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Member Responsibilities and Expectations
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Behavior Expectations
All Members are expected to act professionally, as becoming of a Starfleet Officer. Yes, I realize that this is just a game, but that does not give anyone the right to be rude or disrespectful to any other member. Treat others as you would want to be treated. And most of all, HAVE FUN!
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Recruiting Responsibilities
Though I don't require the crew to sit in a chatroom and try to recruit, any help would be appreciated, whether in the form of a recruit room, or just telling your friends about the sim. Without crew, there is no sim, so we need to keep it filled up.
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Moding
Moding is the act of creating action. This can occur in a variety of ways. Members cannot openly attack any other crew member during the sim unless it is part of the storyline, and all involved know that it is going to happen. Along those lines, a member cannot kill or wound another officer without the other's permission first. During simulations, members are not to create actions without the expressed permission of the CO. All members can suggest, or if ordered to fire, can fire. The CO is the only one that can tell the outcome of your action.
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Sim Rating
Deep Space Nine is rated R, so no one under 17 may join. Violence, however
heavy, is allowed.
Swearing is allowed, but not every other word. I don't allow heavy sexual activities in the sim. Hugging and kissing is pretty much it. Anything you do in IMs or a private room with your characters is up to you, though.
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Creativity
I like to encourage creativity among all crewmembers. I look forward to receiving your suggestions for technologies, simulation story lines, and character development VIA E-MAIL for review. If you tell me in an Instant Message, there's a higher chance of me forgetting.
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Character Creation
Some species will not be allowed in the sim. Those include God-like beings (Q, others, unless they're stripped of their powers). Created
species are allowed, but must be approved by the Captain first. Non-Federation members should have a good backstory as to why they've joined Starfleet.
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Multiple Characters
I don't have any problem with members of the crew creating more than one character for the sim.
In fact, I would like to see those with the capability to have a regular
character, and a secondary recurring character to fill an assistant
position, that can help out when we're short someone. That is, however, not
required. However, no mun is allowed to have more than TWO full time
characters. Any others must be recurring only.
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Resignations
All members have the right to resign their position for any reason at any time. I ask that a formal letter of resignation be submitted to me and the Executive Officer. You will then be removed from the mail-string and website. I would also prefer that any resignations are done in a professional and adult-like manner. We're not looking to make enemies.
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Removals
The Captain reserves the right to remove someone from the sim for any reason. However, if someone is removed, it will be for a good reason, such as disruptive behavior, or constantly missing sims. Anyone that is removed is welcome to apply to rejoin if they wish.
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Re-Admittance
Members who have resigned can be re-admitted with the Captain's approval, and in most cases will return at the rank held at their departure. Members who were removed must submit a formal request for re-admittance that includes the reasons why I should allow you back onto the sim. Not all former members will be granted re-admittance, and some that are will start back at Lieutenant(JG).
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Attendance
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Being On Time All crew are expected to be at every scheduled sim. I'm fairly strict on this policy, because though I know this is only a game, and that everyone should have fun, when crew start not showing up, someone else has to cover that position, giving them double duty. And that's not fun. Though I usually open the room and begin inviting about 30 minutes before sim time, I need everyone on 10 to 15 minutes before hand for roll call, the briefing, announcements and other things such as promotions and award presentations.
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Staying The Whole Sim Once I call for attention, I need everyone on the crew to stay put, unless it is unavoidable for some reason. Again, when someone has to leave early, I have to find someone else to cover the position. Each member of the crew is expected to pull his or her own weight in the sim, so I need everyone from "Attention on deck!" to "Dismissed!"
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Tardy and Absent Notices I understand that things come up IRL, and sometimes they are rather unexpected. I would like to see all members give a 24 hour notice of Tardy or Absence to myself or the XO via e-mail. If this was not possible (i.e. An emergency situation occurred that you couldn't get out of), then alert me at your earliest convenience. Whatever the reason for an absence, if I'm not given an explanation either before or after, it will count against you.
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Medals and Promotions In giving promotions and medals for Simmer of the Year and Month, I focus first on attendance. Each member of the crew receives a star after each sim they have attended. After a certain number, a promotion comes. To receive Simmer of the Month, a crewmember must have attended every sim for that month, or they will not be considered.
