Post by hszmv on Sept 13, 2014 16:51:00 GMT
It has been brought to my attention, that we might be a little overzealous reguarding the Starbase Defenses... Not only can a Tier IV, soon to be Tier V station more than take care of itself, our emplacements have been very limiting to RP. To this, I say... well, that was kind of the point.
Back when the Starbase was new, there were a couple players who felt that the best RP was to repeatedly attack the Starbase with enemy forces. After a few weeks of this, it became tedious, so we put in place a Tachyon Direction Grid that would sit on a radius from the Starbase of 5 light-years as an early warning system to prevent these events. Eventually, the grid did it's job... then prevented people who had ideas for how to use the Starbase and put unrealistic problems on GMs and players.
After much discussion, the Pathfinders have agreed to be a bit more realistic about this. The following defenses are now in place around the Starbase, from closest to furthest out.
1.) The Starbase weapons systems and Shield and Tractor Beam... Probably would need a few ship to take on and have survivors. The station is also complimented with the Defiant Class U.S.S. Vindicated, which is directly controlled by the Station Commander, a compliment of Runnabouts (All Station Runnabouts are named after real Earth Islands, btw.) and a Peregrine Fighter Group (4 sets of six craft). These will all have an effective patrol area of the system the station is in (I will endeavor to find the list of planets again) and other space in a 5 light-year radius.
2.) At 500,000 km from the station, a smaller tachyon detection grid is in place that will provide insurance that no ships are approaching the station under cloak. This grid is created using a series of satellites, which are equipped with a sensor array that can see to the edge of the former 5 light-year radius.
3.) Station traffic. Incoming and outgoing ships might be the first to find an adversarial ship and will be reporting it to the station. Within the Tachyon Grid, the Starbase is the big gun and can reduce enemy ships to debris, but outside, it relies on the rest of the 146th.
These changes are designed to allow players more flexibility in setting up story and roleplay on the Starbase.
As a final note, OOCly, we are encouraging all players who want to RP with the base to please discuss the storyline with an active GM or Pathfinders, especially if your RP will cause the station to be limited in access during the duration of multiple sessions (station blew up, space anomoly preventing traffic, quarentine, fumigating for Tribbles) as, unlike RP ships, this effects a wide swath of the fleet, rather than those who sign up characters for it. We also ask that you please have a scheduled time it will happen, so other players know to not run their own events closely.
The Pathfinders believe that the constant attacks of the Starbase are no longer going to be problematic... however, should we find the issue returning, we may have to review rules.
Back when the Starbase was new, there were a couple players who felt that the best RP was to repeatedly attack the Starbase with enemy forces. After a few weeks of this, it became tedious, so we put in place a Tachyon Direction Grid that would sit on a radius from the Starbase of 5 light-years as an early warning system to prevent these events. Eventually, the grid did it's job... then prevented people who had ideas for how to use the Starbase and put unrealistic problems on GMs and players.
After much discussion, the Pathfinders have agreed to be a bit more realistic about this. The following defenses are now in place around the Starbase, from closest to furthest out.
1.) The Starbase weapons systems and Shield and Tractor Beam... Probably would need a few ship to take on and have survivors. The station is also complimented with the Defiant Class U.S.S. Vindicated, which is directly controlled by the Station Commander, a compliment of Runnabouts (All Station Runnabouts are named after real Earth Islands, btw.) and a Peregrine Fighter Group (4 sets of six craft). These will all have an effective patrol area of the system the station is in (I will endeavor to find the list of planets again) and other space in a 5 light-year radius.
2.) At 500,000 km from the station, a smaller tachyon detection grid is in place that will provide insurance that no ships are approaching the station under cloak. This grid is created using a series of satellites, which are equipped with a sensor array that can see to the edge of the former 5 light-year radius.
3.) Station traffic. Incoming and outgoing ships might be the first to find an adversarial ship and will be reporting it to the station. Within the Tachyon Grid, the Starbase is the big gun and can reduce enemy ships to debris, but outside, it relies on the rest of the 146th.
These changes are designed to allow players more flexibility in setting up story and roleplay on the Starbase.
As a final note, OOCly, we are encouraging all players who want to RP with the base to please discuss the storyline with an active GM or Pathfinders, especially if your RP will cause the station to be limited in access during the duration of multiple sessions (station blew up, space anomoly preventing traffic, quarentine, fumigating for Tribbles) as, unlike RP ships, this effects a wide swath of the fleet, rather than those who sign up characters for it. We also ask that you please have a scheduled time it will happen, so other players know to not run their own events closely.
The Pathfinders believe that the constant attacks of the Starbase are no longer going to be problematic... however, should we find the issue returning, we may have to review rules.