How are GMs handling kill team transportation and monitoring in long term campaigns? I don't really want a Watch Captain orbiting above them giving them orders and monitoring them. I may use that trope from time to time, but it won't be the norm. I also don't want them to have unlimited mobility.
From what I've read so far, I think I will handle it like this: The Watch Captain has multiple kill teams under his command. The Watch Commander passes multiple objectives to the Watch Captain, who assigns them to the various kill teams (the players among them), then plots a course for the transport ship that encompasses the various mission locations.
The transport will pull into orbit and disgorge a drop ship, likely a Thuderhawk or other ship specifically designed for this purpose. The player Kill Team will be inserted using this ship in neutral zones, or inserted using drop pods in hot zones. The transport ship will then proceed to the next location to deliver the next kill team.
The players will work on their objectives. Once they are complete, the drop ship will extract them, where they will wait for the transport ship to come back around and pick them up.
This allows me to put the players in situations where they are completely alone (with only a servitor operated drop ship for support), or have a Watch Sergeant orbit above them in a drop ship providing them with telemetry and situational awareness. For very important missions, the Watch Captain may actually stay and monitor the Kill Team.
How are others handling this?