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Author Topic: [SG] (Neural)Chips Chapter 2: A Change in the Fleet  (Read 1458 times)

Cryxis, Prince of Doom

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[SG] (Neural)Chips Chapter 2: A Change in the Fleet
« on: August 08, 2015, 05:47:41 pm »

((Link to chapter one: http://www.bay12forums.com/smf/index.php?topic=151253.msg6284886#msg6284886 ))
(Yes chapter one is still going but I felt like starting chapter two so I don't forget what I was wanting to do with the plot.)
(PM me for questions about any tech mentioned in the story and I will add descriptions in a post below)

Two mag boots take heavy steps onto the command deck of a well decorated fleet's Flag ship. This man stands at ease. The technicians call out the condition of their respective sections of the ship as they overview them on their monitors. This man, the Commander of Flagship Karma breaths a sigh of releif as all sections of his ship are in working order with no bugs or mishaps. He calmly orders the pilots,"Alright boys, all's good on Karma, time to bring her out of the docks and into the skies. Stow the anchors and fire up the engines".

Outside thousands of sailors stand on the outer decks (like balconys on the side of the ship). They are calling farewells to family, friends, home, and their freedom. They will be on this ship for the next five years or more. As tradition dictates a song is sang by the crew as they leave. It can be one of many but usually one of good bye. The officers call the first line of the song as the engines fire up. The roar of the rear exaughst of the ship matches the rolling calls of the men as a padstowe farewell is sang.

Back on the command deck the Commander, standing at the center of the deck, performs an about face and salutes the admiral,"Sir, the ship is ready for take off". As the commander calls his report the roar of the men on the outer decks breaches into the room, the roar sings,"HAUL AWAY YOUR ANCHOR! HAUL AWAY YOUR ANCHOR! TIS A SAILING TIME!". The Admiral gives a smile and salutes back to the commander,"The fleet is ready, leave on Karma's cue. The moral of your men is admirable captain". Both drop their salutes as the song continues outside. The commander double checks the technicians over watch consoles and waits for the men to finish their song. "IT IS TIME TO GO NOW! HAUL AWAY YOUR ANCHOR! HAUL AWAYYYYYYY YOUR ANCHORRR! TIS A SAILINGGG TIMEEE!". The commander grabs the mic to the intercom system and flips the switch to all, he speaks calmly into the device,"Alright boys, prepare for take off. Lifting in 30seconds, entering orbit in 30 minutes. Be at your stations in 10minutes!". He puts the device down and switches it off. He speaks to the crew on the command deck,"Keep Karma within breathable atmosphere for at lease fifteen minutes, don't want to risk killing any crew. After that boost to waiting position in orbit and wait for the rest of the fleet".

((If you haven't guessed yet the player character is the commander of flagship Karma))
(Going to begin using you instead of commander)
You finish insteucting the staff of the command deck and head up to the Admiral's deck. You take a seat at the long table infront of the admiral. You sit alongside two other commanders, you are the head commander and the other two are your direct subordinates who have just come back from singing farewells.
The Admiral speaks to the three men at the table,"As you know the enemy has been making technological advances in space travel coming close to matching our own. They can now perform controled slip space jumps but only small ones. We won't be worrying about a swarm of small invasion ships though but this does mean they will be able to perform covert recon of our inner systems without having to go directly through our heavy defenses. They are however quite a ways away from applying this technology to larger vessels as they have been having difficulty finding the resources to test such devices. Once we get this fleet Mobil we will be performing an assault on one of their mining planets where we believe they are gathering precious materials needed to advance this technology. I will inform you all more on the mission later. For now you may take leave and watch over your ship.

What do you do while you wait for the rest of the fleet to get into position? (Most of the crew on the command deck is new so you don't know many of the technicians. And you have a bout three hours to do as you please before the fleet is ready)
(Sorry for not involving the neural chips used but the commanders don't use them as much as recruits do. In this the only time you used your chip was while double checking the over watch monitors and connecting to the intercom for security clearance)
« Last Edit: August 10, 2015, 02:48:11 pm by Cryxis, Prince of Doom »
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Cryxis, Prince of Doom

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #1 on: August 08, 2015, 05:48:08 pm »

(Reserved)

Tech list:
Mag boots- Combat boots with electro magnets built into the rubber of the shoes. Worn by space ship crew incase artificial gravity is lost. (They cling to the floor) the rubber between the magnets and the metal surface keeps the boots from being obnoxiously loud and protect the magnets from being torn off or worn down.
« Last Edit: August 08, 2015, 05:51:07 pm by Cryxis, Prince of Doom »
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Ozarck

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #2 on: August 08, 2015, 07:33:58 pm »

ptw and probably mamke suggestions ,once i've read up. My brain hurts right now though.

