Thinslayer
Senior Member
[Copied from original thread]
You're the crew of an advanced starship, a Subarashii that's armed to the teeth and able to take on much larger (or smaller) vessels. You choose a role for yourself among the crew, and we will take on missions together. I will play the Science Officer so I can control the setting, but all other positions are up for grabs. Instead of me telling you what positions there are what they do, you'll tell me. We can add functions and features to the ship based on the roles you want. There are, however, a few minimum specs:
These are the roles I've thought up so far for the crew members. The ideas were taken from the Artemis Starship Simulator and tweaked for forum roleplaying.
Captain: You tell people what to do. You are responsible for the ship and everything in it. Its crew, loadout, workplace culture, everything about the ship is your choice to make. That doesn't mean you can't ask for advice, though.
Weapons Officer: Responsible for managing and dispensing munitions, firing weapons, and locking targets. He has joint control over the shields with the Helm Officer, able to toggle them On or Off. He can also set the frequency of beam weapons, which is important for piercing shields. The Weapons Officer can also Lock onto a target, which overrides manual aiming of turreted weapons and ties them to the targeting computer.
Helm Officer: Responsible for steering the ship. The ship is equipped with enough thrusters so it can move in any direction you want, be it forward, backward, left, right, up, down, sideways, etc., you name it, the ship can do it. The Helm Officer also has control of the shields (jointly with the Weapons Officer), the cloaking device (toggle On or Off), thrust regulators (throttle), and the docking gear. Thrusters point the ship where you want it, impulse engines propel the ship through space, and the warp drive moves it at faster-than-light speeds to different sectors. The impulse engines can also vector thrust to a limited degree, giving the ship impressive agility.
Engineering Officer: Responsible for repairing damage, constructing or modifying equipment, and directing power around the various subsystems. The basic powered subsystems are Guns, Sensors, Thrusters, Impulse, Warp, and Shields. The Engineering Officer can build additional power controls as needed, like if you wanted to adjust power to a newly-installed tractor beam or wanted more control over which specific guns received power. You're free to de-power, over-power, or otherwise regulate the abilities of the subsystems. The ship's reactor produces enough energy to power everything to 100% with no net loss. You will be responsible for keeping track of the ship's energy levels.
Comms Officer: Responsible for handling communications and issuing Red Alerts. You can taunt enemy ships, demand an enemy's surrender, request permission to dock, coordinate with allies, and such like. Issuing a Red Alert instructs the crew to prepare for battle, which involves rushing to battlestations, sealing off cargo bays, locking hatches, and arming personal defense weapons (for boarding action). Please turn it off when the Red Alert procedures are complete!
Science Officer: Responsible for collecting sensor data and analyzing the environment. The sensors can only tell you when something is there and where it is, not what exactly the thing is unless you take the time to scan it. Scanning an object reveals its identity, what's inside it, and what it can do, respectively. I will play the role of Science Officer.
Turret Gunner: Controls a particular turret on the ship. In the absense of direct commands from the Captain or overrides from the Weapons Officer, you can choose your own targets and set the frequency of your beams (if you're manning a beam turret).
You're the crew of an advanced starship, a Subarashii that's armed to the teeth and able to take on much larger (or smaller) vessels. You choose a role for yourself among the crew, and we will take on missions together. I will play the Science Officer so I can control the setting, but all other positions are up for grabs. Instead of me telling you what positions there are what they do, you'll tell me. We can add functions and features to the ship based on the roles you want. There are, however, a few minimum specs:
- There are at least two fixed forward-facing guns.
- The ship uses thrusters to maneuver in Newtonian space.
- Shields are flat projected fields. The ship needs at least 4 shield faces (pyramidal) to protect from all directions, but 6 (cuboid) or more is preferable.
- The ship has a sensor suite able to detect small objects beyond visual range.
- Docking occurs on the port (left facing forward) side of the ship.
- There are built-in auto repair functions that repair everything at once by default.
These are the roles I've thought up so far for the crew members. The ideas were taken from the Artemis Starship Simulator and tweaked for forum roleplaying.
Captain: You tell people what to do. You are responsible for the ship and everything in it. Its crew, loadout, workplace culture, everything about the ship is your choice to make. That doesn't mean you can't ask for advice, though.
Weapons Officer: Responsible for managing and dispensing munitions, firing weapons, and locking targets. He has joint control over the shields with the Helm Officer, able to toggle them On or Off. He can also set the frequency of beam weapons, which is important for piercing shields. The Weapons Officer can also Lock onto a target, which overrides manual aiming of turreted weapons and ties them to the targeting computer.
Helm Officer: Responsible for steering the ship. The ship is equipped with enough thrusters so it can move in any direction you want, be it forward, backward, left, right, up, down, sideways, etc., you name it, the ship can do it. The Helm Officer also has control of the shields (jointly with the Weapons Officer), the cloaking device (toggle On or Off), thrust regulators (throttle), and the docking gear. Thrusters point the ship where you want it, impulse engines propel the ship through space, and the warp drive moves it at faster-than-light speeds to different sectors. The impulse engines can also vector thrust to a limited degree, giving the ship impressive agility.
Engineering Officer: Responsible for repairing damage, constructing or modifying equipment, and directing power around the various subsystems. The basic powered subsystems are Guns, Sensors, Thrusters, Impulse, Warp, and Shields. The Engineering Officer can build additional power controls as needed, like if you wanted to adjust power to a newly-installed tractor beam or wanted more control over which specific guns received power. You're free to de-power, over-power, or otherwise regulate the abilities of the subsystems. The ship's reactor produces enough energy to power everything to 100% with no net loss. You will be responsible for keeping track of the ship's energy levels.
Comms Officer: Responsible for handling communications and issuing Red Alerts. You can taunt enemy ships, demand an enemy's surrender, request permission to dock, coordinate with allies, and such like. Issuing a Red Alert instructs the crew to prepare for battle, which involves rushing to battlestations, sealing off cargo bays, locking hatches, and arming personal defense weapons (for boarding action). Please turn it off when the Red Alert procedures are complete!
Science Officer: Responsible for collecting sensor data and analyzing the environment. The sensors can only tell you when something is there and where it is, not what exactly the thing is unless you take the time to scan it. Scanning an object reveals its identity, what's inside it, and what it can do, respectively. I will play the role of Science Officer.
Turret Gunner: Controls a particular turret on the ship. In the absense of direct commands from the Captain or overrides from the Weapons Officer, you can choose your own targets and set the frequency of your beams (if you're manning a beam turret).
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