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| What if you dont agree with his approach? What if there is another way around things that the CO hasnt seen? Keep quiet? I dont think so. |
That's where the ability to relieve a CO of command if his orders are clearly putting the ship and crew at risk. It would require the concurrance of the first officer and the senior staff, or the first officer and the CMO/Counselor.
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| Micromanagement is not to be tolerated. Nor is zombiehood. |
I agree. Players should feel free to disobey orders, but if the mission fails, then it is on their conscience. They deserve penalty. If the mission fails in spite of the crew following orders, then the captain clearly made wrong decisions and deserves the blame.
The thing is, in a crew that works well together, the captain isn't going to be making stupid decisions, and the crew won't be bucking him. They will trust that his orders are correct, and he will trust them to follow them. And everyone will feel rewarded when they successfully complete the missions and gain prestige.
Successful ships will have successful crews. And successful crews will come from their members working together. Incidentally, strategy can be hashed out in discussion in the conference lounge, at the nice big table with the beautiful warp-generated starlines seen through the vireports. The team can discuss what they know about the mission, and a plan can be formed.
A lot of times, with a good crew, the CO player will be able to simply make suggestions via spatial conversation rather than issuing an order. The order system is intended to ensure that a military structure can exist with the game in control over what orders can be given. And to make sure that those who are serious about playing the game RIGHT can do so in spite of being stuck with some players who would be better off staying with Unreal Tournament or Halo 2...
If I decide to run my ship with a near control-freak mentality, thay is my right as captain. Nobody will be holding a disruptor to any player's head forcing them to join my crew. But if my ship has extremely high prestige, and I do, to, then those who want to be on a winning crew will accept that I am merely a strict CO, and will either toe the line or leave. Those who want all the freedom will just join someone else's crew.
Every captain will be different. Some will be push-overs. Some will be hard-core military types. Some will be somewhere in between. In the same vein, Crews will all be different, too. If my strict CO character has earned enough prestige points be transferred to a new ship, then I should expect that the existing crew of that ship will need some adjustment time, and so will I.
It's like that episode where Picard was captured by the cardassians while he was on a covert operation, and that other captain took over on the enterprise. His children's drawing deccorated the ready room, but "that fish" had to go. He also repremanded Troi for not wearing a duty uniform on the bridge. Things that the crew had become used to were changed. Not necessarily a bad thing, but change takes getting used to. Like when you get a new boss at your job, and he starts making all these changes...
Some crew members may not be able to make the adjustment. They may transfer off the ship. New players will join the crew. Eventually things will balance out.
On the issue of objecting to a captain's order, this should be possible, but very sparingly done. In the middle of a battle, there will be little time to discuss the situation. A smart captain who isn't sure of his strategy may take an anything goes policy and let the crew just do what it takes. "Disregard previous orders. Do whatever it takes to get the survivers off that transport before their warp core goes critical!"
The order there is "Disregard previous orders!" At this point all orders in queue for all bridge crew members are removed and the players may proceed without fear of consequences if the mission fails. You cannot be blamed for not following orders if the orders were nullified... So the Captain is taking full responsibility.
The scenario I mentioned above on how the ship could push past the enemy, beam the survivers off the transport and then get the heck out of there may be what just happens without a single order being issued.
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| What if the Captain is clearly being a jerk, can we mutiny? |
Yes. The captain could and should be relieved of command if he is clearly putting the ship at risk because of an I'm right and you're wrong attitude. Ego should never be allowed to put a captain out of control to the point where he endangers the ship. A first officer's first duty is to the ship. Therefore, it is his/her responsibility to do what it takes to protect the ship, even if it means calling for circumvention of the captain's authority.
I think we will see a lot of jerk captains at the start, because a lot of people will be letting the fact that they have gained the rank and position of CO go to their head. When enough people mutiny under him, then he'll figure it out and tone it down. or else he'll quit, and that's one less jerk to worry about.
It's all the same to the players. We've been told that we'll be able to do missions on loaner ships when a PC ship is not available. A lot of PC crews will form from players who serve on the same NPC ship.
Lots of good discussion here. Keep it up.
In Christ,
G. B. Jackson
"I'M Captain Kirk!!!"
-Evil Captain Kirk, TOS Episode "The Enemy Within"