Post by Xyl'an on Dec 25, 2012 23:15:49 GMT -5
First and foremost, any player that is thinking about going for this post will need to know ahead of time that it will require a vast amount of creativity on your part. This is one of the harder roles to fill.
As the Admiral you are the leader of the GC Fleet. Your flagship is the ("Gav Daragan"), one of outlying ships of the Republic Fleet. This ship has not been officially named IC'ly and will not be named until the Admiral position is taken and he or she names it (After the other officers agree on the name.). That stated, let's get into the meat and potatoes.
The Admiral leads the Armada. All warships, large freighters, and fighter craft belong to the Admiral. He/She will oversee all of these craft and all the pilots / officers stationed aboard these vessels answer, ultimately, to the Admiral. (With the exception of the Militia Captain and his Militia. Their ships are privately owned and not subject to military chains of command.)
The ("Gav Daragan") has:
A bridge: The Admiral's Command Deck.
A cantina: A place for the crew to relax, (note to lowbies the cantina here DOES provide rest bonus.)
A firing range: A good place for the Army personnel (or Navy crewman) to keep their skills sharp while in transit.
A museum: Used for Jedi meditation and training.
A fighter bay: Good place for the fighter pilots / cargo pilots to hang out, or fix their craft after nasty battles.
Engine space: Large engines on the mission deck for engineers to maintain or in the event of of a large space battle, to keep operational.
Battle Room: (Down below by the Denova entrance) is a battle holo with imagery of the Imperial Fleet. Would be a good place for all officers that are NOT the admiral to hang out and help affect the battle.
Now that the ship has been summed up, on to some IC:
The Admiral has complete authority on his ship. The Jedi General himself (though a superior officer in the rank structure) cannot tell the Admiral what to do on his vessel. All action decisions will be the admiral's himself and none other. The other officers present can offer counsel, but can not call the shots, and will not countermand any orders given by the Admiral.
Also in the event of "Joint" operations (in which the Admiral and ground forces are engaging together) the Admiral has precedence, though they are peers on the rank structure.
RP Plans for the future:
Space battles: (One of the other officers will "dungeon master" the encounter.) Whether in movement from one location or another, or attempting to help establish a beach head for planet assault the Fleet will be ambushed by enemy warships and fighters, the Admiral and his crew will fight this off. Mayhem guaranteed.
Planet sieges: The Ground Commander and his forces will drop to the target planet below and begin establishing a beach head. Meeting too much resistance he will call for an orbital strike. The Admiral will require target coords, munitions type, and enough power to facilitate. If he can not, then he will scramble fighters to give the ground forces close air support where available.
And that is just the tip of the iceberg.
This position is not for a player that needs guidance to make stuff happen. A genuine story starter is needed for this position. As such, before a candidate can be selected for this post he or she must:
-Be a Trooper Class, so you can wear the proper uniform.
-Lead multiple story arcs. (Number dependent on the length and quality of the stories.)
-Be knowledgeable of Star Wars ships, technology, and limitations.
-Be a proven quality RP'er, capable of managing others in the absence of all other officers (as this is an officer billet)
-Be approved by the "Top Three." (Xyl'an, Ak'ron, and Rieth.)
This list is not all inclusive, anything above and beyond that is not on this list is an additional qualifier. This role is very important, so a good quality player is required.
As the Admiral you are the leader of the GC Fleet. Your flagship is the ("Gav Daragan"), one of outlying ships of the Republic Fleet. This ship has not been officially named IC'ly and will not be named until the Admiral position is taken and he or she names it (After the other officers agree on the name.). That stated, let's get into the meat and potatoes.
The Admiral leads the Armada. All warships, large freighters, and fighter craft belong to the Admiral. He/She will oversee all of these craft and all the pilots / officers stationed aboard these vessels answer, ultimately, to the Admiral. (With the exception of the Militia Captain and his Militia. Their ships are privately owned and not subject to military chains of command.)
The ("Gav Daragan") has:
A bridge: The Admiral's Command Deck.
A cantina: A place for the crew to relax, (note to lowbies the cantina here DOES provide rest bonus.)
A firing range: A good place for the Army personnel (or Navy crewman) to keep their skills sharp while in transit.
A museum: Used for Jedi meditation and training.
A fighter bay: Good place for the fighter pilots / cargo pilots to hang out, or fix their craft after nasty battles.
Engine space: Large engines on the mission deck for engineers to maintain or in the event of of a large space battle, to keep operational.
Battle Room: (Down below by the Denova entrance) is a battle holo with imagery of the Imperial Fleet. Would be a good place for all officers that are NOT the admiral to hang out and help affect the battle.
Now that the ship has been summed up, on to some IC:
The Admiral has complete authority on his ship. The Jedi General himself (though a superior officer in the rank structure) cannot tell the Admiral what to do on his vessel. All action decisions will be the admiral's himself and none other. The other officers present can offer counsel, but can not call the shots, and will not countermand any orders given by the Admiral.
Also in the event of "Joint" operations (in which the Admiral and ground forces are engaging together) the Admiral has precedence, though they are peers on the rank structure.
RP Plans for the future:
Space battles: (One of the other officers will "dungeon master" the encounter.) Whether in movement from one location or another, or attempting to help establish a beach head for planet assault the Fleet will be ambushed by enemy warships and fighters, the Admiral and his crew will fight this off. Mayhem guaranteed.
Planet sieges: The Ground Commander and his forces will drop to the target planet below and begin establishing a beach head. Meeting too much resistance he will call for an orbital strike. The Admiral will require target coords, munitions type, and enough power to facilitate. If he can not, then he will scramble fighters to give the ground forces close air support where available.
And that is just the tip of the iceberg.
This position is not for a player that needs guidance to make stuff happen. A genuine story starter is needed for this position. As such, before a candidate can be selected for this post he or she must:
-Be a Trooper Class, so you can wear the proper uniform.
-Lead multiple story arcs. (Number dependent on the length and quality of the stories.)
-Be knowledgeable of Star Wars ships, technology, and limitations.
-Be a proven quality RP'er, capable of managing others in the absence of all other officers (as this is an officer billet)
-Be approved by the "Top Three." (Xyl'an, Ak'ron, and Rieth.)
This list is not all inclusive, anything above and beyond that is not on this list is an additional qualifier. This role is very important, so a good quality player is required.