Hey folks. I was once again looking over the shiny new uniforms that we are wearing in the game and thought about the glowing stuff on the uniforms.
There are glowing parts on the waist, wrists, arms, boots, and shoulders and I thought it might be interesting if we used this thread to toss around ideas on what these additions can be.
Here are some of my ideas:
Shoulders: Temporal shields. Emergency transport devices. Integrated Pattern Enhancers.
Wrist: Flashlights
Personal Forcefield using many of the glowing parts as shield generators.
Boots: Variable Gravity Boots ( Can increase or decrease gravity by up to 1g, replacing the need for magnetic boots by creating localized gravity with down being at soles of boots)
Now I really don't know what they options would have been in the Online game, but if we come up with some good ideas and explanations on why Star Fleet would make these additions to the uniform, we can then let Jen and Kenny decide what the uniforms actually do.
So, let's start brainstorming!
In yesterdays post I had an emergency transport beacon as part of the security gear. It made sense to me to have those on security personnel, if they took damage , they could be beamed directly to a triage portion of sick bay.
And I liked the personal HUD display they showed in the picture also for security. So I incorporated that in the post also, it would display information of the status of your squad members, and their relative locations to you. And it could interface with your Phaser rifle, to be used as a targeting reticule. And could interface with the camera on the rifle, so you could swing your rifle around a corner, and see using the HUD, without exposing yourself to fire. And also fire at those targets without exposing yourself to harm.
I also imagined that HUD would have an earpiece with it, for squad intergrated communications, probably activated by your jaw muscles, so you could talk without hitting your badge and *CHIRPING* thereby giving away your position.
Quote from: Just X on March 31, 2008, 03:44:05 PM
Hey folks. I was once again looking over the shiny new uniforms that we are wearing in the game and thought about the glowing stuff on the uniforms.
There are glowing parts on the waist, wrists, arms, boots, and shoulders and I thought it might be interesting if we used this thread to toss around ideas on what these additions can be.
Here are some of my ideas:
Shoulders: Temporal shields. Emergency transport devices. Integrated Pattern Enhancers.
Wrist: Flashlights
Personal Forcefield using many of the glowing parts as shield generators.
Boots: Variable Gravity Boots ( Can increase or decrease gravity by up to 1g, replacing the need for magnetic boots by creating localized gravity with down being at soles of boots)
Now I really don't know what they options would have been in the Online game, but if we come up with some good ideas and explanations on why Star Fleet would make these additions to the uniform, we can then let Jen and Kenny decide what the uniforms actually do.
So, let's start brainstorming!
These are regular crew uniforms, right? If so, integrated flashlights and pattern enhancers sound cool I guess, but I'm not so sure that we should soup-up the uniforms
too much.
Personal force-fields, variable gravity boots, and personal transporter devices seem a little super-heroic to me. Maybe these features could be part of a special away-mission uniform or something. For daily wear, I'm kinda partial to uniforms that are just uniforms.
I believe the uniforms would be customizable, in other words; could be made mission specific.
And of course security would want features others would have no need for, and exploration teams would want features that might say, make a harsh environment easier to deal with. Like heat Shields, or bio filters, or an eyepiece that could swing down that would allow them to see in low light levels.
You could simply clip on modules for whatever situation you were entering in to. Not just for walking around the ship, but when leaving on an away mission.
Yeah, from one of the pictures, the primary outfit seems to be the shoulders and the belt. It looks like they are modular add-ons for away missions that can be added to the outfits. Perhaps the outer shirts and the belts are just simple tools that have been integrated into gear. Pattern enhancers or bio-sensors.
Making the uniforms customizable for different missions sounds pretty cool. :thumbsup:
In a series of books I read a few years ago, armored troops had modules that could inject meds (painkillers, healing agents, etc.) if the soldier was injured while on mission; they could also inject stimulants and short-term enhancement drugs to keep the troops alert during extended missions. Perhaps something like this could be a package for security personel on high-risk away missions.
That's a good idea, we can add that to the list.
I was also thinking about micro replicators in the belt to make small tools. similar to what the exocomps did in early TNG. Nothing advanced but if it could be used to create minor tools or even emergency rations, that would be a viable progression of the technology.
I don't think the power supply would last more than few days, but it could be a good, but not overpowering tool for the stories. Water and food bars as a part of the database that contains the tools.
Just a question/comment. But are many of these uniform and ship upgrades just for our new ship? While I could see special items for certain missions I'm not sure about them being standard ware. Just my thoughts.
My 2 cents on this.
