Backstage - OOC Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

That there was a total information blockade during the Caldari occupation of Placid, only lifted when the Caldari Navy in the area was destroyed or driven out?

Pages: 1 [2] 3 4 5

Author Topic: Ship Boarding, or how I learned to stop worrying and love the "Yarr"  (Read 9702 times)

Leon026

  • Clonejack
  • Offline Offline
  • Posts: 13

If the capsuleer had THAT much feeling of the ship inside and outside... it would be quite plausible to imagine that progress would have been made to reverse-engineer that and create a device to overload the capsuleer's brain.
Logged

Once a Crow pilot, always a Crow pilot.

Vic Van Meter

  • Omelette
  • Offline Offline
  • Posts: 397

If the capsuleer had THAT much feeling of the ship inside and outside... it would be quite plausible to imagine that progress would have been made to reverse-engineer that and create a device to overload the capsuleer's brain.

Holy Black IC, Batman!
Logged

Isis Dea

  • Radical Sebiestor Rebel
  • Clonejack
  • Offline Offline
  • Posts: 40
  • 327th Wing [Jaijii-Hnolku] - STPRO, Caldari State
    • Isis Dea's Posts

My chess instincts instantly have me asking the question, "While true, what if a capsuleer can sense a break-in within their ship. As in the capsuleer feels a terminal being used to access their brain and instead toys with that terminal? If said capsuleer is native enough to the network of their own ship (while the hacker isn't) that they're able retract themselves into a corner of the ship's network after instinctually telling the console to overload itself (or that section of the ship to lock down and vent its contents)?"

In other words, it almost seems like two invasions have to happen at the same time. A physical, and a digital invasion. The boarding of a capsuleer ship being a high-risk high-reward venture with dire consequences; whoever wins the race of dominance in the ship simply survives? (As in if the infiltrators win, failsafes would induce brain spike early and the capsuleer would escape… although if that failsafe doesn't trigger, you could easily have a capsuleer hostage. Something I wouldn't suggest very fair unless in agreement with the other RP party.)

Much like present day ghost sites.  xD

Had to edit post a little.

Pretty much in agreement. Like ghost sites, high risk, high reward. Keep your ship but risk early brain spike the moment defenses of your brain are breached.
Logged

Arista Shahni

  • Pod Captain
  • Offline Offline
  • Posts: 534

If the capsuleer had THAT much feeling of the ship inside and outside... it would be quite plausible to imagine that progress would have been made to reverse-engineer that and create a device to overload the capsuleer's brain.

*coughstratgeiccruiserscough*

After all,  the ship pops and the capsuleer gets BRAIN DAMAGE.
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397

So my brain imagines it something like this (and this is highly outside of any game mechanics): Blood Raiders (or me) want to bleed out a capsuleer

Bhaalgorn destroys a bunch of escorts and neutralizes a target capsuleer battleship. Say for the point of our scenario the target capsuleer has valuable cargo or is hesitant to immediately jettison the capsule, which will be a crucial mistake.  They think for whatever reason they can fight off invaders and wait for space-based reinforcements, who knows.  I think the scenario ends pretty quickly if the capsuleer says 'no thanks' and ejects the pod or demos the ship.  Would neutralizers effect a pod ejection? Are there other methods to stop a pod from leaving a ship? Hmm.

Anyway Mr. Bhaalgorn pulls up alongside the target ship which has been beaten into submission and robbed of energy for weapons, etc.  Maybe emergency power is still active for some mood lighting for upcoming fights but not for massive shipwide systems.   Deploying charges to specific hull areas seems a bit cumbersome for boarding so the Bhaalgorn probably has some more 'scalpel' sorts of onboard lasers to blast a few strategic holes in the outer hull of the target ship, only a few decks deep.  Those targeted ship areas are now gaping holes into space, venting crew, sandwiches, and old magazines.   Bhaalgorn opens up all of it's lovely infantry bays, and perhaps even shoots a few tethers into those battleship holes for EVA-suited bloodraiders to shoot over inside the target ship.  Maybe there's more of a love tunnel that protrudes from the sides of the bhaalgorn? Could also work at close ranges.  EVA Raiders are probably split into several 'teams' with say, one going for a location to patch into the computer mainframe, one going for the pod gantry, etc.  I'm sure by this time the defending ship has started rushing their own fighters to the main breaches and started setting up defensive positions, etc.   Pew pew pew ensues in all the right places, lots of people being shot, etc. Action!

