PROPOSED Hazard Team

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PROPOSED Hazard Team

Post by Alex » Sun Jan 08, 2012 5:33 am

The following items for approval concern the use of Hazard Team personnel and their dedicated equipment. The Hazard team will not be automatically deployed on every ship of these classes. The CO requesting their inclusion must be able to justify the reasoning for requesting their addition to the ship's personnel. Commanding officers of ships of classes not listed below can still request a Hazard team, but greater scrutiny will be used in their request.

Requesting use of a Hazard team should be treated as a deviation request.

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Starfleet Hazard Team

KuroChan Insignia Colour: Black
Classes in Use: Sovereign Class, Intrepid Class, Defiant Class, Wildcat Class.

The Starfleet Hazard Team is a tactical department attached to the Tactical/Security department on a Starship. It is very important to note that the Hazard Team does not replace the Security functionaries on a Starfleet vessel and should not be thought of in the same vein as the Hazard Teams depicted in the Elite Force Video Game series.

The Hazard Team are to be used on hazardous away missions where there is either the possibility of booby traps, hostile crews or hazardous environments. They are not to be deployed in place of marines or as some elite commando squad.

Hazard Team Armour:

Please note that ONLY Hazard Team personnel are trained in the use of this armour and only those who are playing as part of the Hazard Team will be able to utilise it.

The armour that the Hazard Team use is amongst the most advanced in Starfleet. While on active missions, the Hazard Team will wear their armour at all times but during shipboard shifts, they are permitted to wear standard issue Starfleet uniform with a black tunic.

Hazard Team armour resembles a black body suit with moulded rank insignia in the collar bone area and a moulded Starfleet insignia on the chest (please note that this doesn't function as a commbadge, the Hazard Team wear specially fitted earpieces to allow them to operate as silently as possible). The armour is incredibly light and fits the body closely, able to deflect and absorb certain types of blasts, chemicals etc.

The armour's collar area allows for the rapid deployment of a helmet which clips tightly to the neckpiece of the armour forming a fully sealed, nimble EV suit. The armour also boasts a heat-reactive inner lining which can keep the wearer warm or cool depending on the needs of the user. This can be manually controlled by a small control panel on the right shoulder of the armour.

In addition, the armour boasts a series of benefits to the wearer, such as a number of transport pattern enhancers built directly into the suit which gives the wearer a transport signal which is almost three times as strong as those wearing standard uniforms. In addition, two of these pattern enhancers can be removed from each set of armour and applied to another in the form of a small circular disc. This is particularly effective in rescue situations.

The armour boasts an inbuilt Type XI tricorder which can alert the user to proximity threats or anomalous readings through a series of auditory inputs through the Hazard Team earpiece. This tricorder forms part of the wristplate of the armour and extents horizontally up the arm instead of perpendicular. It can also be removed for handheld use but early field tests of the system suggest that it is simpler to leave it attached during the course of a mission given its direct link to the suit's internal circuitry.
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Re: PROPOSED Hazard Team

Post by FruitLoop » Sun Jan 08, 2012 5:43 am

Sorry, but this sounds far too much like the kind of thing people at STO are doing. It would just cause all kinds of mayhem. Personally, I would much rather not have something like this on my ship. And I know some people, one in particular, who would take this as an opportunity to god mode. I say we shouldn't have it. The theory is sound, but in practice I don't see it working.

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Re: PROPOSED Hazard Team

Post by Terris » Sun Jan 08, 2012 5:45 am

Can you provide more details and pictures of what the Uniforms will look like. It all looks good but from what I'm reading I'm still envisioning the uniforms used in Star Trek Elite Force PC games.
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Re: PROPOSED Hazard Team

Post by Blackcat » Sun Jan 08, 2012 7:43 am

I'm sorry, but specialized teams. On the Wildcat, they have their marines to fill this role, which is fitting. (if they use them) and the other classes fit into the categories that don't allow marines...

The Defiants are too small to dedicate crew space to a dedicated team like that.

The Intrepids, Sovvies and those fitting into their category aren't allowed marines (or fighters) because if they had them, there would have been a point where Picard or Janeway would have put them to use. It stands to reason with the "peaceful front" that starfleet presents that ships of the line would lack such tools strictly of war.

I don't think that Hazard teams make sense when we already have fully qualified security personnel on a starship. Specializing to that degree would mean that during most missions they would be sitting around and twiddling their thumbs.
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Re: PROPOSED Hazard Team

Post by Mike » Sun Jan 08, 2012 1:04 pm

For my two cents, I believe that the Hazard Teams do have a place on sims at least from a story-telling standpoint. I have utilised them in the past (these are my specs) as an NPC department and have found them pretty useful to what I needed for the story. I should probably point out that these are specs that I put together so I will naturally try to rationalise the position I take with them.

I can understand the concerns of people getting superhero syndrome with it but I think it needs to be pointed out to people that the Hazard Teams are not some kind of elite killing commando unit and without wishing to seem unpleasant, it seems that the specs have not been fully read if people are suggesting a hazard team is 'strictly for war'.

