The Classic Dogfight Returns (Pre-Game Info)

Welcome to SFC FLight School! Here you will learn the basics for operating some of the finest war machines in the Frontier, adjacent to Space Fleet's Gollwin Acadamy.

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The Classic Dogfight Returns (Pre-Game Info)

Postby Shadow Shack » Tue Jul 22, 2008 11:18 pm

Self-explanatory...post here to join the game
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"This is Alpha Two, I've got one in my sights. Switching over to guns."
"Watch your six there Two, you got one on your tail!"
"I can't shake 'im!!!"
"Evasive maneuvers Two, I'm coming in at vector two five niner"
"Hurry up Chief, I can't hold this much longer"
"Yahoooo!!! Chalk up another one!"
"Thanks Alpha One, drinks are on me when we land!"
"Roger that Alpha Two, let's take out that other bogey and we can go home."

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It didn't take long for UPF tacticans to deduce that star fighters were becoming a nearly useless form of engagement. Typical practice at the time was to offer these jobs to low ranking unskilled pilots to give them time and experience to ultimately move up to larger fleet ships with more attractive mortality rates, such as the Assault Scout. The typical combat patterns indicated that larger ships tended to ignore the fighters, whose unskilled pilots had a difficult time hitting their intended targets and quickly depleted their limited supply of rockets, assuming they survived long enough to launch all three birds. More often than not the bigger enemy ships ended up treating them as pesky flies that could be swatted away at their convenience as opportunity presented itself.

Mercenary Starbase, a privately funded organization backed by Star Law and Pan Galactic, began to initiate a competitive Star Fighter program, upgrading the basic fighter design as well as demanding new fighter designs along with offering special training for the fighter pilots. The new designs feature an auto-eject module (AEM) function where the computer's stress analysis programs determine when the hull is compromised, giving the pilots a good chance of survival if their ship should be destroyed. Taking the lethality out of the equation started the new romance with these swift and soon to be deadly craft.

With aggressive training, star fighter squadrons soon became a force to be reckoned with. They proved themselves time and again, and now it isn't uncommon for pilots to stick around much longer despite being qualified to fly larger craft such as Frigates, Destroyers, or even Cruisers. Now the effectiveness of these new fighter squadrons is slowly taking center stage to the Assault Scout in the role of combat and warfare. A squadron (six) of these new smaller, faster, and deadlier craft manned by skilled operators can now overwhelm even the big cruisers with sheer speed and accuracy. When combined with the Assault Scouts, planetary militias no longer have to depend on an insignificant sized fleet of larger ships or the inability for spacefleet vessels to arrive in a timely manner during emergencies to protect their worlds.

As a testament to their success, starfighter training is available at several locations now. Gollwin Acadamy now offers an alternative one year pilot training program (as opposed to their two year fleet program, although graduates are not automatically placed in Spacefleet but certainly are eligible), and similar programs can be found at Fotresses Kdikit (Madderly's Star), Redoubt (White Light), Pale (Truane's Star), as well as the original program at Mercenary Starbase at Volturnus (Zebulon). Graduates from any of those programs recieve the level:1 pilot skill and are commissioned into a one year tour of duty with the Star Fighter Corps. After completing the tour, pilots are eligible for service in any planetary militia as well as any available opportunities within Spacefleet.

The Star Fighter Corps, founded shortly after the MS training program was established, is a tightly knit operation. Crews of fighter craft enjoy good pay and benefits packages as well as a sense of belonging in an organization that falls under both the local Planetary Militas and Spacefleet alike, but loosely attached to both at the same time. These star fighters and their crews can be easily transferred from location to location as the need arises, be it an individual pilot or an entire squadron of craft and their support crews. Since the star fighters are easily transported, via an available carrier or UPF Freighters, the SFC is an "on call" group that can be quickly dispatched anywhere with relative ease.

As a result, fighter pilots and crews can find themselves working under Planetary Militia Defensive Fighter Squadrons and UPF Tactical Fighter Squadrons alike, and their rank and pay is easily transferable between the two. In other words, one month a fighter pilot, crew, and craft might be serving under a local Militia, and the next month could be spent aboard a UPF Assault Carrier. The following month one or more individuals could be transferred elsewhere, even to new and different fighter craft, all the while following orders under whichever command they are transferred to.

While the pilots are the backbone of the Corps, technicians and Engineers are always in demand as well on the upkeep end of these fabulous spacecraft. Anyone with a technical skills that can pass local UPF or Star Law background checks will have no trouble finding work within the Star Fighter Corps, and a fine Starship Engineering program is also available at the same Pilot Training Facilities where technicians can learn the fundamentals of Engineering too, although their training is half a year followed by recieving LVL:0 Starship Engineering skill and another half year tour of duty.

As an additional motive, star fighter crews with good service records have little trouble finding work following completion of their tour of duty. Some stick around and go as far as they can within the corps, while others find transfer into a local Militia or Spacefleet with little difficulty, granting them opportunities to find work aboard Assault Scouts, Frigates, or Destroyers. And many more find little difficulty securing work aboard civilian owned vessels.
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Shadow Shack
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Re: The Classic Dogfight Returns (Pre-Game Info)

Postby Terl Obar » Wed Jul 23, 2008 6:47 am

I'm in. I'll play a human male, Alex Pilgaard.
The Laws of Physics will be enforced.
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Re: The Classic Dogfight Returns (Pre-Game Info)

Postby Shadow Shack » Wed Jul 23, 2008 7:14 am

viewtopic.php?f=37&t=41

Gotcha a folder ready to fill in. Five more palyers makes a complete squadron!
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Re: The Classic Dogfight Returns (Pre-Game Info)

Postby Terl Obar » Wed Jul 23, 2008 11:59 am

Is there an XP limit? I don't seem to see one.
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Re: The Classic Dogfight Returns (Pre-Game Info)

Postby Shadow Shack » Wed Jul 23, 2008 3:28 pm

Pretty much anything goes...you can have anything but ship skills (although the subskills are okay). Ditto on equipment, as while on duty you'll only be carrying a regulation skeinsuit/flight suit, a pistol corresponding to your chosen ranged weapon skill, and a melee weapon, and optionally one defensive screen with a beltpack.
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