03:55 AM)Hatch Wrote: Wow. That seems like a lot of different types to keep up with, but I guess some of you guys thrive on complexity. Heh. Tongue

In Project Libertine I have:

Captain, Navigator, Helmsman, Science Officer, Chief Engineer, Gunnery Officer, and Specialist.

I'll probably end up adding CAG and Medical to the list, with CAG only being available if a ship has hangar bays attached and fighters onboard.

Specialist is how I'll allow a ship to specialize, so if you assign someone with Mining skill to the Specialist spot, your ship can better engage in Mining operations. If you assign someone with Cargo Handling, you'll be better at moving cargo around, and so on.

Hatch
http://projectlibertine.blogspot.com

In RW, crew (enlisted ranks) are also specialized but are treated as groups, not as individuals so engineers have experience and morale, but no individual ratings, ditto for pilots, gunners, space-hands (blue-collar), marines, and specialists (white-collar).

In the most abstract terms, officers and crew in RW are a way of letting the player specialize in certain activities and exercise as much or as little fine tuning as he-she wishes. I've tried to make the experience of dealing with 'em a bit more real because role-playing is supposed to be just as important as spreadsheet-building.
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