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Reply The Chimaera's Memory Banks
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Nelowulf
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PostPosted: Wed Jun 02, 2010 6:33 pm


And the Akula posted will still not be the one we're getting, if you are considering voicing the opinion again.
PostPosted: Wed Jun 02, 2010 6:38 pm


Unfortunately, yes. I think.

As it is, we house the entire crew, without having to cut into cargo space. Most of the cargo will be devoted to our consumables and such. Might be able to house a speeder or two and a probe in the back. Not much wriggle room

Maybe I'm claustrophobic, but I'd prefer something bigger, even if we don't use all the space. A heavy freighter or small corvette would be nice at this point.

Unless, as Stellar mentioned, we want to act out of a carrier ship, such as a Frigate.

ElladanKenet
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ElladanKenet
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PostPosted: Wed Jun 02, 2010 6:39 pm


Nelowulf
And the Akula posted will still not be the one we're getting, if you are considering voicing the opinion again.
I know that. I've been discussing with Cale, if we use it, would he be willing to adjust the armament.
PostPosted: Wed Jun 02, 2010 6:43 pm


I never imagined it would, especially not in such configuration. Too much of a threat so heavily armed. But I still push that it is our best choice because of its complete deck layout if we need a larger ship of such a size. And it can land in water like the Simiyar.

Besides that I was looking at CEC models, most have deckplans floating somewhere.

And I don't think we really need more than 20 NPCs, a few science officers, Czerka mercs, and maybe some laborers and technicians.

Des Voh

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ElladanKenet
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PostPosted: Wed Jun 02, 2010 6:50 pm


Ideally, I want a ship that can house not only the 10 or so of us, but an additionally 20 NPC crew at least, plus cargo. A fighter would be nice, as well as a ground vehicle that can comfortably house sit more than one.

A stripped down Akula would do fine. I'd prefer to use a Mon Cal design for plot reasons, but if not, then we'll use a CEC model like a CR90.

Still, later in the roleplay, I intend for there to be some fairly major conflict, and will need a larger ship: frigate sized, ideally.
PostPosted: Wed Jun 02, 2010 6:56 pm


...Why do you want NPCs? I already said something on this issue already.

As for deckplans... why bother? It can be a lot of work with little appreciable use besides someone saying (You can't hear me from that compartment).

stellarmagic


Nelowulf
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PostPosted: Wed Jun 02, 2010 6:56 pm


You never did answer my question about that NPC crew, EK. So far, I'm finding no justification for them. They have no use for anything, because they can't be scientists, and there's not that many other positions on board besides redshirts.
PostPosted: Wed Jun 02, 2010 7:02 pm


1- Deckplans are a secondary issue for me. Nice to have, but not a dealbreaker

2- I'd like the NPCs, because I want cannon fodder who can die in our stead or pick up slack when we're busy. What happens when have of your groundteam, who would normally man turrents and such, is busy, and you get attacked? I've kinda dropped some obvious hints that I want to introduce some fairly big enemies out there. Taking them on will require man power, because we're not Skywalkers/Solos. They might be able to take on the Death Star and outsmart 500,000 Imperials, but we can't

ElladanKenet
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Missing00

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PostPosted: Wed Jun 02, 2010 7:03 pm


I agree with Des, 20+ NPCs does seem a bit excessive, how about 10-15?
PostPosted: Wed Jun 02, 2010 7:06 pm


Ever hear of the term, "s**t outta luck?"


The second we become warmongers, we're going to be fighting more than just threats in the UR, but also some serious crimes back home too. If you want us to turn into beggars, pirates, and thieves, that's one thing. But Id' rather the plot not lead the crew into being blacklisted.



And I would like numbers, specifics, of these NPCs. Tossing random numbers out only leads to cannon fodder.

Nelowulf
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stellarmagic

PostPosted: Wed Jun 02, 2010 7:08 pm


Uh ships gunner and pilot = 2 people. As for getting killed... It's more legitimate in an RP for the actual players to be forced to work together to defeat the enemies. That means you shouldn't give each PC a fire team worth of NPC helpers.

As for combat... sending one or two enemies against you can work if they're powerful enough to legitimately challenge you. I'm not the sort of GM who likes hurling minions at PCs.
PostPosted: Wed Jun 02, 2010 7:31 pm


I'm clearly outnumbered here. *sigh*

Okay, excluding us PCs, I'd like a minimum number of 1 medic, 3 mercs, 3 mechanics, and 2 scientists. That's a total of 9, a farcry from the number I originally wanted.

ElladanKenet
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Nelowulf
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PostPosted: Wed Jun 02, 2010 7:34 pm


3 dedicated mechanics? They must be working around the clock trying to keep the thing flying with mesh tape...
PostPosted: Wed Jun 02, 2010 7:36 pm


3 mechanics plus one astromech, for a ship this large...yeah I think that might be a little under handed.

Missing00

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The Chimaera's Memory Banks

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