cityship (
cityship) wrote in
trans_pilgrims2011-07-31 05:46 pm
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LIRATH PLOT STRUCTURE ORGANIZATIONAL POST
Okay, rather than deciding ALL the stuff in the big battle, we're trying to make this a more interactive plotting experience for the players. While the mods will keep a few surprises under their hat, the basics of the battle will be partly decided by you guys and have your input.
There will thus, be two posts. This post will be one for the plot structure itself, figuring out all the avenues of battle, places the characters will fight, elements of the fight, and what non-fighty characters will do.
The second post, after this, will be for individual organizing--deciding miniplots within the plot, who's teaming up with who, what characters might be involved in the deaths or near-deaths of the characters planning to do that, the more individual stuff.
So on to plot structure!
The basics of the battle are that the crew will be facing a full aerial/ground force while helping evacuate a planet, only this time, instead of just evacuating, they'll be seeking to send them packing. They'll have to defend a settlement and the shields that rise upward into the atmosphere that allow ships to escape it. There'll be several complicating factors that make things more difficult, but the ultimate goal is to actually go on the offensive and destroy the Ohm/force a retreat this time, to have a decisive victory.
1. GROUND BATTLE
• Ground fighters A - will engage the Ohm by ground or by flight if they can fly. They will have to face a particularly dire enemy among them.
• Ground fighters B - one group will have to engage and stop a group of terrorists among the refugees trying to kill people.
• Engineering - Will have to maintain the shields around the settlement while fighting off stray gribblies that break through holes / maintain and fix the ships and weapons that are damaged under pressure
• Medical Staff - will have to help treat and triage both evacuees and crew, sending them along to the evacuation ships, or back to the battlefield.
2. SPACE/FLYING BATTLE
• X-Wings and Mecha will have to take on Ohm ships AND the Ohm equivalent of mecha to defend the evacuation route and keep them from raining fiery hot death from the atmosphere. As well as make occasional dips in for air support on ground level in the other section.
3. SHIP SURVIVAL
• Engineering - Will have classic 'We're giving it all she's got, captain!" moments keeping the mechanical bits of Stacy RUNNING.
• Medical staff - Some medbay people will have to be up here because of the refugees being brought on board for safety since there's a dearth of escape ships.
• Ship Staff A (bridge bunnies/Security/capable people that weren't sent down) - will have to deal with a contingent of crazy terrorists hiding among the refugees that try to kill everyone, AS WELL as an incursion of bugs getting on board the ship. They will have to try their best to fight both.
• Ship Staff B (bridge bunnies/Security/capable people that weren't sent down) - a group of Ohm are sabotaging ships in the Hangar, the air lock release is busted, and some of the crew has to take them out with mini-mecha and forklifts.
4. POSSIBLE CYBERBATTLE?
• If there's enough hackers, there'd be a crazy, trippy, Tron-like VR fight as they fight against the Ohm's attempt at hacking.
5. COMPLETE NONCOMBATANTS
Noncombatants/people who want to entirely opt out will be dropped off on the refugee planet beforehand and be tasked with helping set up for the refugees. This will allow for some normal interaction without them having to fight.
• Noncombatant group A - Can help keep npcs calm/do errands to arrange for the refugees coming in
• Noncombatant group B (small group) - Can talk with the leaders of a nearby tribe to try to get them to get their own people under control so they don't harass the refugees with anti-refugee sentiment.
Each part will be manned by someone to guide them and a contingent of npcers, and players will be encouraged to help with npcing, but all that will be decided when a plan is nailed down
These are all the ideas so far. They are changeable, and new things can be added, stuff can be taken away. So now it comes down to YOU. This is where you help decide what actually happens.
How do you want the fight to go down? Can you think of any parts to add, stuff you'd rather not be there? Remember, this is for plot structure only. Individual stuff will be decided next planning post (unless it's an individual thing that requires a whole new section of plot. If so, suggest it here).
EDIT: This plan will go through several incarnations before it's done, based on suggestions, so keep an eye out.
There will thus, be two posts. This post will be one for the plot structure itself, figuring out all the avenues of battle, places the characters will fight, elements of the fight, and what non-fighty characters will do.
The second post, after this, will be for individual organizing--deciding miniplots within the plot, who's teaming up with who, what characters might be involved in the deaths or near-deaths of the characters planning to do that, the more individual stuff.
