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Difficulty: Medium Supervisors: Executive Officer, Commanding Officer Rank: Not defined Duties: Advise the crew, act as a morale figurehead, teach newbies. Guides: Leadership, Marine Law, Standard Operating Procedure, Guide to Engineering, Guide to construction, Guide to Medicine, Requisitions Unlock Requirements: Not available. Detailed Description: Your primary job is to act as an in-game mentor for new marine players, while also providing advice to command and the crew, with matters regarding Marine Law and Standard Operating Procedure As the Senior Enlisted Advisor you answer to the acting commanding officer, as well as the executive officer and any other officers in the chain of command. Special circumstances may change this. |__________| |
Overview
Senior Enlisted Advisors (SEA) are the senior most ranked enlisted aboard the ship. An SEA's primary objective is to offer in game mentoring to any crew member aboard the ship that may need help with matters especially concerning Marine Law, or Standard Operating Procedure however, you can help any other personnel that is new/inexperienced in a specific department, provided that you are confident in the operations in the department yourself. Additionally, it is their job to assist and teach new recruits the basics of how to work their legs and hands, how to fire a weapon, how to put on their clothes and how to take the dropship down to their early graves. With extensive access as well as an office directly connected to cryogenics, you have the ability to show others how to work the tools aboard the ship in order to help them understand what they must do within the capabilities of their role.
NOTE: SEAs can only be played by In-Game mentors and moderator+. You can apply for mentor by accessing this link Mentor Application
As the SEA you are not a part of the chain of command, and are not above officers in authority. You have the ability to tell enlisted to get into shape where it may be necessary but overall you should be playing as a support character.
A good SEA will:
- Take new players through the basics.
- Be a figurehead for the enlisted ranks.
- Follow both Marine Law and Standard Operating Procedure by the book.
- Advise command and other departments alike.
- Try to ensure every department is running smoothly.
Your Office
The SEA's office is where you will be able to oversee cryogenics and spot new people waking up. While you aren't required to sit here the whole round, it's a good idea to check back every once in a while to make sure any jarheads aren't left unattended.
Quickstart Guide
Training New Recruits
The most important job for an SEA is to train the new boots fresh out of cryogenics. Some may be unable to walk, use their hands, or even speak. The easiest way to identify fresh marines are by checking their rank. New marines that have just started playing (less than 9 hours of playtime) will be ranked E1 "Private". It's important you do what you can to get their attention and inform them of any controls and actions they may not know about. Once they have the basics down you should take them through prep and teach them how to fire a weapon. Additionally, you may teach them how to treat their own wounds, reload, use a boot knife, go through requisitions, and deploy.
Advising the Crew
If you end up with some downtime where there aren't and new crew to train, you can go ahead and check out the other departments to see how well they are functioning. Always be on the lookout for people that may need help with their department, and try to teach old dogs new tricks wherever possible. This is also a good opportunity to rustle some feathers and tell the enlisted to shape up and follow regulation. As you are the SEA, you live and breathe regulations by the book. It is your life's work.
Morale on the Field
Finally, as the SEA you have the ability to deploy and bark out morale-boosting insults like the old man (or woman) you are. You have a good set of leadership and defensive skills that allow you to move around the base of operations on the field in order to provide support. Just as you would on the ship, this is also a great opportunity to tell marines to police their moustaches and put their armor on. You should NOT be fighting alone and be leading when deployed. You are allowed to lead charges if you take the initiative and even squads with the command's approval. NOTE: Until the removal of this notice, SEAs should not be leaving the ship barring exceptional circumstances, or to aid with the FOB. They should not be near combat and if the situation on the surface becomes too dangerous they are to return to the USS Almayer.
Construction and Medical
The SEA may deploy to the field and perform support duties at their own discretion, such as Lazing CAS, constructing barricades and putting that medical skill to use if not using them to teach departmental members regarding their role.
Remember: SEA is still a supporting and leading role, and you are expected to do those above all else.
Teaching other players comes before leading a charge
Orders
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the character's leadership skill is, an example being that the Commanding Officer's order will last longer than a Squad leader's order. The leadership skill also determines the intensification of the ability, the higher it is, the more intense the effects of the order are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.
Orders: | Description: |
---|---|
Move! |
Increased mobility and chance to dodge projectiles. |
Hold! |
Increased resistance to pain and combat wounds. |
Focus! |
Increased gun accuracy and effective range. |
Your Skillset
To find out about how the skill system works head over to the skills system page.
Guides
- (Your guide here)