The specs do not mention any kind of weapon as they are not an important part of the hazard team ethos. The specs themselves are representative more of protection for the wearer in specialised environments more than making them a one-person tank. Think of the HT more as a manipulated form of International Rescue from Thunderbirds (minus the ostentatious sashes) than some sort of black ops ninja unit. As far as I know, there is no Star Trek version of a search and rescue service and I thought it would be something that could help a lot of sims.

As usual, I'm unwilling to argue the fine line between "what we believe" and "what they did or didn't put in because it was a TV show". I put forward those ships because I imagined that they would have the most use for them and certainly the Defiant seemed to fit the bill. I shudder to think how a team of no more than ten would negatively impact the delicate design of a starship but as usual, that's not my place to argue because we're all thunderingly aware how far my willing suspension of disbelief actually stretches.

As for images, I'm afraid I'm not skilled enough at photoshop to have any but I suppose my inspiration- at least aesthetically- was a cross between the suit from Crysis & the batsuit in that the armour would be much more moulded to the wearer than the standard EV suits. Hope that goes someway to helping although it probably doesn't.

In closing, the Hazard Team specs that I submitted to R&D were to formalise an idea that I had already been successfully utilising as an NPC department on SB332. If it's not generally thought that they'd work as a new element to the universe then that's fair enough. My suggestion is to have them available for use as NPCs so that if they're needed, there's someone there who can take on these characters and advance the story if needed, much as they are currently used on 332.
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Re: PROPOSED Hazard Team

Post by brendan81 » Sun Jan 08, 2012 3:43 pm

Well,going to throw my two cents in.

Hazard teams in my opinion is a specialised away team thing and therefore something in the XO's domain. By introducing hazard teams on ships I think we would already be limiting a role on the ship for somebody who has little to do anyway(well, depends on the CO). Sorry to the XO's around here, but we just sit there disagree with the CO and then the CO does what he wants to do anyway :P

I tend to agree having specialized units would create a super hero complex and I think it would discourage CO's/XO's sending the senior staff on away teams. 'Heck, I got a specialised team with security,science and engineering staff. Let's kill them. '

An away team is also something a XO has to decided (with the approval of the GM) and having a hazard team on board would limit the role of the XO.

So I don't see any added value to having a hazard team on any ship. Unless, we have specialised vessels like marine vessels, engineering vessels or special ops vessels.
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Re: PROPOSED Hazard Team

Post by Alex » Sun Jan 08, 2012 6:02 pm

I'd also like to add to Gunning's comments that the Hazard team will not be an automatic addition to the ship's crew. If you note in my OP, I stated that "requesting use of a Hazard team should be treated as a deviation request." It is up to the CO's discretion as to if they even want the team on board. Ship's with a dedicated marine detachment will probably have less of a need of such a unit. Other ships may not have a need for such a unit anyway. The Defiant was suggested because it is too small for a marine garrison, but there are potential situations that may call for their use. The Sovereign does not have a marine detachment, but due to its multi-role nature, could conceivably go on missions that would make use of them. As Gunning said, they are to be used less for combat missions and more for high risk missions with environmental or equipment "hazards," missions that the XO could deem too hazardous for the senior staff to go one.

But back to the original point. The CO requesting the assignment of a Hazard team must justify the use of a hazard team to R&D. If it makes a difference, I see no reason why the TGCO shouldn't be included in the request as well. I am firmly against having a superhero unit capable of doing anything, but I think the Hazard team can be used very well in the hands of a capable CO. The proposal is not to add this unit to every ship in the Fleet, but it is to add another option to COs that are interested in such a team. I had a request for a similar team of marines on a now vacant ship. The deviation was rejected because what he requested was closer to a superhero team. These specifications were submitted to restrict other such teams from being created.

If it makes a difference, and because it would have to be requested as a deviation to the standard specs, it could be mandatory that the hazard team consists of NPCs and P-NPCs only.
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Re: PROPOSED Hazard Team

Post by Thompson » Sun Jan 08, 2012 6:49 pm

I've seen these used to great effect elsewhere. bravofleet for example has a simm that is just a hazard team and that works well and has been around for a bit. I could also definitely see a place for these on board starbases and I know I'd want one for 218 to improve our capabilities.

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Re: PROPOSED Hazard Team

Post by KejalBuris » Mon Jan 09, 2012 7:09 pm

I'll be honest, a hazard team sounds a little unfeasible from a few standpoints here. #1 - if it's a single fleet-wide team, how are they going to coexist with each of the simms?
#2 - who exactly do you propose fill these roles? I'm having enough trouble getting people on one ship, I cannot imagine that this would help to bring in new people.

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Re: PROPOSED Hazard Team

Post by Mike » Mon Jan 09, 2012 8:41 pm

To answer that:

#1: It would be no more a fleet wide team than Starfleet Security is. The teams would be individual to each sim that are using them.

#2: That's fair enough but it all depends on the players that are on a sim. If they find that they want to take on NPCs and, further to that, are interested in something a little more unconventional then why shouldn't they create NPCs to be part of a hazard team. Like I say, it depends on the CO and the players that are there. It's not something I'd necessarily recommend for a new ship but it's up to the CO & R&D, I suppose.
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