KillerWave: If you can do that, that'll do nicely
. As usual, I was looking at the most complex solution first, just in case it was doable
.
I'll get you a screenshot of the Lexington from Armada asap... but first, I need to download something that can take screenshots
.
Death's Head: Yes, I see your point about launching things without a hangar (though I daresay, the player would be too busy to notice). Of course, we could change the texture on that one, too
.
Now, your other points would be correct in most circumstances, but not necessarily here. It's actually more likely that that troopship would be there than that the Dauntless would still have a squad of Marines. If you look at that bit of fiction I sent you a few weeks ago, you will remember that the Dauntless just took part in a Marine/Fleet operation. Now, that troopship didn't just teleport back to BW HQ
. The Dauntless, on the other hand, is highly unlikely to have its own squad of Marines. Also, remember that the Intrepid's problem with getting Marines was mostly due to the fact that "things got hairy in the Lennox System". The BW isn't at war right now (though they are preparing for one), though.
Still, if you don't want the troopship, that's fine
. It's one less capship to worry about
.
The fiction will clarify how it starts and how things are laid out, to a point. I think we need to clarify things more about what happens in-flight (which the pre-mission fiction obviously can't talk about, since it hasn't happened yet).
Look, let's stop with this making things less hard on the programmers. Either we're going to make proper missions, or standard three nav cat/bugfests. If we have the player told where to go after nav3a, then we might as well just have the Fralthi appear on the map as nav4. I don't want that. We only have eight missions here - let's make them as good as we can. Also, as far as I can tell, having two comms at every nav isn't any more complicated than having the player told where to go at nav3a.