It's a good idea but should *really* be used sparingly. Otherwise having a solve-all 'utility belt' will easily become a crutch. Having little replicators and personal shields and such gives easy outs to a lot of potentially tough situations.
x3 on the above comments. I think our duty uniforms should just be regular old unifroms. Away teams can be kitted out differently, but just walking around the ship with all that stuff?
Good questions. I think when the new uniform idea was kicked around, it was that they were testing the uniforms and were in mid testing when the Tiberius blew up. It is not something that is worn by everyone, nor is it an everyday use.
In my initial thoughts, I wondered what the lights did and then I tried to apply evolution of function. If you constantly need to take x,y, and z into an away mission, sooner or later, they will begin to adopt x,y, and z into something in the uniforms.
universal translator went from a wand to being an implant tied to a communicator, that was also integrated into the uniform.
The new uniforms they are field testing gives us a chance to play engineer and think about the vital pieces of equipment that have constantly found themselves needed for missions but had to be carried about.
I wasn't suggesting that the uniforms become easy crutches, but hoping to get us to figure out what would starfleet be considering on making standard in future away team gear.
As for the replicator idea, I don't think the ability to make a few gallons or water or an energy bar or two is overpowering. Then at the same time I asked myself if they have micro replicators that can create tools and such and they have micro transporters that can move speeding bullets from one place to the next, how long before these ideas find some merit in away team gear?
We can tell from the drawing that they still need to carry tool boxes and PADs, but are there things, that won't over power the story, that you think Starfleet would be testing to see if they can make away missions safer?
I think that equipping for away missions make sense. One thing I never really got about Star Trek was that they always wear their uniforms for everything. They wear them to diplomatic functions, they wear them to war, they wear them to explore hostile environments...
They got away from this a bit in Enterprise where at least sometimes they wore field jackets. Also in the early movies where the Engineering staff wore those white radsuits.
For potentially hostile or unknown situations, for sure clip stuff on. Just don't make it Batman, I don't think Quinn should carry around shark repellent.
LOL! We can agree on that. No utility belts or shark repellants. I'm thinking functional and logical adaptations of technology to create tools that the away teams could use.
Currently there are systems in constructions that will convert walking into electrical energy to charge things like cellphones, computers, and iPods. What if the glowing boots are an adaptation of that and the 'belt' stores the recharging power cells? This would allow walking to recharge your communicator, phaser, or tricorder, but a broken leg would lead to that system failing.
I think pattern enhancers built into the gear would also make sense for emergency extractions, but at the same time there are situation where even enhanced patters don't allow for a decent lock for transport.
I think that at some point Starfleet would have to figure out a way to protect their people when they go planet side and if we put passive sensors into the gear to enhance the use of the tricorder or a replicator based emergency ration system, that won't take away from the story and unless you have the data for things outside of the emergency rations, which is almost impossible given the size of the data needed, miro replicators won't become universal problem solvers, just tools that allow the away teams to move with less external gear but still have necessities. I personally don't see how a replicator that can make one or two beverages and one or two food items would over power things given that it could only create so many items with the power it has and it only can create specific items.
Forcefields are the big iffy, I can do with or without them and understand why we can't create personal shields like the borg, or that we've finally started using the "belts" from the TAS in normal field gear.
We should probably list a few ideas and the pros and cons of adding the tech.
I also have questioned this for a loooong time. Shy, if any and all communication, tracking, transport locking etc with away team members is done through the comm badge, is it SO DAMNED EASY TO TAKE OFF. Shouldn't it be integrated into the uniform top? Like, at least sewn on?
This is the first time I've read this post... Good discussion and ideas, but I don't want to go to far away from our original thought, which was posted several seasons ago. Because this is post Nemesis—it's not DS9 uniform era—it's the future, we have room to play with the equipment and uniforms. We posted pictures a few seasons back of what the uniforms look like (STO art work was posted). The thought was that the entire Federation had gone to this uniform design after Tiberius used them in their missions. Lets not get too carried away with all the gadgets. A few of those ideas are fine for away missions but I don't think all this technology would fall in their laps in just the five to ten years after Nemesis.
Here's a link to the other thread:
http://www.treksinscifi.com/forum/index.php?topic=3253.0
I wondered this too. Another problem with the removable communicator is that the universal translator, that is implanted in your ear, becomes useless without your combadge.
Quote from: billybob476 on April 01, 2008, 10:19:52 AM
I also have questioned this for a loooong time. Shy, if any and all communication, tracking, transport locking etc with away team members is done through the comm badge, is it SO DAMNED EASY TO TAKE OFF. Shouldn't it be integrated into the uniform top? Like, at least sewn on?
