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"How to Play the Classes of RPG-X"
Tips and guidelines towards making the most out of playing the different classes of RPG-X.
Written by Jenson
Edited by Academy Faculty
Find the original threads [here (http://www.last-outpost.net/forum/index.php/topic,832.0.html)] [here (http://www.last-outpost.net/forum/index.php/topic,831.0.html)] [here (http://www.last-outpost.net/forum/index.php/topic,830.0.html)] [here (http://www.last-outpost.net/forum/index.php/topic,833.0.html)]
Security Department written by Jenson
The job of CoS is often not used properly. One of the obvious duties of a CoS is to man the weapon's console on the Bridge and to repel intruders if necessary. Many people do not; however, know what to do during downtime as a CoS. Unless you have a bad CO or a plot involving a war, you won't be in combat all the time, and you might not even be in combat at all. Combat represents only a small portion of your role during an RP. Your role on the bridge at your tactical station generally includes announcing hails, detecting any ships that may come into range, ensuring that weapons systems are optimum and all times, and making sure the ship itself is secure. During downtime while you are at your bridge station, you should scan consistently for any vessels, take note of internal conditions, recalibrate your targeting scanners and weapons systems, etc. Again, the more you get into character the more enjoyable your RP session will be—even with a bad CO.
When you are away from your bridge console, you are free to do a much broader range of activity. First, you could stop by the armory to take an inventory of weapons, inspect weapons, or make a report on a routine matter. You can also head to engineering and take a look at your weapons systems, check on a prisoner in the brig (if applicable), or do a patrol of the ship. If all else fails, enjoy your down time and head to 10-forward to talk with a crewmember to develop your character.
Now let's lay some ground rules for combat situations. Combat situations are vital in many RPs but they can be a very sloppy affair. Here are a few simple guidelines:
1. Fire weapons realistically—depending on what class of ship what is reasonable for firing will differ. Generally, I recommend firing phasers twice and then torpedoes. Unless you are on an advanced class of ship, do not fire phasers more than one at a time. The ent-e, for example, allows you to fire more than one arc at a time and overlaps the previous sound to make it realistic. Whatever you do, don't overkill it. Use your basic knowledge of Star Trek to know how much it would generally take to destroy a ship and be reasonable with the damaged sustained on both sides. You lead the combat aspect of the plot!
2. Do not have your weapon drawn unless it is needed/called for by the situation. I have seen far too many people walking around with a rifle in their hands during green alert and nothing going on—this is not a good habit.
3. NEVER fire at a person unless called for by the plot. Even if it's a friendly jest, don't do it...ever.
4. Report to your post during yellow or red alerts. Unless you are specifically needed elsewhere, you should be at your tactical station as combat is more likely to occur. If you are playing a junior Security Officer, you should probably head to the armory, grab a weapon, and patrol the ship. If the CoS is otherwise engaged or incapacitated, you should man the bridge tactical console in his absence (in combat or in normal operating mode).
5. Don't fire during an RP just because you are bored. The loud noises caused by weapon fire can distract a person actively engaged in the RP and ruins the environment. Keep this in mind when you are doing "training sessions" in the holodeck as well. You may think the weapons fire makes it more realistic—but it can distract people in the other rooms as they can hear your weapons fire, and may think that you're n00bing.
6. Don't have intruders on the ship unless specifically called for by the CO/XO. Read my notes in the CO guide for more about intruder alerts.
Science Department written by Jenson
As a science officer, your role will center on scanning phenomena, conducting long range scans for vessels, studying new things, and being an ops officer of sorts. If an ops officer is not present during an RP, it's a good bet you'll be called to perform some of those duties. In Star Trek: TNG, Data preformed duties very similar to a science officer yet held the title of ops. Indeed, the roles of ops and science officers are very similar and only differ in the fact that ops officers tend to deal more with engineering matters and scientists tend to deal more with...well, scientific matters. If you are in an RP that does not center on science, you will most likely have quite a bit of downtime and your duties will probably center on the sensor system. You should; however, be a true scientist and take the occasional scan of a phenomenon without being prompted to. Take your scans down to the science lab and study them in more detail, constantly check your long range scans and compile your findings. If you have nothing else to do, head down to astrometrics and look at stellar phenomenon with greater detail or head to engineering to recalibrate your sensors. Again, the more involved you become with the work of your character, the more interesting your role playing session will be.
As a science officer, you also have a good deal of power to move the plot forward if it gets in a rut. You can always find some fascinating stellar phenomena, have one appear, or have an interesting ship on scans. It's probably a good idea to ask the CO if it is okay introduce a major event into the plot, but if the CO is running out of ideas it can be a great way to bring the story back to life.
The CO will also rely on you to keep the bridge crew informed about what's happening outside the ship. New contacts, big changes you'd see on sensors, etc. should be reported. Often times because of the critical nature of these reports, the CO will PM you the gist of what you need to find on sensors.
