alex_greene
Guest
A comment thread on the CoTI boards laments the apparent lack of opportunities during chargen for a Scout character to gain Gunnery skill.
This has led me to ask what kind of a skill set a Scout would actually need in order to survive a solo scouting mission out there in the void.
Ship Operations:
Astrogation
Comms
Computer
Engineer (all specialities)
Gunner (turrets)
Mechanic
Pilot
Sensors
Vacc Suit
Zero-G
Planetside Operations:
Animals (at least two specialities)
Athletics
Drive
Flyer
Medic
Navigation
Recon
Seafarer
Stealth
Survival
Diplomatic Operations:
Advocate
Carouse
Deception
Diplomat
Gun Combat (as many specialities as possible)
Investigate
Languages (as many as possible)
Persuade
Steward
Scientific Operations:
Science (as many specialities in each branch as possible)
Even if most of these were at level-0, that basic range of competencies would permit even a freshly graduated scout straight out of boot to perform all of the essential duties of a solo scout adequately.
Most likely, for the first few missions in field, a young Scout would be accompanied by a more experienced trainer who'd help the newbie to get used to the cramped quarters, the basic rations ... the smell ...
After a while, assuming the scout has gained at least level-0 in at least two of each listed skill above in each category, he'd have to go out on his first solo missions.
I'd recommend that at least an NPC Scout of competence should have at least level-0 in many of the above skills, level-1 in a good spread of skills, and a handful at level-2 and level-3. A specialist would have at least level-4, and an instructor would have Instruction-2 at the very least, so as to get the wet eared boys up to at least level-0 in everything.
A competent Scout (read: one who comes back from his missions with his organs and mind in the same place it was when he left) embodies the Lazarus Long aphorism:
This has led me to ask what kind of a skill set a Scout would actually need in order to survive a solo scouting mission out there in the void.
Ship Operations:
Astrogation
Comms
Computer
Engineer (all specialities)
Gunner (turrets)
Mechanic
Pilot
Sensors
Vacc Suit
Zero-G
Planetside Operations:
Animals (at least two specialities)
Athletics
Drive
Flyer
Medic
Navigation
Recon
Seafarer
Stealth
Survival
Diplomatic Operations:
Advocate
Carouse
Deception
Diplomat
Gun Combat (as many specialities as possible)
Investigate
Languages (as many as possible)
Persuade
Steward
Scientific Operations:
Science (as many specialities in each branch as possible)
Even if most of these were at level-0, that basic range of competencies would permit even a freshly graduated scout straight out of boot to perform all of the essential duties of a solo scout adequately.
Most likely, for the first few missions in field, a young Scout would be accompanied by a more experienced trainer who'd help the newbie to get used to the cramped quarters, the basic rations ... the smell ...
After a while, assuming the scout has gained at least level-0 in at least two of each listed skill above in each category, he'd have to go out on his first solo missions.
I'd recommend that at least an NPC Scout of competence should have at least level-0 in many of the above skills, level-1 in a good spread of skills, and a handful at level-2 and level-3. A specialist would have at least level-4, and an instructor would have Instruction-2 at the very least, so as to get the wet eared boys up to at least level-0 in everything.
A competent Scout (read: one who comes back from his missions with his organs and mind in the same place it was when he left) embodies the Lazarus Long aphorism:
A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects!