Uniforms for the RPG

Started by X, March 31, 2008, 03:44:05 PM

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X

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.

KingIsaacLinksr

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
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X

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.



KingIsaacLinksr

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
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Geekyfanboy

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.

billybob476

Yes, as I stated earlier, avoiding situations like this would be ideal.

X

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.

Bryancd

OK, now I am either very afraid of this thread or I am convinced it's another April Fools! ;)

Omra

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.

Jen

#24
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. 
Founding co-host of the Anomaly Podcast
AnomalyPodcast.com
@AnoamlyPodcast

Rico

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.

billybob476

#26
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.

X

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.

billybob476

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.

Bryancd

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.