I am gonna be clear on my take on this. Any conversion that in anyway punishes the effort made by many long standing members of the fleet who have worked hard to achieve the rewards and experience points that make them um..'powerful' , I am going to be opposed too. I have seen quite a few here in this fleet, leadership and regular officer in the fleet both work so very hard in events. To reduce this in a conversion to a new system that may reduce their hard earned rewards (ie. by dedicated effort in role playing, regular attendance and participation and creativity and imagination over the years..years in this fleet) i sorta feel is almost a punishment.
The intention of my proposal (which Nyoko asked for yesterday) was to convert existing players by consolidating the skills on their lists. If anything, it would make them
more powerful than they already are, not less. That being said, I would like some level of consistency across the entire fleet. Specifically, Characters should be hard-capped at a specific number for each skill, whether that's 80, 90, or 100.
Erys, if you finalize this shortened skill list and how training and new character creation would work along with any needed GM stuff, and present that, I will then put it up for Adagio players to vote on and get Talia's personal feedback. If they want to try it out then you can run Adagio events for a month showing us how it is done after you make a coverted copy of active player sheets to your system.
We are not apposed to change, but people will have to work to show us first hand something better in action for us to abandon something we are making work right now.
~the demoness
Taking Spencer's suggestion of leaving Damage Control separate (which I actually agree with after thinking about it), I compiled the list of all training curriculum as they'd appear after changes. Note that these would only be necessary for
new players, as existing players should be able to convert their skills directly.
Officers
Core Curriculum:Computer Operation 20
^Language 15
Life Sciences at 10
Physical Sciences at 10
Planetary Sciences at 10
(Federation Culture / History) 15
(Federation Law) 15
Space Science Curriculum:Space Sciences 20
Damage Control Procedures 10
Starship Sensors 10
Transporter Operation Procedures 10
Zero-G Operations 20
Officer Training Curriculum:Administration 40
Instruction 10
Leadership 30
Perception 30
Marksmanship 20
General Medicine (First Aid) 10
Small Equipment Systems 15
Close Quarters Combat 20
Operations Branch School CurriculumCommunication Systems Operations 50
Damage Control Procedures 30
Computer Systems 20
Deflector Shield Systems 40
Space Sciences 10
Starship Sensors 10
Language 30 total used in anyway.
Racial Culture/ History 30 total used in any way. (30* Spent in any way)
Engineering Branch School CurriculumGeneral Engineering 50
Communication Systems 10
Computer Systems 10
Damage Control Procedures 30
Deflector Shield Systems 10
Small Equipment Systems 15
Starship Weapon Systems 10
Transporter Systems Technology 10
Warp Drive Technology 10
Specialties (from above skills, excepting General Engineering and Damage Control)
-- three at 30 extra
-- one at 10 extra
Helm Branch CurriculumStrategy/Tactics 10
Piloting 40
Starship Sensors 10
Starship Weapon Systems 40
Warp Drive Technology 10
Medical Branch School CurriculumComputer Systems 20
Language 20
Life Sciences at 30
Medical Science
General Medicine
- Specialty Race 60
- Other Races total of 40
Psychology
- Specialty Race 40
- Other Races total of 40
Other Specialties total of 50
Small Equipment Systems 10
Science Branch School CurriculumComputer Operation 30
Language 20
Science (except Medical or Social)
- Related majors two at 40
- Minors two at 30
- Other fields four at 10
- Any field total of 20
Starship Sensors 30
Zero-G Operations 20
Security / Tactical Branch School CurriculumCommunication Systems 20
Computer Systems 20
Damage Control Procedures 30
Deflector Shield Operation 40
Federation Law 5
General Engineering 10
Marksmanship 20
Perception 15
Close Quarters Combat 20
Personal Weapon Tech 5
Security Procedures 40
Starship Weaponry 30
Starship Sensors 20
Strategy/Tactics 30
Shuttlecraft Pilot 20
Zero-G Operations 20
Advanced Training SchoolsCommand School CurriculumLeadership 10
Negotiation/Diplomacy 10
Perception 20
Social Science
- Federation Culture/History 5
- Federation Law 10
Strategy/Tactics 30
Advance Tactical Training CourseClose Quarters Combat 20
Marksmanship 20
Perception 15
Planetary Survival 40
Small Equipment Systems 10
Strategy/Tactics 20
Zero-G Operations 10
Advance Pilot Training CourseGeneral Engineering 10
Piloting 25
Strategy/Tactics 25
Starship Weapon Systems 30
Planetary Survival 20
Zero-G Operations 10
Enlisted Career
ENLISTED BASIC CURRICULUM (Enlished Characters Only*)Computer Systems 15
Social Science (Federation Law) 10
Marksmanship 20
Close Quarters Combat 30
Planetary Survival 20
Small Equipment Systems 20
Transporter Systems 10
Zero-G Operations 30
Engineering Specialization TrainingComputer Systems 30
Damage Control Procedures 15
General Engineering 20
30 points in any one of the following areas or 10 points extra in all three of the above areas.
- Deflector Shield Systems
- Small Equipment Systems
- Starship Weaponry Systems
- Transporter Systems
- Warp Drive Technology
Medical Specialization Training SkillsLife Sciences 20
Negotiations/Diplomacy 10
Starship Sensors 15
30 points in either of the following areas or 10 points extra in the above areas
- General Medicine (race)
- Psychology.
Science Specialization Training SkilllsSpace Sciences 40
Computer Systems 20
Starship Sensors 15
30 points in any of the following areas or 10 points extra in any three of the above areas.
- Life Sciences
- Social Sciences
- Physical Sciences
- Planetary Sciences
Security Specialization Training SkillsFederation Law 5
Marksmanship 20
Perception 15
Close Quarters Combat 20
Small Equipment Systems 5
Psychology, (Native) 10
Security Procedure 40
Piloting 20
Strategy/Tactics 20
Zero-G Operations 10