Do the defenders maintain their positions in a valiant last-ditch defense? Or are they slowly beaten back by bloodthirsty blood raider bezerkers intent on mayhem? I'm my scenario they lose, of course, but there's plenty of room for dice-rolling aplenty.

Mainframe raider team finds an appropriate access node and begins the more 'netrunner' aspect of fighting for control of the ship's internal systems, or at least to make things easier for them.  They might only have a simple goal of detaching the capsuleer from the ship's systems, or even small goal of detaching the capsuleer's eyes and ears inside the ship? Who knows.  I imagine the goal would be to disconnect the capsule's ability to leave the ship or to self-destruct.  Seems incredibly difficult but as long as we are imagining I'll just go with it for now.

Other raider teams are systematicaly working their way through the crew decks, doing their best to immobilize and take live prisoners where possible.  I have to imagine that since this is their 'thing' they've probably got a lot of tools of the trade to help them with this sort of operation. Stun guns or who knows what type? Knockout gas? *shrug*  Anyway lots of terrified crew now being rounded up.

The 'pod' raider team probably gets it the worst as the ship defenders are probably concentrated on defending that part of the ship the most.   Let's say they make it through, and eventually hack their way into the capsule-chamber.

The capsuleer has been blind and in the dark. Outside stimuli was severed when the last mainframe barrier was breached and internal power cut. They've been sitting in silence, underwater, in pitch black for the last thirty minutes.

They hear a noise above them and a blinding light.  A laser torch.  Opening the top of the pod like a can of rations. Hands reaching for them, cutting cables, pulling them out of the pod fluid. Figures in the dark, and a rifle-butt to the back of the head.

They wake up slowly, smiling faces all around. They are being dragged through a.. tunnel? Hallway?  They hear what sound like voices singing in the distance. No, chanting. Louder.  http://www.youtube.com/watch?v=FcJPqbMmhTo

The hallway turns into a large room, cavernous and round, almost a stadium....no, a church?  Still the chanting. Louder now.

And up onto the dais they are dragged, and ceremoniously chained.  And there she is. The priestess? She smiles and touches the capsuleer's forehead in a soothing manner.

The chanting grows louder, words they don't understand, some hateful language.

Louder.  Louder.

The priestess draws her knife, and raises it above her head....





ok got carried away there but ship boarding could be super fun to write about.

« Last Edit: 05 Dec 2013, 16:27 by Silas Vitalia »
Logged

Karmilla Strife

  • Omelette
  • Offline Offline
  • Posts: 454

 :cube:

I have a background story that I should get off my butt and write. It's about a rogue drone "boarding party."

 In addition to the more obvious source material of the Amarr counter boarding teams, I've always imagined that damage control units would play a part in a boarding attempt. They're described as including containment field emitters so I've always assumed they worked sort of like a Star Trek forcefield, holding all the air in while the ship gets repaired. They could likewise be used to seal compartments of the ship.
Logged

Vic Van Meter

  • Omelette
  • Offline Offline
  • Posts: 397

So my brain imagines it something like this (and this is highly outside of any game mechanics): Blood Raiders (or me) want to bleed out a capsuleer

Bhaalgorn destroys a bunch of escorts and neutralizes a target capsuleer battleship. Say for the point of our scenario the target capsuleer has valuable cargo or is hesitant to immediately jettison the capsule, which will be a crucial mistake.  They think for whatever reason they can fight off invaders and wait for space-based reinforcements, who knows.  I think the scenario ends pretty quickly if the capsuleer says 'no thanks' and ejects the pod or demos the ship.  Would neutralizers effect a pod ejection? Are there other methods to stop a pod from leaving a ship? Hmm.

