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'''Good luck Commander.<br />'''
'''Good luck Commander.<br />'''
==Sources and Reading==
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=4631 Marine Combat Guide (General Tactics and Strategies)]

Revision as of 15:08, 28 September 2016

COMMAND
Commander.png
Commander
Difficulty: Very hard
Supervisors: Marine Law
Rank: Not defined
Duties: Lead your platoon and complete the mission.
Guides: Leadership ; Marine Law
Unlock Requirements: Not available.
Detailed Description:
|__________|
Not defined
|__________|


"How many drops is this for you, Lieutenant?"

"Thirty-eight. Simulated."

"How many combat drops?"

"Uh, two... Including this one."

― Ripley, Lt. Gorman and Pvt. Vasquez, Aliens

No army operates without a good leadership, an army without a chain-of-command is a defeated army, it's your job and duty to represent the United Americas Allied Command and cooperate with Weyland-Yutani to solve the situation down in the planet.

Your mission

You are the commander of the USS Sulaco where you have been tasked with a mission to investigate an automatic distress call from the colony on the planet LV-624. Your mission is to command the marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the colony. Your ship contains a platoon of 4 squads of marines and the ships crew (including the MPs, bridge officers and so on) which makes up 5 squads. Your sole objective of this mission is to find out what happened, deal with the situation, possibly evacuate any ground personnel and go home with minimal loses. The lives of your platoon rests on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.

You will also need to brief the marines on what they will be doing as in for example: "Marines we have received a distress call from the colony Lazarus's landing where we have been dispatched to investigate.(This is just an example of what a commander could say and after that you can assign objectives for each squad). How you want this mission to go is entirely up to in order to complete the mission.

You will also be held responsible for the failure of the mission if it turns south and will possibly be demoted if you have not met acceptable standards so think carefully about your decisions. As the commander of the mission you are to be in RP at all times from briefing the marines to ordering squads around so don't act like an idiot!

Note:Do not what so ever, commit suicide during any period of the round since you will be given a ban from all commanding roles if you are doing this.

Your tools

Technically you can go to planetside and be part of the operation ,provided you leave the Executive Officer in charge of the Sulaco, however, that's EXTREMLY not recommended since you are more useful on the sulaco for everybody including you.

As commander, your biggest tools are not weapons and granades, but the leadership and all military structure under your command:

  • The bridge staff: This are the direct successors of the command if you are away and have the main mission of helping the squads down below, they operate by using the overwatch consoles to support the squads and by micromanaging them so you won't have to concetrate in four squads at the same time
  • The marine platoon: you have four squads under your command, each formed by 1 Squad Leader, 2 Combat Medic, 2 Combat Engineer, 1 well equipped Specialist and endless waves made from fresh reinforcements of redshirts, erm... Standard Marines. In the course of the operation, you will be more in contact with them, give orders to them (but give to the Squad Leader first) and generally maintain order, structure and discipline of the marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.
  • The Military Police: A handful of Military Police marines taht answer directly to you, they are here to hunt anyone that breaks the Marine Law, use them to make sure nobody is breaking the marines don't get unruly on the sulaco.
  • Medical staff: SInce they are civilians, they don't receive much orders from you, altough they will listen. They are led by a Chief Medical Officer and composed by Doctors. It's recommended you let them autonomous for Roleplay and gameplay reasons, since that micromanagement can make their job worst than it is. Researcher is also a medical sure, make sure to provide them resources and ask them for shining equipment for your goons.
  • Engineering: The engineers don't do much besides setting the engine up and fixing any borken thing on Sulaco. It's important to note that you can authorize the Maintenance Technician to go down planetside to assist in the construction of the FOB.
  • Supply:Supply is an important part of the Sulaco, they provide weapons, equipment, supplies, medicine and ammo for your ship and marines. You should always have direct contact with the Requisitions Officer to coordinate supply drops and what to call from the outside.

You also have the incredibly useful Communications console, with the various abilities of:

  • Making a general annoucment: a general annoucement will be heard by ALL marines whatever they are (But not survivors or xenomorphs), they are always a good idea to use when you want to reach all the marines at once.
  • Sending a message to USCM High Command: Even the boss has a boss, sometimes in times of need you need to contact the High Command to ask for their support or to inform soemthing important to them.
  • Send a distress signal: Sending a signal will spawn a crew of Mercenaries or a infected pod full of xenomorphs composed by dead players, usefull for when you need help defending the ship and want to call those dead players back to the action.
  • 'Activate the escape pods: the aliens are infecting the ship and fighting them seems impossible, but you can always use this option for when you want to preserve the lifes of your marines and escape like a coward. The escape pods will take 20 minutes to recharge and 3 minutes to launch.


Mutinies

Mutinies are an RP scenario that can or will possibly happen if the platoon thinks you have been doing a terrible job.(If this is occurring simultaneously for some pathetic reason then this is an act of grief so please report this to the admins.)

A mutiny can be peacefully done if you are willing to step down from command so listen to your platoon if things are heading south to avoid this. You will be given multiple chances in stepping down peacefully so take them if you know what is right for the marines.


Good luck Commander.


Sources and Reading