Worthy Lord Montoya has appointed you to lead the 6 month exploratory mission into the recently war ravaged Krell Empire. You will not be cut off from regular supply, but the distance and strained empire access through Xi'an space conspire to hinder any kind of aid coming within reasonable time, so while you should expect new staff to join your team periodically and others to leave, you cannot expect reinforcements in time of trouble. Damaged ships can return to UEE space and be replaced by fresh units, munitions can be refreshed, etc. All the ships need to be able to land (no Idris or Javelin). You should expect regular martial conflict during your tour. You are not to pursue any short-term goals, such as piracy, prospecting or trade. You will need to harvest your own fuel, and may at times need to split your fleet in order to optimize time scanning systems.
Your mission is to reconnoiter, establish any kind of friendly relations possible, arrange any trade agreements possible, act respectfully of any authorities, but also to be aware of any opportunities as they present themselves. You are to survey as much of the Krell star systems as is reasonable, gather maps and intelligence, investigate anything of special interest as regards mining, transportation (gate points), send spies into markets on each developed world you find, etc. Of special interest is any advanced technology you might gain possession of, and if this is significant enough, you are authorized to use lethal force in pursuit of such. You are authorized to negotiate limited technology exchanges with those whom you deem this wise.
You have 150 players who have committed to be signed on regularly during the same hours most days, and you expect to have about 50 team players at any given moment, along with about 100 NPC's. You expect these numbers to flex hourly, and expect them to diminish greatly if you fail to find the fun. In other words, you can very loosely plan to have 50 PC's and 100 NPC's available all the hours your fleet is instanced.
3 questions:
--What ships compose your task force?
--How are your PC's and NPC's assigned?
--How is your team's authority structured?
Example Fleet: 1 Polaris, 1 Avenger, 1 Carrack, 1 StarG, 6 Vanguard, 12 Reliant, 12 Hornet = 34 ships total
Polaris 14 PC + 24 NPC = 38 total
5 Polaris Bridge Crew PC
5 Polaris Turret Gunners PC
1 Polaris Warlock Scout Pilot PC
3 Polaris Master Sargent PC
24 Polaris Marines NPC
Carrack 6 PC + 24 NPC = 30 total
6 Bridge Crew PC
12 Carrack Marines NPC
6 Reliant Sen Pilots NPC
6 Reliant Sen REO NPC
StarG 6 PC +24 NPC = 30 total
6 Bridge Crew PC
12 Marine NPC
6 Reliant Tana Pilot NPC
6 Reliant Tana REO NPC
Vanguard Wing 12 PC + 24 NPC = 36 total
2 Sentinel Pilot PC
2 Sentinel REO PC
4 Hoplite Pilot PC
4 Hoplite Master Sargents PC
24 Hoplite Marines NPC
Hornet Squadron 12 PC
50 PC + 96 NPC = 146
Each of the 5 groups listed above has one Captain who is responsible to the Fleet Commander aboard the Polaris, which is the flagship. Add to this number, any PC and NPC spies. "REO" is a "Rear Equipment Officer" and applies to the second seat in any two-person ship.
Your mission is to reconnoiter, establish any kind of friendly relations possible, arrange any trade agreements possible, act respectfully of any authorities, but also to be aware of any opportunities as they present themselves. You are to survey as much of the Krell star systems as is reasonable, gather maps and intelligence, investigate anything of special interest as regards mining, transportation (gate points), send spies into markets on each developed world you find, etc. Of special interest is any advanced technology you might gain possession of, and if this is significant enough, you are authorized to use lethal force in pursuit of such. You are authorized to negotiate limited technology exchanges with those whom you deem this wise.
You have 150 players who have committed to be signed on regularly during the same hours most days, and you expect to have about 50 team players at any given moment, along with about 100 NPC's. You expect these numbers to flex hourly, and expect them to diminish greatly if you fail to find the fun. In other words, you can very loosely plan to have 50 PC's and 100 NPC's available all the hours your fleet is instanced.
3 questions:
--What ships compose your task force?
--How are your PC's and NPC's assigned?
--How is your team's authority structured?
Example Fleet: 1 Polaris, 1 Avenger, 1 Carrack, 1 StarG, 6 Vanguard, 12 Reliant, 12 Hornet = 34 ships total
Polaris 14 PC + 24 NPC = 38 total
5 Polaris Bridge Crew PC
5 Polaris Turret Gunners PC
1 Polaris Warlock Scout Pilot PC
3 Polaris Master Sargent PC
24 Polaris Marines NPC
Carrack 6 PC + 24 NPC = 30 total
6 Bridge Crew PC
12 Carrack Marines NPC
6 Reliant Sen Pilots NPC
6 Reliant Sen REO NPC
StarG 6 PC +24 NPC = 30 total
6 Bridge Crew PC
12 Marine NPC
6 Reliant Tana Pilot NPC
6 Reliant Tana REO NPC
Vanguard Wing 12 PC + 24 NPC = 36 total
2 Sentinel Pilot PC
2 Sentinel REO PC
4 Hoplite Pilot PC
4 Hoplite Master Sargents PC
24 Hoplite Marines NPC
Hornet Squadron 12 PC
50 PC + 96 NPC = 146
Each of the 5 groups listed above has one Captain who is responsible to the Fleet Commander aboard the Polaris, which is the flagship. Add to this number, any PC and NPC spies. "REO" is a "Rear Equipment Officer" and applies to the second seat in any two-person ship.
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