Anyway Mr. Bhaalgorn pulls up alongside the target ship which has been beaten into submission and robbed of energy for weapons, etc.  Maybe emergency power is still active for some mood lighting for upcoming fights but not for massive shipwide systems.   Deploying charges to specific hull areas seems a bit cumbersome for boarding so the Bhaalgorn probably has some more 'scalpel' sorts of onboard lasers to blast a few strategic holes in the outer hull of the target ship, only a few decks deep.  Those targeted ship areas are now gaping holes into space, venting crew, sandwiches, and old magazines.   Bhaalgorn opens up all of it's lovely infantry bays, and perhaps even shoots a few tethers into those battleship holes for EVA-suited bloodraiders to shoot over inside the target ship.  Maybe there's more of a love tunnel that protrudes from the sides of the bhaalgorn? Could also work at close ranges.  EVA Raiders are probably split into several 'teams' with say, one going for a location to patch into the computer mainframe, one going for the pod gantry, etc.  I'm sure by this time the defending ship has started rushing their own fighters to the main breaches and started setting up defensive positions, etc.   Pew pew pew ensues in all the right places, lots of people being shot, etc. Action!

Do the defenders maintain their positions in a valiant last-ditch defense? Or are they slowly beaten back by bloodthirsty blood raider bezerkers intent on mayhem? I'm my scenario they lose, of course, but there's plenty of room for dice-rolling aplenty.

Mainframe raider team finds an appropriate access node and begins the more 'netrunner' aspect of fighting for control of the ship's internal systems, or at least to make things easier for them.  They might only have a simple goal of detaching the capsuleer from the ship's systems, or even small goal of detaching the capsuleer's eyes and ears inside the ship? Who knows.  I imagine the goal would be to disconnect the capsule's ability to leave the ship or to self-destruct.  Seems incredibly difficult but as long as we are imagining I'll just go with it for now.

Other raider teams are systematicaly working their way through the crew decks, doing their best to immobilize and take live prisoners where possible.  I have to imagine that since this is their 'thing' they've probably got a lot of tools of the trade to help them with this sort of operation. Stun guns or who knows what type? Knockout gas? *shrug*  Anyway lots of terrified crew now being rounded up.

The 'pod' raider team probably gets it the worst as the ship defenders are probably concentrated on defending that part of the ship the most.   Let's say they make it through, and eventually hack their way into the capsule-chamber.

The capsuleer has been blind and in the dark. Outside stimuli was severed when the last mainframe barrier was breached and internal power cut. They've been sitting in silence, underwater, in pitch black for the last thirty minutes.

They hear a noise above them and a blinding light.  A laser torch.  Opening the top of the pod like a can of rations. Hands reaching for them, cutting cables, pulling them out of the pod fluid. Figures in the dark, and a rifle-butt to the back of the head.

They wake up slowly, smiling faces all around. They are being dragged through a.. tunnel? Hallway?  They hear what sound like voices singing in the distance. No, chanting. Louder.  http://www.youtube.com/watch?v=FcJPqbMmhTo

The hallway turns into a large room, cavernous and round, almost a stadium....no, a church?  Still the chanting. Louder now.

And up onto the dais they are dragged, and ceremoniously chained.  And there she is. The priestess? She smiles and touches the capsuleer's forehead in a soothing manner.

The chanting grows louder, words they don't understand, some hateful language.

Louder.  Louder.

The priestess draws her knife, and raises it above her head....





ok got carried away there but ship boarding could be super fun to write about.

Modern design looks back to nature to see how we can improve technology, so I've been wondering about the science of boarding.  Obviously, you aren't going to go ship to ship; you'd need a secondary vehicle.  Let's say you've scrambled warp on some freighter and it's trying to get away with engine alone.  What you would need is a small ship or capsule that can do just a few things:

1.  Be faster than whatever you're trying to board at least for a few seconds.
2.  Be able to punch through or saw a hole into the hull deep enough to deploy your boarding party.
3.  Be able to give some manner of security to the guys going in, so that they aren't mowed down once they leave the boarding rig.
4.  Keep the goons alive in the process.

Launch the ship and then do your damndest to keep it from leaving or, at the very least, you try to keep up well enough.

Number 3 is, I think, the most important part.  1, 2, and 4 are fairly easy to conceive of, you'd basically use something with little fuel and a ridiculously high speed.  Number 3 might range anywhere from an EMP charge that blacks out whatever part of the ship they hit (essentially making it a dead spot for the capsuleer in charge, it might be a string of code injected into whatever lines they spliced through that might knock out the self-destruct or even capsuleer control of the local area.  It might even be a rather large explosive charge detonated inside the ship that ravages anything in the vicinity.

