Topic: RP conventions
Time for an EVE-related thread.
First, to sum up all we've agreed upon and/or found backstory entries for earlier, if someone decides to join us:
1. Conversations and IC chat channels are considered voice communication unless stated otherwise (Generally, the bigger the distance, the more likely it is to be text). EVEmail seems to be text.
2. Ships, albeit heavily modified for pod control, do have crews, and these crews are not exactly small.
3. Blueprints are not only actual blueprints, but also the license for production of an item, hence the limited runs on copies.
4. Uniting ships in a "gang" is referred to as linking up their computers.
Not a big list yet, really. Well, I'm sure there are lots of things I'm just too used to to mention them.
So, what I'd like to decide now, is how we roleplay leadership bonuses and fleets. Apparently, you can only receive these bonuses if you're in a fleet (Or, to be more specific, a squad if you don't have higher leadership skills), and if the squad commander has enough skill to grant them to everyone.
It would seem that these skills simply reflect the character's expertise in a given field, but it seems strange when being commanded by a captain who can barely operate a mining laser and/or a refining facility suddenly starts granting +10% to the team's mining yield, or a commander who never saw big combat granting +10% armour hitpoints.
Also, the commander gets the bonus as well.
Converting a gang to a fleet, on the other hand, seems pretty simple: the link formed by ganging up is enchanced and the ships' computers are able to interact even more closely.
Following this, the skills may mean that the character got his hands on some sort of optimization program, but this is easily dismissed by the fact that it doesn't stay after the fleet is dissolved.
Suggestions?
"Let's go <activity>!"
"Yay, <activity>!"
"<motivation>!"