Quote:Original post by swiftcoder
I would submit that there is plenty of low-key blackmail, backstabbing, gambling of resources/duties, etc. at the crew/non-commissioned level on a contemporary naval ship, and plenty of politicking at the officer level. And if you drop back to the Napoleonic wars, when crews and non-coms were mostly press-ganged, and kept in line through plentiful alcohol and brutal discipline, I imagine the system was not that far evolved from that of a privateer/pirate ship.
This is an interesting view. My worry is that we're pretty much conditioned in games to view things that aren't life threatening as trivial. If, for instance, you're threatened into keeping silent about a deckhand's illegal whiskey still, what needs to happen to make this a significant event?
I see your point and maybe can work with it, but what I'm saying is when the stakes are too low it's hard to take threat / challenge seriously.
I like the Napoleonic angle, though. If the navy was filled with washouts, criminals and potential deserters it'd make for a more interesting environment than snobby Starfleet cadets.
Quote:
However, one aspect you may want to be careful of is starting the player too low on the ladder. For instance, dropping back again to the age of sail, there was very little chance for a deckhand to rise to captain (even on a pirate vessel), because there were certain pre-requisites for command (among them both literacy and celestial navigation) which would generally be out of reach for a deckhand.
Good point. I've been mulling this one over and it seems that the size of the ship might make for an interesting challenge in terms of advancement, risk and the social dynamics you have to contend with. On a smaller ship, like a scout or "PT boat" equivalent there's more room for individual actions and heroism to matter. A smaller ship is also more vulnerable, on the other hand and may even be expected to be the guinea pig on missions that protect larger, more valuable craft.
So then maybe larger ships might be safer, offer less risk and more mission support, but also offer less options for advancement. It could even tip another way: Larger ships offer more social dynamics whereas smaller ships are more action/adventure and blood-n-guts gameplay.