High tyrol

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #3 on: August 08, 2015, 10:51:03 pm »

Ptw
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StrawBarrel

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #4 on: August 10, 2015, 11:37:28 am »

Enter our quarters and take stock of our personal belongings.
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Ozarck

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #5 on: August 10, 2015, 02:07:13 pm »

watch the bridge crew at work. get a feel for their patterns

Cryxis, Prince of Doom

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #6 on: August 10, 2015, 05:58:27 pm »

Before checking on the new crew you head to your quarters, no sense in waiting till last minute to check on your belongings.

You walk a short way down the steel corridors, the faint hum of artificial gravity generators constant in the back ground, you see men moving to their work stations. You enter the command berthing areas and head for your room. Several higher ranked officers are winding down in their rooms.

Entering your small room you breath in the smell of vanilla, you ensured to purchase air fresheners for your room before you left. You sit down on the chair magnetically connected to the floor next to your small desk bolted to the floor. You have several papers on the desk, some personal, some work, and others little sketches you've done while in transit. You observe your bed. It is a metalic pod much like a coffin with windows. The padding on the inside is comfortable and the shell has it's own temperature control.

You never liked going into stasis in these things but helps with aging on long trips and you've heard this is better quality than the ones the grunts get so that's nice.

You get up from your chair and walk over to your locker, might as well look over your personals. You lay your hand on a palm reader, you can see the system link to your HUD (your neural chip casts an opaque hud over your vision telling vital signs, current activity happening with the chip, and alarms/emergency messages). A voice plays in your head,"Security clearance granted".

The locks on the locker slide back, two metal sheets slide into the sides of the walls revealing three compartments, two rectangular that reach up to the ceiling side by side equal in width, and one narrow rectangular compartment flat with the ground and roughly two feet off he ground.

All three compartments push out from the wall and each individual handle unlocks. You slide the bottom drawer out revealing a stash of your favorite foods sealed in cans and jars. Several of them were acquired just a few days ago while you were still in port. Your boots and dress shoes are also stowed in this drawer.

Next up is the right side cabinet. Opening this door reveals several shelves. Listing from the top shelf down to the bottom shelf:
1:Important physical and digital copies of personal files
2: personal photo album of family and previous ports
3: PDW, combat knife, and non-lethal defense weapon
4: ceremonial uniform pins, medals, and other such uniform pieces for special ceremonies
5: set of civilian clothing and shoes
Seems everything is how you left it.

Now the left side door. Inside this closet you find your uniforms hanging and separated by uniform. Your ceremonial dagger and sword lean against the back of the closet behind your uniforms.

You close up the locker and re-lock everything pushing it back into the wall and sealing it for now. You have two hours left till you have to report back to the admiral and command deck, what do you do?
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StrawBarrel

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #7 on: August 11, 2015, 12:38:52 pm »

watch the bridge crew at work. get a feel for their patterns
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Cryxis, Prince of Doom

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #8 on: August 12, 2015, 11:36:48 pm »

Deciding to head back to the command deck you lock up your berthing area.

After a brisk walk, wanting to save time, you make it back with an hour and a half to spare. The crew of technicians seem hard at work ensuring everything goes smoothly.

Each technician overviews a portion of the ship and under each technician is three to eight overseers. Each overseer watches an even smaller (in comparison) part of what the technician oversees. Each technician has an over watch  monitor that controls their entire section and has priority over the overseer's own monitors.

Several of the technicians are also known as pilots for their work on the ships flight systems. One technician especial is always referee to as pilot or The Pilot as they oversee only the craft's flight controls. While others oversee the engines and fuel and other such flight related sections of the ship.

You see the weapons Monitors (many names for these technicians :p ) seem to be taking it easy and talking to each other. They don't do much until the battles start then they are over worked so generaly they are allowed to slack off a little bit.

The hospital and maintenance groups don't seem to be doing much as the ship is freshly polished and the crew is fresh off he ground.

The only ones that actually look like they are doing much anything are the pilots. About now the ship is getting itself into a holding position waiting for the rest of the fleet.

Karma has lead this fleet for over fifty years and the ship still runs like new. Though it seems almost all the ships in the fleet are newer and more advanced. The only ones not younger Han twenty five years are the dreadnaughts simply because there is not much room for improvement and they are near impossible to take down.

You take in a with of relief knowing moral is high with your crew as they all work or relax comfortably at their monitoring stations.

The admiral seems to have disappeared as well as one of your lower ranking commanders. The other sits at the balcony (the admiral's deck) watching the crew much like you are now.

You've still got an hour to spare, anything else you would like to do?
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StrawBarrel

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Re: [SG] (Neural)Chips Chapter 2: A Change in the Fleet
« Reply #9 on: August 13, 2015, 10:38:05 am »

Talk to the person sitting at the admiral's desk. If we do not know the person, then try to get acquainted with them.
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