What is obvious is that if you're boarding a capsuleer ship, you'd need to knock out control to the mechanism that blows up the ship.  I don't think you could usually do something about ejecting the capsule, but with a part of the ship blacked out, maybe the capsuleer would have to guess at whether his defending crew could handle it.  At that point, it's a game of chicken the way Isis described.  Do you trust your crew to handle it and try to make it out alive?  Or do you eject and leave them to their fate.

I imagine that, since capsule technology is so plentiful (and because it's stated that the Blood Raiders do capture capsuleers as their blood is the most 'valuable') that there are ways to disengage that jettison mechanism and capture the capsuleer.  But even before then, they may be able to knock out power to the engine, disengage the weapon systems, cripple the ship by detonating munitions on board, and maybe even eject the freighter's cargo bays.  All things are possible.

It's all completely outside the game, but as far as I know, the hard part would be that third step, somehow making sure that the capsuleer has to make the decision between abandoning the ship or trying to fight it out.

In any case, it still wouldn't be a sure thing (or capsuleers would always jettison as boarders would be a death sentence).  So being a successful boarding soldier is probably to be extremely elite and professional.  It's probably a high-risk, high-pay, high-testosterone job taken only by the most desperate or most insane.

Who knows, maybe a boarding team captain is like the bogeyman to a capsuleer.  Nothing shatters that god-like capsuleer facade quite like having high-end baseliners invade your "body" and forcing you to rely on your own people to win the day.

I'm sure there are also those better and worse prepared.  Boarding a capsuleer who hauls freight every day and doesn't pay for great internal security is no match for a serious boarding party, and likewise disorganized rabble trying to cowboy their way into a well-prepared capsuleer's ship are going to run into serious preparations like well-trained crewmen, on-board repelling teams, or autonomous weaponry that defends the ship without being tied to the capsuleer.  If push comes to shove, it might also come down to the capsuleer himself.  Some are not afraid to pick up a rifle and tell the kids to get the Hell off the lawn.

I can imagine an elite boarding party and a well-prepared capsuleer who wouldn't run could turn a battleship into a scene for the most badass RP in EVE.
Logged

Isis Dea

  • Radical Sebiestor Rebel
  • Clonejack
  • Offline Offline
  • Posts: 40
  • 327th Wing [Jaijii-Hnolku] - STPRO, Caldari State
    • Isis Dea's Posts

Quote from:  Silas Vitalia
Epic stuff.

Demigods amongst the stars. There's certainly ego involved.

And so, roleplaying this idea a little because I think this would be incredibly interesting to seen written about from you, Silas. I'd want to give you a little more of a run for your money. I'll use Isis for the placeholder of Silas's victim, since her clone is deliciously expensive, carries said ego, and would likely end up in a grim fate similar to how you mentioned.

State Protectorate-loyal Typhoon is tackled down by Mr. Bhaalgorn. Shields strip in powerful displays of firepower at point blank, rage torpedoes slamming past hungry cutthroat mega-laser batteries. The lasers peel through vulnerable plating without issue as torps slam against reinforced bulkheads.

Isis fires off the escape pods, ahead of time and empty, further inviting an image that her battleship is unlikely defended. This isn't a crew she cares much for and she's got a score to settle. Wherever that reasoning comes from, she burns all bridges putting full incentive into the defenders.

Ego. It sells you that sweet lie that you're waiting even wishing for. You think you can wrestle down that dragon until the moment it barks on your doorstep…

See, Isis doesn't have any access to her capsule on this battleship. No entries, even emergency ones. She's had bad run-ins with crew who've served on board her ship before. Short of reinforced hull bay doors that are sealed upon leaving a station, she is completely inaccessible.

Or so she thinks.

Armor plates peel away, teams begin to board. Resistance is light inside the brightly cut portions of the ship, further encouraging the image that the ship is lightly defended. Dual ancillary armor repairers kick in at 30% armor, as the teams begin to burrow. Several teams are cut down instantly by burrowing nanites as entire walls and layers of armor plating suddenly fill throughout spaces originally thought safe.

