Lets say you finished a long day at whatever you do, and your off to bed for the night. You go to sleep and..............
You wake up the next day in a strange bed, not only a strange bed, but you see Q sitting across from you with a bog smile. And he says:
" So you thought it was all a game or a Show on yout primitive dum down box? Well my new friend, You wanted the trek life, lets start it now. Your on the USS Enterprise, the crew is what you seen on the show you call TNG. But this crew isn't what you seen on that show. Now try to stay out of trouble will you, and don't be boring. "
With that he pops away before you can ask any questions, and your still in whatever night wear you had on. Up get out of bed, and the next thing you hear is. Intruder alert! Intruder alert! And a very loud alert ringing.
So, doing put into this situation by Q, what would you do next? Mind you your the same person you are now, you didn't gain skills to do anything in this time, your a person out of time, but you have one thing. Insight to what MIGHT happen on the Enterprise.
What Q didn't tell you, just by putting you on the ship, somethings changed from what you seen or know, but the main events are unchanged.
So what's yout next move? And no you can't make Q send you home. He will after he is done with you, that could be days, weeks, months or years, or maybe he will never send you home.
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(Oh BTW this is the Far Point mission the very begining.))
Comments
1.) Send Troi the cheerleader for some anti-psychotics and a real uniform.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
-- Institute much stronger computer security measures.
-- Send all civilians without a mission-related purpose aboard ship (i.e. children) home. They have no place aboard a ship that gets into mortal danger every other week.
-- Have all the so-called "manual overrides" ripped out and replaced with ones that are actually manual.
-- Order the laboratories to use physical boxes for hazardous materials storage instead of force fields. Ditto the brig, which should have actual doors.
-- Assign a security detail to any and all guests we receive for as long as they're under my roof. This is for their protection as much as to prevent Lore from impersonating Data.
-- Assign the physical sciences lab to develop lightweight body armor.
-- Actually listen to Worf when he has a relevant suggestion, like raising shields or increasing our alert level.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
- Two words: circuit breakers.
The events of the enterprise doesn't happen day after day after day. The whole scenario is preposterous, you'll probably get thrown into a secured medical chamber and get tests run on you till they are sure you aren't a saboteur.
My PvE/PvP hybrid skill tree
Because if I'm supposed to pull off the Picard Maneuver, no problem. I like tea. Earl Grey. Hot. And Shakespeare. And older women...
But if I'm Ensign Redshirt, I'mma putting in for additional tactical training and becoming Worf's best friend.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
If anyone questions my decision I'll yell that they need to respect their elders heck I'm probably Pickard's great great grandfather. Just do it and blast the nearest inhabited planet.
Just as long as I'm not the guy in the miniskirt. :eek:
Whatever's different, short of a chain of command of stubborn, targ-headed House of Duras Klingons running the ship, makes no difference. I know how Picard handled the situation with Q, and I know how to reveal the secret of Farpoint. Those are main points, which by the OP definition remain unchanged. Even if I'm a grunt, I'd be finding a way to put that knowledge to work immediately even if through the chain of command.
Farpoint, in effect, is a bit like knowing the ending to Myst. With foreknowledge of the all-important secret, its no challenge, you go straight to the secret and reveal it.
ESPECIALLY for the damn holodeck. That thing should literally have a plug that can be pulled out of a socket just outside of the doors in the corridor.
...and while I'm at it put a chair in the tactical station, the one place that you need to keep manned during a crisis and you're forced to stand there and hang on!?!
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So really how could you keep yourself on the Enterprise?
I really would need to prove your worth to the Captain, and his past record shows he doesn't really want to know to much about his future.
Now that you mention it, I also wonder what Temporal Investigations would have to say about the situation.
— Sabaton, "Great War"
Check out https://unitedfederationofpla.net/s/
2) Treat everyday like it's a war footing
3) Listen to Worf when relevant
4) Circuit breakers
5) Safer warp cores and ejector system
6) Limit holodeck use to training scenarios only
7) Better security
8) 6 unannounced battle drills a day
9) Give Riker more freedom of action
10) Listen to Data
-Lord Commander Solar Macharius
Why would I want to stay on the Enterprise, especially if Picard doesn't want to know about his future? I would be the first one off the ship and travel to wherever bookies are that lay odds on things that happen to starships.
Either that or ask why the ship only has two tac consoles :P
Can I kill Wesley?
Honestly, I think I can worm my way through it as doing a service for Federation citizens. If I don't, aren't Federation prisons more of a day spa than the current ones in the U.S.?
when the ships a rockin dont come knockin XD
We actually had a situation like that at the end of TNG season 1. Three cryogenically frozen people from close to our time are revived, stay with the crew for a time, then move on, one to descended family.
The third of those showed a bit of the way to stay on board. You're not going to get to be an ensign, not even a crewman, but you might get a bunk as a civilian consultant. Popsicle #3 was a former big business man, and understood cut-throat negotiations in a way the 24th century crew did not, making him annoying, but valuable in dealing with the Romulans. So to stay aboard, you need an asset the crew lacks or could always use more of: cut-throat negotiations, late 20th/early 21st century "historian", entertainer for 10-Forward, asst. barkeep, nursery worker (this is family oriented Galaxy-class after all), redshirt...sorry, goldshirt security muscle, etc. And if you're really willing, engineering could always use someone to scrub the ducts.
Timing would be valuable, too. The farther away from a star base when you board, the more accommodating the crew will be towards training you in some basic job that keeps you on board. Considering you are starting at Farpoint, I'm guessing that's far enough to get the ball rolling.
After that, utilise a little-known in the 24th Century skill from the 21st known as 'Seat of the Pants Improvisation'.
Get people to LISTEN to Q when he's trying to get us to figure something out instead of just getting childish about his methods...
Ensure Duras has himself an 'accident' before K'mpec's death...
Lead a mutiny against Jellico... (Offer the Cardassians an exchange; Jellico for Picard...)
...Probably end up joining the Maquis...
^Words that every player should keep in mind, especially whenever there's a problem with the game...
I know exactly what I'd do though. I'd tell the truth; that Q took me from the year 2013 and brought me to (what would be) the future. After Starfleet Security figures out there is little they can do about it, I'd jump on a Transport, head out to the Trill homewold, find Jadzia and marry her.
...then, well.