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AmaraD Regular Visitor Karma: 8/0 55 Posts
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Fore!
Just give Dio an excuse and he'll find some "retro" dress uniforms that are all short skirts and boy shorts. In the interest of fairness to all.
Posted on 2016-03-30 at 15:41:30.
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Odyson PUN-dit Karma: 158/25 6327 Posts
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Edit...........
I did an edit to have John only in the Command chair. Missed having a PO on Tactical.
Posted on 2016-03-30 at 16:47:30.
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Boo Boo RDI Fixture Karma: 27/1 673 Posts
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The B****H is back!
To clarify I am talking about the last post in game.
Posted on 2016-03-30 at 17:34:00.
Edited on 2016-03-30 at 17:34:51 by Boo Boo
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Yanamari Cartographer RDI Staff Karma: 36/1 171 Posts
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Get em Boo Boo!
That was a kick ass post, Boo Boo! Damn right, take those nurses in hand and get em to work. So happy you stayed!
Posted on 2016-03-30 at 17:36:07.
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Alodie Veteran Visitor Karma: 6/0 126 Posts
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Morning chat with the XO
Response to Eol's post up.
Posted on 2016-03-30 at 21:40:53.
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Odyson PUN-dit Karma: 158/25 6327 Posts
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Out Of town....
I'm out of town for business so not much time to post. Been trying to keep up on the read though.
I'll post a response by Reid to Berk that he will assign security details.
Because of short staff and need for security in several areas I am looking at switching to a 12 hour rotation of "Escorts".
Also will set Deck 5 Security floor as "Off Limits" to the Ambassadors. Only orders by Drake, Zai, Berk or Reid will allow them there.
Torpedo launching, computer core centers and phaser control will be guarded too. Most likely also 12 hour shifts. I have to count locations and bodies.
Considering having "Escorts" only carry old tec weapons like disruptors or laser side arms. A little clunky but less tempting to steal. They are still effective in close quarters.
Going home tomorrow so maybe I will have a post up by Friday night to flesh out this set up.
You all can use these ideas if you need to post anything dealing with security.
Posted on 2016-03-30 at 22:10:09.
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t_catt11 Fun is Mandatory RDI Staff Karma: 378/54 7133 Posts
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security concerns...
I will likely have Drake suggest at the staff meeting that we set Security protocols on the turbolifts to prevent access to certain decks.
Honestly, the diplomats should probably only have access to decks 2-5. Security, the armory, and shuttlebay 2 should be off limits on deck 5, but we can't really keep them from the gymnasium, the holosuites, the lounge. Decks 2, 3, 4 all have areas that diplomats would need to have access to (even if limited access), but also have sensitive systems that they should not be allowed to go near.
As far as sidearms go, I imagine that Drake is going to want people carrying weapons they are comfortable with - i.e. typical phasers.
You have six enlisted and two officers who are specifically there as Security officers, to say nothing of the other tactical personnel who could step in, or the security staff that have other details (ordinance specialist, master at arms). We truly don't have enough people to guard all the important systems around the clock, plus have escorts on the diplomats around the clock... but seeing as how they are only supposed to be on board for 3-4 days, you should have enough people. Maybe we can discuss containment fields or the like in key positions, and rely on escorts for the diplomats (few or no guards on other places).
Posted on 2016-03-30 at 22:29:01.
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Alodie Veteran Visitor Karma: 6/0 126 Posts
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More Ambassador containment
I'm going to veto the old school fire arms, I think if we've got 2 designated escorts per ambassador we're okay, and we don't want to wind up killing one of them, when they're shot by a slug thrower and we don't have good enough medical documentation to save them. If we want them wandering around with them set to heavy stun I think that'll be enough to take one of em down in hurry if things go south.
As for man power issues, I have some thoughts in that regard, folks working in sensitive areas can be armed with type 1 or 2 phasers, since area's like engineering and sickbay are manned 24/7 they've both got ready made security teams. Areas such as deflector control and the torpedo launchers can be secured with forcefields which can only be disabled by a tactical officer, I'm thinking Berk and Reid, maybe Ensign Blackmon, the captain, the XO and 2nd officer, really anyone the captain and first officer thinks should have access. The bridge and security section of deck 5 can be secured using containment fields access codes/scans. Same with other restricted decks. The escorts can function as guards on deck 2 when the ambassadors are in their quarters. I can't see them having access to the rec facilities representing a huge security risk.
Posted on 2016-03-30 at 23:00:10.
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t_catt11 Fun is Mandatory RDI Staff Karma: 378/54 7133 Posts
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makes total sense
You could simply have containment fields set up in corridors that are keyed to only allow authorized personnel; that should do it.
I would honestly think that one escort per ambassador would be enough. I mean, even though we don't trust them, they technically are honored guests, VIPs, etc. I feel like two might be an insult. Leave strict orders that an ambassador is not to leave your sight EVER, unless they are in their quarters (only one way in/out).
I like the idea of having other crew wear sidearms. I mean, guys, this *is* a warship. We don't have families or other civilians aboard.
Posted on 2016-03-30 at 23:23:47.
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t_catt11 Fun is Mandatory RDI Staff Karma: 378/54 7133 Posts
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also...
The deck layout says that VIP quarters are on deck 2, but diplomatic facilities are on deck 3. Of course, on a Patrol variant like the Peregrine, we have reduced diplomatic and science space, in exchange for more torpedoes and more security personnel.
So, I guess we leave it at deck 2?
Posted on 2016-03-30 at 23:26:46.
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Alodie Veteran Visitor Karma: 6/0 126 Posts
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Maken' it work.
I think think if we only use 1 escort having a deck 2 security presence is important. Not a person stationed outside each VIP suite but having personnel available when they're out of their quarters is important just in terms of response times. Short of having to repel a boarding action led by Klingons I think we'll be okay dealing with two ambassadors.
Posted on 2016-03-31 at 00:13:12.
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AmaraD Regular Visitor Karma: 8/0 55 Posts
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Security.
Yeah, I'd say if we've got containment fields on sensitive areas keyed to badges, plus one guard per VIP, and everyone else briefs their departments, we should be OK with just two guys.
Posted on 2016-03-31 at 09:12:04.
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Eol Fefalas Lord of the Possums RDI Staff Karma: 475/28 8841 Posts
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I've got nothing to add as to security...
...the chatter, here, has pretty much covered it, I think! I will make sure that Flight Control ensures "limited access" to the flight deck and such, of course.
Aaaaand the collab between Tochi and Dio is in the wrap phase, so, that should be up before long.
Posted on 2016-03-31 at 09:39:16.
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Duncan74 Dunkelzahn Karma: 61/1 931 Posts
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Two credits worth...
Just a note on Treknology.
First, Starfleet doesn't use slug throwers at all, except in highly specialized and mainly classified situations. Refer to the DS9 episode where a classified special ops weapon had a projectile that could cloak and beam to its target. It was highly unusual, and being a projectile weapon made it so. It would also be highly unusual for any starship to have other 'old school' weaponry aboard.
As for the fields keyed to certain individuals, it would most likely just be keyed to authorized biosignatures, or keyed to keep certain biosignatures out. No badges would be needed, and would probably be considered very outdated.
Just my two credits worth; use or discard as you see fit.
Posted on 2016-03-31 at 09:52:19.
Edited on 2016-03-31 at 10:18:45 by Duncan74
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Dox Regular Visitor Karma: 7/0 63 Posts
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sciences
The roster for Science is fully filled out.
I think I've touched most of the necessary specialties.
Posted on 2016-03-31 at 11:15:25.
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