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Three Strikes Policy If a member of the crew misses two weeks in a row without notification, they may be demoted by a rank. If a member of the crew misses three weeks in a row without any notification, the Captain reserves the right to remove them from the sim.
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Other Removal Though I try to be fair and allow people to miss a certain number of sims with notification, after a while it will come to the point that I need someone who can be at every sim. In this case, I reserve the right to remove a crewmember from the sim.
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Leave Of Absence If a member of the crew is going to miss quite a few sims in a row for whatever reason, they may ask to be placed on a Leave of Absence, so that I won't be expecting them, and will hold their position until they return. I'm willing to go some time with someone on a LOA, but again, after a certain amount of time, I'll need someone at that position, and may replace the position.
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Sim Structure
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Command and Control
The Command Structure is as follows. In most cases, new members with prior sim experience will start off at the rank of Lieutenant(JG). New members with no prior experience will start at the rank of Cadet, where they will be evaluated for the first four weeks. The Flag Officer ranks, Fleet Captain and Line Captain will not be held by any regular member of the crew (aside from the CO), except in special situations.
FLAG OFFICERS
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Fleet Admiral
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Admiral
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Vice Admiral
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Rear Admiral
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Commodore
LINE OFFICERS
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Fleet Captain
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Line Captain
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Captain
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Executive Commander
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Commander
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Lieutenant Commander
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Lieutenant
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Lieutenant(JG)
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Ensign
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Cadet
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Chain of Command
All members must show due respect for all officers of higher rank in all situations. If you have issues, please report them to your department head. Issues then rise up the ladder from there. If the issue is serious enough, then it will reach the Captain.
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Proposals
All proposals for the sim must be directed to the Commanding or Executive Officer of the sim via official e-mail. The e-mail must give a detailed accounting of the proposal for review, including logs of conversations, images if you have them, and specifications, just for a few examples.
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Positions
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Below are a description of the ranks used on
DS9 and its auxiliary starship. Each position is the same on both the starbase and the ship, though in some cases the name is different. Please familiarize yourself with the position you hold.
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Commanding Officer (CO) The single officer responsible for the safety of the crew, the success of their missions, and the completion of their duties. The Commanding Officer has final accountability for all of the actions taken by their crew, and Starfleet goes to great lengths to prepare a CO for the job that they will face, including the understanding, interpretation and execution of Starfleet regulations and guiding principals. The CO alone posts the action statements, unless he/she orders otherwise.
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Executive Officer (XO) The Executive Officer, or First Officer, is responsible for working as a go-between for the CO to the ship's crew, as well as insuring that the orders of the CO are carried out as directed by all hands. The Executive Officer is responsible for ensuring that all stations are operating at peak efficiency. During emergencies the Executive Officer may be placed in Command of the vessel. The Executive Officer, with the agreement of the Chief Medical Officer, can remove the Commanding Officer from duty if the situation warrants.
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Helm Officer (HELM) Helm officer, or Flight Control
Officer, incorporates two job, navigation and flight control. A Helm Officer
must always be present on the bridge of a starship, and every vessel has a
number of Helm Officers to allow shift rotations. S/he plots courses,
supervises the computers piloting, corrects any flight deviations and pilots
the ship manually when needed. Helm Officers are only used on the auxiliary
vessels and shuttlecraft.
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Chief Operations Officer (OPS)
The Chief of Operations is in charge of
monitoring the status of the station or ship. While the Commanding Officer
and Executive Officer oversee the daily functions of the crew, the
Operations Officer is responsible for overseeing the functions of the
station or ship itself. By monitoring the status of each system through
his/her console in Main Operations or on the bridge, the Ops officer can
prioritize and allocate resources to various departments as needed. Most
prioritization and allocation is done by the computer, but constant
monitoring ensures that all situations are taken into account, especially
during alert situations. In addition, a station's Ops officer is responsible
for providing general status information to the computer and to individual
departments to inform them of any changes that might affect their normal
operations. During alerts on the auxiliary vessel, the Ops officer is
responsible for the allocation of power from the ship's warp reactor and
fusion generators to permit the vessel to meet any demands made of it. The
Ops officer typically controls the communications systems of the station or
ship, both station-to-ship and ship-to-ground, and oversees docking
procedures for incoming vessels.