The teams that get past find themselves against bunkered down defenders, savage Matari crewmen and women. Against raiders, they aren't much, but on home-turf they hold their own with the numbers in their favor.

The aggressors shift their focus, trying to battle toward the battleship's power grid. Textbook, it seems perfect and even puts a sneer on Isis's face as the defenders shift to defend accordingly. What escapes her nanites, and overwhelms her crew, she vents the entire compartments of.

Yet as the aggressors draw closer toward her beating heartbeat of her reactor, the connection to her ship's network becomes more intruded upon, forcing her persona to retract from those portions of the ship to avoid hacked attempts to access her mind and its control of the ship.

She's almost baffled at the number of times the boarders attempt to hack into the ship, as if the greater predator is clawing at every attempt to feel her thoughts prior to her believed demise. She's still confident but the hackings are beginning to overwhelm her, causing her to vent those portions of the ship long before the defenders have been overwhelmed rather than deal with yet another attempt at her thoughts.

Yet these are EVA aggressors, even kicked into space they'll eventually reboard. While her defenders on the other hand don't have this luxury. They're Matari, not Caldari Navy Light Marines. She finds herself killing off more over her crew than the enemy invaders and STILL being required to retract her persona from hacked portions of her battleship.

The light is fading, the dragon is testing her greatly. She observes the enemy battleship dropping below the armor she's still clinging to with her repairers. Yet she's running out of charges here soon. To think her Typhoon could bring down this highly known Bhaalgorn keeps that sneer on her face and her thoughts away from triggering any self-destruct sequence.

Then the alarms go off. A large unnoticed team has begun to cut through the internal walls and layers of bulkheads separating her capsule from the ship. She orders defenders to the junctions hosting the intrusions. Yet her crew are now too few in number or too focused on defending the reactor. She triggers self-destruct… Joke's on the dragon, she thinks.

Two minutes remaining. That reactor has to spin out of alignment, after all.

And that burrowing becomes ridiculous, as if the entire main force of the invaders set up shop in those junctions. A creeping thought that it was the original plan from the beginning…

The light's gone, the dragon reveals it's true form. As if to further incline how so underestimated Isis considered this creature, her foe engages hardeners and its own armor repairers, stealing away any thought that victory was ever in her favor.

She finds herself retracting all of her persona to the capsule and trying to rush the process of the self-destructing, yet you can't will what resides inside your heart.

So you will yourself to eject.

As if the beast is waiting for you in the darkness, ejection reveals the closest hack of all of them, originating in sequence from three different junctions just outside the bulkheads of where the capsule is stored, all wired to your prying command to eject. As if to build the perfect honey pot and before you know it, you feel the cold raw static of intrusive hands and prying eyes of rogue connections.

You aren't alone and your mind is turned against you. Everything hurts.

So you run.

Which short of ejecting isn't very far.

You try to force the brain spike, willing yourself to break away from reality of your extended now-reclusive body to find yourself suspended in that ectoplasm of the capsule. That mortal side of yourself you don't like thinking about, now the only hope of you being able to escape this alive…

But this is your new golden collector's edition of the capsule, you don't have all your optional failsafes a capsuleer with your age would demand. The capsule needs to sense imminent danger. You hope that they're stupid enough to drill into the capsule's shell, for that would traditionally trigger the brain spike.

Forty-five seconds to self-destruct...

You can distantly hear them outside as you continue to force yourself to come to in darkness.

Dread instills as you hear the heavy clangs of several charges being magnetically placed to outside of your capsule. You hear the shrill of the charges spinning up. You aren't sure of the outcome of using explosives to breach the capsule but you take not chances.

You have to pull a cable free, anything.

Thirty seconds.

A loud bang, distant that suddenly leaves you feeling nauseated as the the capsule vibrates lightly for a moment. You feel disconnected from your neocom, no channels to reach out through, no wallet access, everything is suddenly… gone.

A terrifying thought that whatever was placed on the outside of your capsule is not actually explosives...

A spark from inside the darkness, the sudden shrills of cutting tools. More sparks. Blinding light.

