You get comfortable in your chair, and order a hyperspace route to the destination of your mission; a small system, with no habitable planets, or otherwise noteworthy planets. It has no stations, too. The system itself is only used for trade routes, which attracts a small amount of pirates every now and again.
During the transit, you familiarize yourself with some of the NCOs. The most notable ones at the moment are your Weapons Officer, Training Officer, and the Engineering Officer. They're all fairly dedicated, and were successful in their respective classes. The Weapons Officer finished his training 2nd in class, the Training Officer fairly high, and the Engineering Officer 3rd. They're all agreeable with a stricter drilling regime, and appear to actively encourage the occasional drill alert.
You also consider creating a new ship motto, like "Only Death Ends Duty", but you'll have to put some more thought on that.
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You arrive at the site. Sensors indicate the merchant ship you were sent to investigate, floating in space with it's engines offline and some hits on its hull. Sensors also indicate life signs on board. You can always query the sensors operator for more information if needed.
However, sensors detect one more ship, a small battle corvette, of an empire design, but doesn't appear to be registered. Life Sensors also indicate life signs on board.
It appears that the corvette has detected you and is now moving towards you, with weapons charging. They seem fairly suicidal to take on a frigate, though. It would appear the cause of this is that they're a fairly aggressive variant of pirates, and diplomacy would be a bad idea. You better start moving now if you want to take it with minimal damage. What do you do?
Troops are ready for deployment.
Crew and Troops are at high morale.
Syllarn - All Systems Functional. No Hull Damage.
Corvette - All systems functional? No noticeable damage.
Merchant Ship - Engines offline, slight hull damage.
Mission 1 - Investigate distress call of a Noble's Merchant Ship (current)
Mission 2 - Patrol Sector 30-50
Freelancing is available.
200 Green Marines - Light armor (EVA Capable), Pulse Laser Rifles
50 Green Guards - Uniforms, Laser Pistols
50 Green Armored Marines - Heavy Armor (EVA Capable), Pulse Cannons
You have enough dropships to last a while unless an extreme amount are destroyed.
Your ship is sufficiently stocked with boarding pods, and the means to fire them.
In Combat?
All Systems Fully Operational
Crew: 200/200 (high morale)
Hangars are functional.
Weapons:
Spinal Beam - A heavy hitting beam weapon that's placed alongside the ship, and can only be upgraded, not replaced or removed. It's power usually changes according to the ship type.
Burst Laser Turrets - Freely rotating turrets used for point defense, and general combat. Fire lasers in short bursts.
Boarding Pods - Small pods that fit a squad. Fired upon the destination to send soldiers to. Burrows a bit into enemy hull commonly.
Healthy
Captain Uniform
Known Others:
Weapons Officer - Subordinate (Skilled)
Training Officer - Subordinate
Engineering Officer - Subordinate (Very Skilled)
Galahad Sisarn (Fellow Trainee) - Friend
Fleet Commander - Ranking, Neutral
For future reference, travel is based around a hyperspace drive. It supposedly creates a temporary 'rip' in space in front of it, and accelerates through it, with the hyperspace drive creating a special energy shield around the ship to allow it to safely enter the 'rips' and travel through hyperspace.
Also, just so everyone knows, the ranks are in no way definitely similar to real world ranks, even if they share the same name.
Just as a note, if you see any unnamed people, feel free to give them names.
And one more question, what do you feel about dialog? Should I every now and again slow down pace and allow you to come up with the individual ideas to talk to whatever person, and if so, at what frequency, and at what occasions?