RP system for forums

Terran Stellar Navy Forums (OOC) Division Development RP system for forums

Viewing 15 posts - 76 through 90 (of 154 total)
  • Author
    Posts
  • #14536
    Blaze Strife
    Participant

    I think I’ve done it. The sheet should calculate the points correctly, now, as per the example.

    Once Xavier gives green light to the additional modules, I’ll just need to update some formulas, but it should be good.

    • This reply was modified 7 years, 9 months ago by Blaze Strife.
    #14540
    Xavier
    Keymaster

    I have had a chance to type stuff up about some of the different modules. I still need to add the combat modules.

    I have gone with the kinds of things the different areas are useful for. The double modules touch on stuff from other modules (so are broader in their range of knowledge they provide) or give particular skills that might come up more often.

    Hopefully they make more sense with the detail added!

    #14542
    Matsiyan
    Participant

    Awesome work on the character’s spreadsheet. Thanks!

    I love the link to Xavier’s doc.

    #14544
    Xavier
    Keymaster

    Right, I think I have added most details now about each module. I tried to think of situations which might arise where the training would be used. As you could be taking on a diverse range of missions,I have tried to cover most bases. There is some cross over with other modules, and where this is most evident I have indicated this to an extent.

    Hopefully the double modules make more sense now in terms of how broad the training would be (i.e. the number of different situations it could be applied to) or how useful it might be in a situation that is likely to occur (i.e. the frequency on which you might draw on that training).

    I haven’t added stuff on the combat modules suggested by Aramond just yet, though I will look at them and detail them clearly. I think for now, we might be on the same page with those obes anyway. More importantly will be defining the kind of weapons in use. My thoughts are everything from knives and blades to energy weapons. I think projectile weapons (like modern day rifles) would be few and far between due to the nature of the combat (space combat in confined areas aboars a starship or station). In zero G, how effective they might be could be questionable (think recoil and its effect on you in space) and around ship’s hulls and bulkheads could be downright dangerous (small hole to open space in a pressurised compartment could make for an interesting effect).

    #14556
    Matsiyan
    Participant

    Thanks for the updates and extensions.

    I still see so much overlap between Astro Physics and Stellar Phenomena that I do not understand why they are separate.

    There is no explanation of Software Engineering although the title is listed separately to Computer Programming. Did you mean them to be separate disciplines or synonyms?

    For combat I suggest simplifying skills and listing weaponry separately, possibly as a speciality.
    – Unarmed combat
    – Hand-to-Hand weapons; specify your favourite and be done with it
    – Small arms; specify favourite. Agreed that high velocity projectiles are unlikely. Low-yield Energy weapons or low-kinetic electroshock, sonic or toxins are more likely.
    – I could see low yield demolitions devices having relevance for wreckage clearance, breaching, pipe cutting, room-clearing, flash-bangs, controlled electrical disruption, gas dispersion etc.

    #14602
    Matthew Vaj
    Participant

    @blaze Excellent job! Thanks!

    #14634
    Xavier
    Keymaster

    I’ll remove stellar phenomena and wrap it in to astro-physics then. The stellar phenomena was supposed to be about finding and understanding new phenomena whereas astrophysics was about stuff we already know. I guess the two different ones are not needed though.

    I have removed software engineering from the details. I need to remove it from the list. It is basically the same as computer programming.

    I looked at the spreadsheet and the additional modules added at the bottom,so thought I would comment/ question here about it. First up,beaurcracy amd admin. Not sure what use they would be on active duty or how often they would get used. Can anyone suggest what it might be used for in an RP situation, or give a similar description that is in the main guide? The same goes for logistics and trade. How might those be used in an RP situation?

    Marine tactics seems to be an odd one for a starship officer to study in my mind. Spaceship combat tactics would be more appropriate, but then would focus on coordinating attacks from a bridge. I dont think we necessarily need that though for the purposes of the forum RP. I am going to try and focus on scenarios that dont require a ship to be flown (we have Artemis for that). I do think we need some combat training, but I think it should be focused around defending against boarding parties.

    I am also thinking along the same lines with other modules like toxins and demolition. Potentially, knowing about toxins fits with the medical knowledge anyway. Demolition seems odd as we would just blow stuff up with our primary beams if we needed it destroyed, or improvise where necessary. I can’t see us as bridge officers being in that kind of combat situation, and I would doubt we see much combat action planetside, not to the extent of the marines anyway.

    #14636
    Blaze Strife
    Participant

    I’ve updated the spreadsheet to fit what you said.

