Hey, I had an idea for a Council Ambassador character that I would like to eventually resurrect. The more I look back on the story, the more I like it, both the set up itself, and the possibilities for interaction with other factions.
The Council ID piloting a Gallic Brigand ship was a faux pas on my account, that ended in the admins telling me to ditch the id or the ship. That key element to the story(and the fact that i loathe the appearance of the council gunboat, larger and smaller look cool though) led me to temporarily abandon the entire character. [EDIT] I am in no way upset at the admins, I was in the wrong on that one, and got caught up in the story, failing to notice the key flaw in the mechanics of the rules.
I would like feedback on 2 possible ideas.
1) I could rewrite the origin story to exclude the ship being commissioned to an outside faction, and instead make the Emissare Dore a council cruiser. Pros
+A cruiser would be a much more impressive contribution to a navy's vessels
+It is a magnificent ship, and the full scale capital size would enable some deeper role-play, even if just extra time maneuvering around to talk.
+A cruiser does make a bit more sense to send out on such a mission, detached from any possible help. A BS is almost always an agressive presence, but a cruiser is enough to be relatively sure the vessel will be able to sustain itself cut off from fleet support (as long as it doesn't try to start any wars), while still being low-threat enough to not instantly seed thoughts of invasion and destroy any diplomatic possibilities.
+My original plan was to RP building a relationship for a time, then RP bringing some supporting ships (other players) back to Gallic space to support the council, then return with an upgraded vessel due to the original mission's success, aka, was going to upgrade to a cruiser eventually, after a lot of RP. Cons
-A full scale capital ship coming into your space from foreign lands sends out some serious alarms, and if the first faction doesn't accept the help, it's almost guaranteed they won't let such a vessel pass through to contact other factions.
-I figured the initial missions "entrusted" to the visiting vessel would be very support related, offering heavier firepower to a fighter wing, or a fighter/bomber screen to a capital ship. Something that would allow it to be watched, and disposed of quickly if it turned out to be a trick. Also limiting possible access to any damaging intel or targets of opportunity. This sounds like a role for a gunboat more than a cruiser.
-The reason I thought it best that the original ship be other than Council make was this: they are locked in a bloody civil war, any ship bigger than a light patrol fighter being made is likely to be noticed, a gunship or bigger is GUARANTEED, and it's not likely that they'd let such a ship, especially if they found out or deduced its mission,escape. It would be caught beyond the support of it's fleet and destroyed by naval vessels before ever reaching the border worlds.
2)The other possibility for resurrecting this character idea would be to some how obtain the special permission mentioned in the tech chart, that allows you to use red cell tech. This, unless I am mistaken, would involve RPing with a Gallic Bandit player faction (perhaps as a pseudo character, the captain or admiral in the opening story, or a covert agent of The Council), negotiating an elevated price for the ship, and naming a beneficiary pilot to pick up the vessel.
A 3rd but kinda weak possibility would be to just IFF/ID as a brigand, but I hate that idea, it's so OOC that it would likely undermine most of the fun I would have with the concept. And I'd nix it if I were an admin on an RP server, so I don't even really consider it a possibility.