So on to plot structure!
The basics of the battle are that the crew will be facing a full aerial/ground force while helping evacuate a planet, only this time, instead of just evacuating, they'll be seeking to send them packing. They'll have to defend a settlement and the shields that rise upward into the atmosphere that allow ships to escape it. There'll be several complicating factors that make things more difficult, but the ultimate goal is to actually go on the offensive and destroy the Ohm/force a retreat this time, to have a decisive victory.
1. GROUND BATTLE
• Ground fighters A - will engage the Ohm by ground or by flight if they can fly. They will have to face a particularly dire enemy among them.
• Ground fighters B - one group will have to engage and stop a group of terrorists among the refugees trying to kill people.
• Engineering - Will have to maintain the shields around the settlement while fighting off stray gribblies that break through holes / maintain and fix the ships and weapons that are damaged under pressure
• Medical Staff - will have to help treat and triage both evacuees and crew, sending them along to the evacuation ships, or back to the battlefield.
2. SPACE/FLYING BATTLE
• X-Wings and Mecha will have to take on Ohm ships AND the Ohm equivalent of mecha to defend the evacuation route and keep them from raining fiery hot death from the atmosphere. As well as make occasional dips in for air support on ground level in the other section.
3. SHIP SURVIVAL
• Engineering - Will have classic 'We're giving it all she's got, captain!" moments keeping the mechanical bits of Stacy RUNNING.
• Medical staff - Some medbay people will have to be up here because of the refugees being brought on board for safety since there's a dearth of escape ships.
• Ship Staff A (bridge bunnies/Security/capable people that weren't sent down) - will have to deal with a contingent of crazy terrorists hiding among the refugees that try to kill everyone, AS WELL as an incursion of bugs getting on board the ship. They will have to try their best to fight both.
• Ship Staff B (bridge bunnies/Security/capable people that weren't sent down) - a group of Ohm are sabotaging ships in the Hangar, the air lock release is busted, and some of the crew has to take them out with mini-mecha and forklifts.
4. POSSIBLE CYBERBATTLE?
• If there's enough hackers, there'd be a crazy, trippy, Tron-like VR fight as they fight against the Ohm's attempt at hacking.
5. COMPLETE NONCOMBATANTS
Noncombatants/people who want to entirely opt out will be dropped off on the refugee planet beforehand and be tasked with helping set up for the refugees. This will allow for some normal interaction without them having to fight.
• Noncombatant group A - Can help keep npcs calm/do errands to arrange for the refugees coming in
• Noncombatant group B (small group) - Can talk with the leaders of a nearby tribe to try to get them to get their own people under control so they don't harass the refugees with anti-refugee sentiment.
Each part will be manned by someone to guide them and a contingent of npcers, and players will be encouraged to help with npcing, but all that will be decided when a plan is nailed down
These are all the ideas so far. They are changeable, and new things can be added, stuff can be taken away. So now it comes down to YOU. This is where you help decide what actually happens.
How do you want the fight to go down? Can you think of any parts to add, stuff you'd rather not be there? Remember, this is for plot structure only. Individual stuff will be decided next planning post (unless it's an individual thing that requires a whole new section of plot. If so, suggest it here).
EDIT: This plan will go through several incarnations before it's done, based on suggestions, so keep an eye out.
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This would make sense for people who wouldn't be capable of participating in the battle or would choose not to, as well as give them a chance to interact away from the battle.
What do you think?
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I am only half sure of what I am babbling about so. :Ub
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...I'm imagining some kind of super impressive day-after-tomorrow-esqu cold bomb because I am silly.
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Mostly because the cold can be super deadly dangerous for Samus and her alien DNA :|bno subject
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As for the specifics, we have a couple things planned. Primarily, they'll be causing a lot of mayhem, trying to disrupt the evacuations, setting bombs off in crowds of escaping people, taking over some of the evacuation ships and ramming them into other ones, and also attacking the refugees that are brought on board Stacy, among other things.
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Political climate is somewhat highstrung due to catastrophist attacks but they'll be working together during evac to get everyone the hell out.
Why it's important is one of the sekrits. But it'll kind of be a failed trap. Meant to lure the crew in and then they wind up losing.
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And do we want to go back to team leader days for the ground forces? Since I think air's mostly organized now for the Squadron.
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