Twenty seconds. That's all you care about, too displaced to panic about how your brain spike hasn't engaged. Or the blinding light is mistaken for the thought of waking up in a cloning bay…

And then you feel the rifle butt. Everything hurts as you feel the hands, grabbing, shoving, pulling. Somewhere, someone pulls your cables free from your sockets. It's too bright, everything hurts and each sensation seems to be worse than the prior.

From the rifle butt to searing lights, to the metal grated floor as your drenched naked form hits it, hard.

You don't even realize you're screaming.

You don't even realize that at ten seconds to self destruct, the Bhaalgorn behemoth has silenced its guns and practically sits lifeless as the capsuleer commanding the behemoth has remotely seized hold of your vessel and now with little effort simply deactivates the self-destruct.

You know how the rest of this story goes...
« Last Edit: 05 Dec 2013, 23:00 by Isis Dea »
Logged

Vic Van Meter

  • Omelette
  • Offline Offline
  • Posts: 397

I wonder if capsuleers have to deal with VCR dump shock....
Logged

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397

That was a good read, Isis.

Logged

Isis Dea

  • Radical Sebiestor Rebel
  • Clonejack
  • Offline Offline
  • Posts: 40
  • 327th Wing [Jaijii-Hnolku] - STPRO, Caldari State
    • Isis Dea's Posts

That was a good read, Isis.

It lacks points in your style of presentation… >.<
« Last Edit: 05 Dec 2013, 23:02 by Isis Dea »
Logged

Katrina Oniseki

  • The Iron Lady
  • Demigod
  • Offline Offline
  • Posts: 2266
  • Caldari - Deteis - Tube Child



Kat attempting to fend off a boarding party.

Elmund Egivand

  • Pod Captain
  • Offline Offline
  • Posts: 773
  • Will jib for ISK

I was under the impression that the capsuleer has very little control over what happens inside his ship other than screaming at crewmen to do things, monitoring boarders and their shenanigans via internal cameras, opening and sealing bulkheads and pressing the big, red 'self-destruct' button.

In the very first chapter of (puts on helmet and body armour) The Empyrean Age, it showed the Amarr capsuleer getting frustrated that he couldn't really do much to save Falek Grange from the Blood Raider infiltrator and decided that the only option was to seal the CRU aboard his Harbinger and self-destruct. If he had more control over what's going on he would have detected the infiltrator attempting to prematurely release Falek Grange from his CRU, block said attempt, and then activate whatever fire control to repel the infiltrator or just vent atmosphere and send the sodding bastard out of the airlock.

From the looks of things, it feels like the capsuleer role in counter-boarding action is less like 'Ghost in the Shell' or hell, Shadowrun, and more like a game of FTL while ship is boarded by sodding mantis.
Logged
Deep sea fish loves you forever

Silas Vitalia

  • Demigod
  • Offline Offline
  • Posts: 3397

I was under the impression that the capsuleer has very little control over what happens inside his ship other than screaming at crewmen to do things, monitoring boarders and their shenanigans via internal cameras, opening and sealing bulkheads and pressing the big, red 'self-destruct' button.

In the very first chapter of (puts on helmet and body armour) The Empyrean Age, it showed the Amarr capsuleer getting frustrated that he couldn't really do much to save Falek Grange from the Blood Raider infiltrator and decided that the only option was to seal the CRU aboard his Harbinger and self-destruct. If he had more control over what's going on he would have detected the infiltrator attempting to prematurely release Falek Grange from his CRU, block said attempt, and then activate whatever fire control to repel the infiltrator or just vent atmosphere and send the sodding bastard out of the airlock.

From the looks of things, it feels like the capsuleer role in counter-boarding action is less like 'Ghost in the Shell' or hell, Shadowrun, and more like a game of FTL while ship is boarded by sodding mantis.

It is sometimes... problematic to take things from that novel into the established Eve PF.  Content team has been doing their best over the years to remove all traces of many of the things that came from that period of PF



« Last Edit: 07 Dec 2013, 15:44 by Silas Vitalia »
Logged

Lyn Farel

  • Guest

Maybe that capsuleer was a bit of a neophyte when it came to inner control ? Not that controlling a whole ship like they do means that they can't do the same with internal gimmicks and doodadery...
Logged
Pages: 1 [2] 3 4 5