    #14649
    Fish Evans
    Moderator

    well just throwing out posiblitys.. not enorsing any of these in particualr but

    Beurocracy and Admin, the knowlege of the proceedures and location of stored information, allows the holder to potentialy by pass lengthy beuracratic trails and or accuratly retive information

    Logistics and Trade. Moden militarys life and die on logistics, getting the right equipment to the right place in the right order at the right time those nice shiny new warp parts deliverd to the Fward arming and refuling point? they just got blown up becuase the point derfences ran out of ammo…. that kind of stuff. in RP it woudl be about aquiring the things needed, posibly by the black market or beeing friendly with the supply officers (bribeing)

    Marin trainng.. perhapse a misnomer. we will need some personal combat skills, it migth not be our perview but our ship/station could get boarded (ala the spys we had a few mounths back) Im sure the navey has tought everyone how to safely handle a pistol/rifle equivlent.. but soem will be better then others, some will have some unarmed combat training as well as a way to keep fit as much as anything else.

    Demolition.. is again a maybe, Primary beams are a sledge hammer, sometimes you want a scaple, sometimes for soem reason the beams may not be an option. reember that scean in the undisoved country where Spock and Mcoy reprogram a torpedo so seek out a cloaked ship? that might fall under that catagory with some influances from others.

    ?My surgestion is we create 2 Major and 4 Minor for each station on a ship, and throw a few extra in like medical, xeno biology etc.

    #14651
    Blaze Strife
    Participant

    One thing you mentioned is something I’ve been thinking about.

    “Im sure the navey has tought everyone how to safely handle a pistol/rifle equivlent..”

    I’m sure we’ve all learned a thing or dozen about most or all of the modules listed, but we’re all Untrained in most of them. I think that’s misleading, and that we should change the names of the levels to something like:

    • Basic
    • Intermediate
    • Advanced
    • Expert
    • Master

    We have all been through the Academy, and have all passed it’s courses. For example, it would be stupid to be allowed to serve on a spaceship and be completely Untrained/unknowledgable in the Warp theory. You can be a Beginner at it, but you do know a thing or two about it.

    • This reply was modified 7 years, 9 months ago by Blaze Strife. Reason: Matsiyan's suggestion to change Beginner to Basic
    #14664
    Matsiyan
    Participant

    Blaze: I suggest the first level be called “Basic”.

    Admin/Bureaucracy represents an ability to get things done or find things out efficiently through the system. Partly a knowledge of process but also a network of contacts or knowledge of how to make contacts and get help.

    Logistics/Trade is similar to admin but specialized in the movement of material and arranging deals.

    The alternative to the above is to roleplay most of the interactions.

    #14671
    Matsiyan
    Participant

    Marine tactics was another way to approach personal combat. I am guessing that most of our interpersonal combat training comes from marine instructors. They would know unarmed, knife, improvised and all sorts of firearms. The thing about firearms is not just being able to point and shoot but understanding the space available, how to move in it, arcs of fire, enemy reactions and how to manipulate them, use of grenades and breaching equipment, how to protect a fragile environment, appropriate equipment use.

    But that is just one option. I personally have no problem going the GURPS route on having very specific skills, but I am also a fan of having relatively broad categories based around a type of training or life experience and saying “yes it it reasonable someone like that would know something about this”

    #14687
    Xavier
    Keymaster

    Ok, I have mae combat training in to a special kind of module to study. Check out the document for all the details. It should give everyone a level of combat training as standard. It should also give you the opprotunity to specialise in a particular area. I might add on the odd sub-module such as ‘Explosives’ to cover that aspect.

    As for the levels, replacing ‘Untrained’ with ‘Basic’ is fine. It will be just a level of knowledge equal to basic training. In terms of RP, you’d spend the first year at the academy covering all the basic knowledge of all the modules, and then the next couple of years you’d select modules to learn more about. A bit like some university courses today.

    #14691
    Blaze Strife
    Participant

    I’ll add the changes to the sheet.

    #14695
    Blaze Strife
    Participant

    @admin, does boosting Combat Training to Confident spend module points? How many? Same as Minor or Major modules?

    Until stated otherwise, I’ll go with it spending 1 point for the whole module.

    I just noticed “(does not count towards module total)”. That settles it, I think.

    • This reply was modified 7 years, 9 months ago by Blaze Strife.
Viewing 15 posts - 76 through 90 (of 154 total)
  • You must be logged in to reply to this topic.