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Chief Tactical Officer (TAC) The Chief Tactical Officer is responsible for firing weapons, raising and lowering defenses, changing the station's alert status and opening communications to other vessels and planets, if an Operations Officer is not present to do so. In some cases, the TAC officer may double as the Chief of Security.
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Chief Engineer (CENG) The
Chief Engineer is in charge of
maintaining the ship's engineering functions. The Chief Engineer is the
department head to which all junior engineering officers report. As such, he
or she is responsible for the overseeing of all systems of a station or
vessel and making sure that they are kept in prime operating condition. In
addition, the Chief Engineering Officer is also responsible for coordinating
operations with other departments regarding their instruments and systems.
For example, the Chief Engineering Officer shall coordinate all tactical
systems with the Chief of Security and Tactical Officer. Other related
duties, such as ship wide diagnostics, are also coordinated through the
Chief Engineering Officer. CENGs may also be called to participate in away
team missions at the discretion of the CO and XO.
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Chief of Security (CSEC) The Chief of Security is in charge of the safety and well-being of the crew
and passengers. Security officers have the responsibility of coordinating
all of the internal and external security for a station. This includes
managing and leading security teams to provide a constant presence
throughout the station while minimizing visibility and any minor
inconveniences to the crew. In addition, special hosting of dignitaries and
ambassadorial staff shall be conducted by the Chief of Security and his/her
staff as well as armory inventories, security team personnel assignments,
and detailed counter-intelligence measures to prevent sabotage or terrorism
aboard a station. The security office is located on the Promenade, as well
as several holding cells for those needed short-tern detention until
transportation to other facilities can be obtained.
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Chief Medical Officer (CMO) The Chief Medical Officer is responsible for the physical health of the entire crew, but does more than patch up injured crew members. His/her function is to ensure that they do not get sick or injured to begin with, and to this end monitors their health and conditioning with regular check ups. If necessary, the Chief Medical Officer can remove anyone from duty, even a commanding officer. Besides this he/she is available to provide medical advice to any individual who requests it. Additionally, the CMO is also responsible for all aspect of the medical deck, such as the Medical labs, Surgical suites and Dentistry.
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Counselor (CNS) The Counselor is responsible both for advising the CO in dealing with other people and races, and in helping crew members with personal, psychological, and emotional problems.
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Chief Science Officer (CSCI) The Chief Science Officer is responsible for all the scientific data the station collects, and the distribution of such data to specific sections within the department for analysis. He is also responsible with providing the ship's captain with scientific information needed for command decisions.
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Chief Diplomatic Officer (CDO) The Diplomatic Officer of each station must be familiar with a variety of
areas: history, politics, economics, and military, and understand how they
affect potential threats. A wide range of operations can occur in response
to these areas and threats. These operations occur within three general
states of being: peacetime competition, conflict and war. S/he must be
equally flexible and demonstrate initiative, agility, depth,
synchronization, and improvisation to provide responsive legal services to
his/her CO as well a diplomatic advise on current status of an alien species
both aligned and non aligned to the Federation. The Chief Diplomatic Officer
must be versed in all Diplomatic information regarding the current status of
the Federation and its aligned and non aligned neighbors.
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Chief Intelligence Officer (CIO) The Chief Intelligence Officer is in charge of gathering intelligence on other races, or about any situation that may come up. When they gather what data they can, they report it to either the Commanding Officer or the Executive Officer. In some cases, the CIO may be paired up with TAC to become SOPS.
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Department Transfers Any member of the crew is allowed to transfer to another open position, if he/she is not happy at his/her current one. Simply email the Captain with the position you'd like to transfer to, as well as why, and it will be done.
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Senior Officers Though players are allowed to have multiple characters on the sim, no one is
allowed to hold more than one senior officer position. Some exceptions may
be made (such as one character playing both TAC/CSEC), but generally all
senior officers should be played by a different player.
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Inter-Sim Relations
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Banner Exchanges
We welcome banner exchanges with any other simulation that desires one. We honor this alliance with a banner exchange and link on our website, and expect to see the same on the website of the sim proposing the exchange.
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Respect For Other Sims/Fleets
If a member of another simulation or fleet visits Deep Space 9 for a sim, I expect for that person to treat the sim and it's members with the utmost respect during their stay. In return, if a member of DS9 visits another simulation, I expect the same thing.
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