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The Away Team Lead


Bear

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Posted (edited)

TLDR: Create a role and give some basic gear to help get expeditions off the ground and actually happening.

WHAT: A designated leader role: "Away Team Specialist" for expeditions tasked with organizing a team quickly and getting the shuttle out the door.

WHY: Expeditions aren't happening nearly as often as they could be. With the RD currently leading this issues with solo command on top of managing a department and getting it setup to either operate without you or finding someone competent and trusted enough to lead it in your stead is a massive barrier to them. Away missions have tons of rp potential and should be used way more often! Besides. Sending a command member with several PhDs and the only reliable person capable of fixing the AI is silly. They're far too valuable. Having someone who is designated and trained to lead it makes so much more sense.

HOW: Rework the office space near the research shuttle for the lead with a few lockers of softsuits, rods, and basic gear like radios, basic tools, med kits, and flashlights. Give the lead command access and a las pistol they must keep holstered. Loyalty implant?  And make it clear they have no authority on station affairs. Whitelist?

 

Note: Ive had a ton of fun on expeditions. Theyve got great rp potential but they almost never happen during my playtime. This is my suggestion on how to make it happen more. Be gentle!

Edited by Bear
Guest Marlon Phoenix
Posted

I've created a suggestion for exactly this sort of thing, with the Tau Ceti Scouts. I would encourage you to take a look. :)

Posted

I have! And while I like the concept of the scout team (a lot) my hesitation with it is a second militia being too quick to form, a nanotrasen rep not leading the team, and then the command  rework im not sure on. This is a much milder suggestion that could still get things rolling!

Posted

I really like the idea of this and I wanted to add my own personal frustrations I've found with away missions.

 

As an Roboticist, I rely on both a competant Scientist as well as fast Miners to reliably get everyone equipped for the away mission. What that means is that if one faulters, the entire mission can either collapse or will be greatly delayed. Worse yet it means I need to usually need to rush the neccessary Rig Suits all the while the entire away mission team breathes down my neck.

 

What I've observed is that often the away mission will finally get out at the 1 hour 30 minute mark, meaning that only 30 minutes of time can reliably be expected for the away mission. Because of this, less roleplay occurs once at the away site and, at least in my experience, no one has even been able to assess or utilize what gets found out there once the team returns. I would love to pass out some of the cool things found there, like the portable CMC I've found on one away mission.

 

Whether the suggestion gets accepted or not, I do think that the entire system we currently have for away missions should be reevaluated!

Posted
1 hour ago, niennab said:

Whether the suggestion gets accepted or not, I do think that the entire system we currently have for away missions should be reevaluated!

Agreed. Definitely open to suggestions on things to add or remove from this as well.

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