Engineering Department written by Jenson
The engineering department is one of my favorites. It is the most active role you can play (besides the CO) and is a job that is both engaging and fun. I personally recommend that you do not take an engineering position unless you have a fairly good knowledge of Star Trek and its technology. While you won't have to necessary use technobabble, knowledge of what you are maintaining will serve you very well. As a Chief Engineer, you'll have to divide your time between your two posts, the bridge and main engineering. This is a very difficult balance to maintain and it's difficult to describe when you should be in either place. As a rule of thumb, be on the bridge when things are calm in engineering, there are no repairs to be mounted, and no outstanding work for you to do. Also, be on the bridge when critical situations arise where it is unlikely you will take damage. Being on the bridge during these times can allow the CO more plot opportunities and give you a chance to be more active in the plot during what would normally be your downtime. Anytime there is an alert, it's probably a good idea to be in engineering. If you have someone working Ops during an RP, you don't need to worry as much about keeping the bridged manned, as the Ops officer can assume a lot of those "engineering on the bridge" duties. Let me quickly run through the cannon engineering procedures during Red Alert.
During Red Alert you should do the following:
Go to engineering (unless there are special circumstances)
Seal blast doors
Raise warp core containment field
Run level-3 diagnostics periodically (Cannon says 15 minutes, but RP time is obviously different)
The first two should be done by any CE, the third is completely optional. I tend to announce via local chat that a level 3 diagnostic is being run but that's just me. You can actually "do" the diagnostic as well if you have downtime during a Red Alert.
During Yellow Alert you should do the following:
Be in engineering (unless there are special circumstances or a situation that probably won't involve damage)
Run level-4 diagnostics periodically (see the note I made below RA procedures)
After a situation where you are damaged, you will need to effect repairs. You should delegate some of the work to your NPC or PC subordinates and yourself work on repairing the systems. How you do this is completely up to you and varies from person to person. If you'd like to see a demonstration of what I do, please let me know sometime on the server. Even if the ship is not damaged and you have some downtime, you can always tweak some systems if nothing exciting is happening on the bridge. Find ways to engage in your fictional work—that's what role playing is all about.
One quick note, core breaches are to be avoided unless explicitly asked by the CO. You may create a situation in which you say a core breach is possible; however, do not actually create the breach without the consent of the CO.
Medical Department written by Jenson
The medical department is very often overlooked yet can serve a key function—especially in more advanced RPs. I find that the medical department is usually the last to be staffed, why? Because people tend to neglect it. I myself enjoy the medical department as it allows me to use more of my imagination. Futuristic medicine is a playground for the imagination but its one big downside can be that you won't often be the focus in the RP. Unless the CO is having a medical-centered plot (in short supply nowadays), it is very likely that you will have quite a bit of downtime before you are used. Generally the more seasoned CO's will try to incorporate you into the plot heavily at one time and not as much during the rest of the time. With your free time explore and develop your character and give sickbay your personal attention. When I have downtime in sickbay, I go emptying and cleaning the hyposprays, monitoring the new medicines, checking in on patients (if there are any), looking over my latest imaginary virus cultures, run scans, bring in medical supplies from the cargo bay, etc. I give myself work to do as someone in a real life medical profession would have to do. This may sound dull and ridiculous but I honestly enjoy it immensely.
Naturally, you won't have downtime all the time (unless you have a really bad CO...there are a few) and even if the CO doesn't actively include you in the plot, there's a good chance someone might die intentionally or unintentionally during the RP requiring your services. If someone unintentionally dies, don't immediately go up and revive them (unless it's critical to the plot), scan them, quickly assess the situation, pull out your medkit and proper medication and heal the patient. If the patient has a broken arm or leg, or burns of any sort, try to be as canon as possible—don't treat them with just a hypospray. Use the dermal regenerator to heal the wound/injury and then use the hypospray to "relieve the pain". Depending on the severity of their injury (and their importance in the plot) you may even choose to ask them to report to sickbay. This seemingly minor function can be turned into a great RP moment simply by playing the part.
Medics should also be aware when the ship encounters a new form of life be it a life form, virus, or microorganism. You are the biological scientist on board the ship and should act like one during an RP! One thing medics should avoid is ship-wide checkups. Such check-ups require everyone to drop what they are doing and come to sickbay which can easily disrupt the plot. These are best avoided unless the CO requests it. Of course you can call an individual crewmember in for a check (make sure they aren't too busy in the plot) but don't call everyone at once. One final note, don't kill off someone or diagnose them with a terminal illness unless it is reasonable and called for in the plot (and you have CO/char approval).
Medics, your task is unenviable and difficult to describe in a guide. You best learn how to be a good doctor by being one