If it wasn't so "damned easy" to take off, then most of Star Trek shows and plots would be moot. But it is a conundrum indeed.
King
Okay so since the new uniforms are the standard, let's get back to what they do.
What have we found lacking in terms of technology versus equipment in past away missions?
Given the peaceful exploration of the universe as the guiding factor, what equipment would they include?
Transporter systems: It was suggested that the badge was a flaw given the nature of away missions. What if they include biomonitors and pattern enhancers into the upper section of the uniform? This will allow locks to be established where they can be but still allow for drama where you can't just be beamed back to the ship.
This is several years after Nemesis and it seems that the Emergency Transporter Device did work, but perhaps it isn't as cost effective to include them in the uniforms. Also they only seem to be a good option when a ship is experiencing transporter problems, not when conditions prevent a transporter lock.
I still think that using micro replicators to specifically create limited amounts of rations and water would work for the away mission profile. The Federation version of the Matrix goop. It gives you what you need to live, but doesn't have enough memory for optional things like taste and flavor. Perhaps each unit could provide a two week supply of field rations before the power is used up.
I think that using today's advances to apply to trek and using the experimental tech that turns motion into energy could be incorporated into one of the accessories to do field recharging.
While we know that Federation battery power seems to last for a long time, why would they not invest in in field recharging technologies? How many people need to be stranded or marooned before they decide to include it as a away mission option?
Some of these options were already included in the Romulas mission, but I thought it might be nice for those who's characters or players have a tech inclination to come up with ideas on what the other things might be. Some people might love the battle scenes and the drama of the story, but for some of the others, it's the tech that turns it from sci-fi to Star Trek.
Pretty good ideas Just X. Another idea that was minorly explored in TNG would be to have a visual interface for the ship. (That show that had Geordi using his visor). But I suppose that would be beyond Starfleet technology still.
King
I have not weighted in yet on this topic. I like the idea of advancing our technology but I don't what us to become super human and can get out of every situation with ease. What I liked about Trek was when someone was in trouble they had to figure a way to get out of it with what they had. If then can just press a button, or create a tool, or transport with ease that defeats the whole purpose.
I like the look of the new uniforms (that's why I choose to use them for season six and on) but let's not go too crazy with all the extra gadgets and I agree with what folks are saying here.. we carry nothing while on duty on the ship.. just the uniform but we can talk about what we will take with us on away missions.
Yes, as I stated earlier, avoiding situations like this would be ideal.
Okay, so let's stick with useful updates that won't drastically impact the story. We need things that will enhance the stories without limiting the stories.
The same issues of not being able to transport could still be a problem with built in enhancers, but it can also allow us to reach places that normal transporters would need the bulky to reach.
The migration of physical rations to a replicator based system that produces only so many uses fits with the progress of the technology. It would also create new problems for story potential. A working unit would give you a nice ration supply, but if that was to break, you have nothing to rely on.
Emergency transponder beacons would be a nice and no overpowering addition.
A subspace amplifier would be another uniform addition that works. You drop Ensign Ricky and someone else on a planet and get called away, if Enisgn Ricky wore his amplifier, he could still keep in touch with the ship a greater range than the standard communicator.
Or we could do the total package. All of the glowing parts are because of integrated comm systems, sensor boosters, and pattern enhancers. The extra gear like the belts and stuff would be more optional equipment.
If we are explorers and the uniforms are there to transmit passive data back to the ship and the tricorders focus more on active data, in effect, all away crew members would be like mini probes.
Extra gear can be specifically designed to be incorporated into the away gear to reduce the amount of equipment that is being packed for a mission.
OK, now I am either very afraid of this thread or I am convinced it's another April Fools! ;)
How about the idea that when you are about to go on an away mission, you stop to gear up at a logistics station. you enter the data you have at hand about the planet you are about to explore, and the computer replicates the uniform it thinks is best suited to the mission at hand.
example: at hot and arid climate, a lighter weave uniform which allows your body to breathe and cool down better.
example: a cold environment, a heavier weave uniform, with a field jacket. etc.
And then it issues you supply chits, which you turn into the supply officer, and he issues you the appropriate gear.
