08-14-2013, 01:23 AM | #21 | |
Join Date: May 2005
Location: Oz
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Re: [Spaceships] Crews for exploration
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Decay is inherent in all composite things. Nod head. Get treat. |
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08-14-2013, 09:58 AM | #22 | |
Join Date: Aug 2007
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Re: [Spaceships] Crews for exploration
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If there is no com traffic that tells you the palce is low tech and you can get a lot of information from using the Scientific part f the enhanced Sensor package I recommended. If there's nobody to talk to on the radio you do 48 hours of a ball of string/circumpolar orbit and map the whole planet as it stands now and not 800 years ago. A good orbital map will tell you how much land is under cultivation and give you a very good idea of population, both in total and how it's distributed. As a simple first step you sort of need to find out if any of the colonists are still alive. I wouldn't think I was well-equipped to plan a contact mission to modern England if all I had was the Domesday Book. My first mission would be about nothing but gathering basic data. <shrug> If what you're planning is actually a sort of military soap opera like M*A*S*H then none of this matters anyway but the actual ship that your players are on could easily enough be the follow-up mission after a scout ship does a first pass to see if the lights are still on 800 years later.
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Fred Brackin |
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08-14-2013, 10:22 AM | #23 |
Join Date: Mar 2010
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Re: [Spaceships] Crews for exploration
Agemegos, I think it may be valuable to work up a mission profile as you see it, that addresses come of the variables and indicates what criteria cause the mission to advance and what criteria call for leaving. That way you/we can see more clearly what needs to be done and by whom. For example, what kind of baddies are too big to fight, meaning you need to run?
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Tags |
exploration, flat black, sci-fi, spaceships 5 |
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