Taking the Bridge
Jim Vassilakos
(19 Aug 2015 18:31 UTC)
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Re: [TML] Taking the Bridge
W. Hopper
(19 Aug 2015 19:10 UTC)
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RE: [TML] Taking the Bridge
Anthony Jackson
(19 Aug 2015 21:00 UTC)
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Re: [TML] Taking the Bridge
Grimmund
(19 Aug 2015 21:05 UTC)
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Re: [TML] Taking the Bridge
Dan Corrin
(19 Aug 2015 21:28 UTC)
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Re: [TML] Taking the Bridge
rupert.boleyn@xxxxxx
(19 Aug 2015 23:53 UTC)
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Re: [TML] Taking the Bridge
Tim
(20 Aug 2015 03:26 UTC)
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RE: [TML] Taking the Bridge
Jeff Rowse
(20 Aug 2015 06:34 UTC)
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Re: [TML] Taking the Bridge
Tim
(20 Aug 2015 09:38 UTC)
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RE: [TML] Taking the Bridge
Ewan Quibell
(20 Aug 2015 11:04 UTC)
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RE: [TML] Taking the Bridge
Phil Pugliese
(20 Aug 2015 12:26 UTC)
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Re: [TML] Taking the Bridge
Kelly St. Clair
(20 Aug 2015 16:09 UTC)
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Re: [TML] Taking the Bridge
Phil Pugliese
(20 Aug 2015 19:01 UTC)
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RE: [TML] Taking the Bridge
Jeff Rowse
(21 Aug 2015 12:34 UTC)
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Re: [TML] Taking the Bridge
Richard Aiken
(20 Aug 2015 20:46 UTC)
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Re: [TML] Taking the Bridge
shadow@xxxxxx
(20 Aug 2015 16:40 UTC)
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Re: [TML] Taking the Bridge Jeffrey Schwartz (21 Aug 2015 15:24 UTC)
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Re: [TML] Taking the Bridge
Grimmund
(21 Aug 2015 16:11 UTC)
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Re: [TML] Taking the Bridge
Jeffrey Schwartz
(21 Aug 2015 16:23 UTC)
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Re: [TML] Taking the Bridge
Bruce Johnson
(21 Aug 2015 17:02 UTC)
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Re: [TML] Taking the Bridge
Grimmund
(21 Aug 2015 17:59 UTC)
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Re: [TML] Taking the Bridge
Bruce Johnson
(21 Aug 2015 20:29 UTC)
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Re: [TML] Taking the Bridge
Richard Aiken
(25 Aug 2015 02:55 UTC)
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On Wed, Aug 19, 2015 at 2:31 PM, Jim Vassilakos <xxxxxx@gmail.com> wrote: > Yet another dumb question from yours truly... > > Imagine that you're in the middle of a shipboard combat aboard a small > merchant or scout vessel. IYTU, how important is it to take the bridge? If > one side has the bridge, what can they do to leverage the "power of the > bridge" against their enemies? And, for the side that doesn't have the > bridge, how hopeless is their situation? Oddly enough, T5 canon matches a lot of my prejudices on this one... On-device control panels control the device, and can lock the device off the network and into local mode. However, these controls are minimal and meant for maintenance, so doing subtle things with them is difficult. Skill penalty for using them. Non-bridge control consoles tend to be "terminals" , "Tablets" or "hand comps" ... they're on network, and have less of a skill penalty, but can only control devices on-net, and they themselves can be locked out from the bridge or from ships computer local control panel. Non-terminal control consoles have more than 'keyboard/monitor/mouse' - they have pedals, sticks, etc or a full holodynamic array. These give full stat and skill bonuses for tasks, but are on-network and can only control on-network things. T5 pushes decentralized power for any TL10+ ship of Imperial construction, especially for things other than the M-Drive and J-Drive. Even the turrets have local power. This means even if the bridge or engineering scram the ships main power, you're still going to have functionality for quite some time. So where's that leave us with regards to your question? I'm going to use "Owners" and "Pirates" as the names for the two sides. If the Owners have the bridge, they have full access to all in-ship sensors, and any system the Pirates have not personally laid a hand on. They can turn off lights, life support, grav and such like anywhere in the ship. Any powered hatches can be closed/opened/locked/unlocked. Airlocks can be opened, closed, and overridden, with the amount of "overrideness" depending on ship design. They can enable or lock out remote consoles, either hard-wired or wireless. Crew operating in the defense can use their hand comps, hand controllers, and tablets to do things on the spot. For example, the Steward hiding in the pantry can use his hand comp to watch a security cam and cycle off and on the gravs in the lounge area as the Pirates rush in. If the Pirates manage to steal his hand comp, then someone on the bridge who realizes its in the wrong hands could knock the hand comp off the network and lock it out. IMTU YMMV there's a fair bit of robotics that are so common they're ignored. Take the 3I's version of the "Roomba" as an example. These should be accessible from the network, and controllable. How useful that is is another question... unless you have a Roomba, some duct tape, and some demo. IMTU YMMV there's damage control systems on most ships that could be useful in other ways. Halon flood, for example, or set compartment O2=0 to snuff fires. IMTU Scout ships have "Plague Protocols" for handling the issue of something infectious aboard, and have the hardware to support them. ("Flood Airlock with LN2", "Flood Airlock with LOX", "Flood Airlock H20 100C", "Flood Airlock LH2, LOX, ignite", "Shipwide or compartment internal temp 150C"). The bridge could override the Airlock protocols to activate with the inner door open... for example dumping 2 kiloliters of boiling water across the deck, then an equal amount of LN2 and making a foggy ice slick of a compartment. IMTU Navy ships have less draconian Plague Protocols, but have lethal anti-boarder hardware, details classified. IMTU some Merchant ships have various modifications that are less extreme - UV flood to kill germs for example. Others have modifications and jury rigs. Some have dedicated anti-piracy hardware - buying the "AntiHijack" program on the computer also gets you a peripheral package that includes tear and vomit gas dispensers, etc. The Pirates can use on-device control panels to turn off or on devices, and such panels generally have minimal security under the theory that if you're working on the M-drive and have to hit the big red "EMERGENCY SHUTDOWN" button there's a life-or-death reason. Some other functions may require a security code - for example, setting a cabin to 0.25 G for a passenger may require the Steward to key in his 8 digit password in normal operations. The well dressed, fashionable Pirate of 1105 is accessorized with 'lockpick' devices to allow them skill rolls to override this. A Pirate in Engineering could slap the SCRAM button on the reactor, which would kill power to the M-Drive and J-Drive, and keep the players from jumping out.... which might be very useful. Local power would keep the control panels for those systems online, though, and the bridge _might_ be able to override the SCRAM and restart. A Pirate in Life Support could monkey with CO2 and O2 levels, and lock out the system from bridge control. If the Pirates have the bridge, then they get to contend with sign-in issues. If they can convince the consoles they're authorized users, then see above.