I think a vote is in order. Here are some suggestions for the options. I don't know if this needs to be added to this thread or not but it definitely needs to be added somewhere because there are quite a few here that aren't loving the idea. :vulcan
Tech gadgets:
A. The RPG should develop the tools as the game progresses over the season
B. Just use a few gadgets for away missions only (determined in another poll)
C. No new gadgets please. I like everything the way it is...
D. Use whatever we come up with because it's Star Trek and that's what they would do on the shows.
My opinion has been to keep things closer to what has been seen on the shows. While certainly newer tech would be created over time, we haven't really seen a lot of it put into uniforms. For me personally the further you move away from what has been shown the more it turns into a Sci-Fi RPG and not Trek. But again, my views only. I'm fine with whatever the majority would like.
Quote from: Rico on April 02, 2008, 05:46:36 AM
My opinion has been to keep things closer to what has been seen on the shows. While certainly newer tech would be created over time, we haven't really seen a lot of it put into uniforms. For me personally the further you move away from what has been shown the more it turns into a Sci-Fi RPG and not Trek. But again, my views only. I'm fine with whatever the majority would like.
Well, there *is* an evolution in uniforms over the shows. The communicators became more 'integrated' from Ent/TOS to TNG/DS9/Voy in that they stopped being handheld. The next logical step would be to integrate one or two other things as well. If it took 70 years for them to realize personnel shouldn't have to hold communicators, the evolution does seem a bit slow.
EDIT: Just so everyone knows, I know I'm not an active participant and I've been adding in my opinion a lot in this thread. So...take my 2 cents as worth exactly that. I don't want to overstep any lines I shouldn't.
I defer to the lady's wisdom. We should have a poll on the functionality of the new gear. Hmmm ... now how do you make a poll?
As for the evolution of equipment:
For me, I thought that part of it had to do with size. Tricorder did get smaller, but they also got better sensors.
What vexes me is the Emergency Transporter Device. Something the size of a quarter now has the full function of an entire transporter beam. I was worried when I saw personal transporter on One in Voyager, but I assumed that they had some how found a way around his needed to direct the stream and reconstitute himself. Then Picard goes and does the same thing in Nemesis. To me there is a violation of the tech rules they established for the process, but at the same time, there are other things that have advanced that would work better if they saw a logical evolution from what they were.
I know that some of the constantly used away tech or life saving measures would work well to be updated, but I also don't know exactly what that tech would be.
Tying sensors directly into one's uniform makes sense on many levels and if the tricorder uses the uniform as a sensor add-on it would be able to collect better data. I guess we would have to be in their mindset to figure out what would be updated or not.
Quote from: Just X on April 02, 2008, 06:04:28 AMTying sensors directly into one's uniform makes sense on many levels and if the tricorder uses the uniform as a sensor add-on it would be able to collect better data. I guess we would have to be in their mindset to figure out what would be updated or not.
It's akin to touching the antenna of a radio and having the reception improve because it's using your body as an antenna as well. I don't think that's a huge leap of tech.
I say KISS, keep it simple stupid! My concern is that delving too deeply into archane technology, although an amusing diversion, can alienate participants of the RPG as it becomes so dense. RPG particiaption should only require a love and basic knowledge of the existing Star Trek universe in order to make it approachable and less intimidating. We start bogging this down with fanciful new concepts and we risk alienating people if they can't keep up or understand all the tech things others are talking about in the story.
Quote from: Bryancd on April 02, 2008, 06:23:20 AM
I say KISS, keep it simple stupid! My concern is that delving too deeply into archane technology, although an amusing diversion, can alienate participants of the RPG as it becomes so dense. RPG particiaption should only require a love and basic knowledge of the existing Star Trek universe in order to make it approachable and less intimidating. We start bogging this down with fanciful new concepts and we risk alienating people if they can't keep up or understand all the tech things others are talking about in the story.
I think that there is a happy medium somewhere. While I agree that a lot of fanciful concepts might be alienating, there are more than a few people that are attracted to the Star Trek universe because of its science and technology. For me it was tying possible advances in technology to the future and explaining it to the masses that separated Wars from Trek. Trek uses and explains the tech they have. Wars tends not to.
I think that there has to be a place where science and tech works with the story without readers needed a PhD to understand. To that end, I think that organic evolution of some of the current tech, like the uniforms makes sense in the Trek Universe.
I like tech when it is used to help tell the story, and if it helps to immerse you in the universe from which the story is being told. But I don't like it when a gadget materializes from nowhere because a writer painted himself into a corner.
That is bad form.
And there is no need to go into any detail about any of the gadgets, if they are mentioned very casually during the course of a post they will not draw attention to themselves, and therefore away from the story. They will remain simple storytelling tools, as they should be.