Player name you use the most: Roberto 'Taco' Moreno
Make a list of links to all of your applications and (job)ban appeals, including whitelist and staff apps, within the last year. Also, provide "Ban reason; Verdict" beside each (job)ban link:
- Example: viewtopic.php?f=67&t=10027 | Griefing; 3-day ban
viewtopic.php?f=143&t=15039 Commander whitelist - Didn't get enough votes
viewtopic.php?f=143&t=15322 Commander whitelist - Forgot to put in an expiration date for the poll
viewtopic.php?f=87&t=15099 - An overzealous ban from your robocop admin that Apophis fixed.
- Exact formatting is helpful but not required.
Do you understand that any player - even donors or staff members - can have their whitelist status revoked should they break our Server Rules or Roleplay Guidelines?
Of course, I take this server and it's rules quite seriously. We're all here to have fun, and we shouldn't be engaging in play that would harm others abilities to allow them to participate in the game.
Do you understand how the Battlefield Execution functions?
Yes I do. It is a privilege that will take a player out of the game, at least from their marine role. By enacting this right I fully understand and I will take full responsibility for my actions.
I'm not a huge believer in BE's, thus I doubt I would find my self in many situations where I would use such authority, however, that isn't to say they don't have their place. In some circumstances they could potentially lead to good RP opportunities.
Do you understand you are not above Marine law, or allowed to enforce it yourself?
I have played as an MP and the CMP many times. I have had to speak with many an XO and CO about the legalities of X,Y,Z situations. The only situation I haven't ever been apart of is a mutiny, on either side (Minus extremely small mutinies that might not even be able to be considered mutinies)
What do you think is the job of a Commander?
To provide a hub for communication and leadership through out each round. While the commander doesn't necessarily participate in the action, they can have a massive effect on how the round plays out via the orders they give, and the way they react to the dynamics each round brings. I believe the Commander should be the source for role play for the Marines. While each Marine can create their own story, I believe that through a trickdown effect the commander should be able to provide opportunities for everyone to engage in that provide fun and exiting role play.
If a member of your staff is disobeying orders, how would you handle it?
How you enter in to conversations if going to have a profound effect on how the recipient reacts to your conversation. If I immediately charge in and demand and order X,Y,Z without taking anything in to account, the person to which I am speaking with is going to resist and be on the defensive the entire time. By placing them in to this position I am failing myself and my subordinates by not actively engaging in an objective leadership style. The commander needs to be flexible and find options that will help drive the round into a positive direction for parties involved. While brig time and executions are necessary, they are not always the best option. If I have an SO refusing to send a group of marines in to a cave without proper rece, and I simply barked these orders at them, who's in the wrong here? I should be asking that SO if they have a better plan, after all they might have more information than I do.
Why should you be whitelisted?
I've been playing on CM for a number of years now, and I believe I am competent in Marine law, in how the command structure works, in giving advice and providing leadership. I want to be able to have more opportunities to role play, and provide these opportunities to others, role play is what brought me to CM after all.
Here is an example of a briefing I would I give.
Good morning, Marines
As you may already know, we recently arrived in orbit around the Colony of Solaris Ridge. Upon entering the system, we picked up the distress signal to which we were sent here to report on, however, we have not detected any other form of inbound or outbound communications, minus our own. I have spoken at length with the command staff and we have reason to believe that the most likely scenario is, is that the Colony has suffered from a communications and power fault, brought on by an atmospheric anomaly. We calculated the possibility of a UPP or CLF attack prior to disembark, and have found that there is little evidence to support this. The last UPP activity in this sector was detected 6 months ago when a USMC listening post detected UPP comms traffic coming from a corvette sized vessel passing through the system. As for pirates, while it is always a possibility, the colony has a large Colonial Marshall detachment, and it is unlikely that a pirate force would make a play against such a large and well defended colony.
This as a SAR operation, with an emphasis on restoring any downed communication and power systems.
Please listen up as I am now going to go over each squad's assignments for this operation.
Alpha Squad:
Mode of Transport: AUD-25-1 'Alamo'
Destination: Primary space port, aka: Landing Zone 1
Headquarters: Medical dome
Primary objectives: To inspect the colonies the medical dome, and if need be, set up a field hospital using the supplies you deployed with, while supplementing them with the colonies supplies.
Secondary objectives: Rece the Administration and Security domes. If found abandoned or otherwise left in a derelict state, collect any and all financial, scientific and personel related files and bring them back to the Alamo for transport back to the Almayer. All firearms from the security dome are to be secured on site and mustered at your squad's HQ.
Bravo Squad:
Mode of Transport: AUD-25-1 'Alamo'
Destination: Primary space port, aka: Landing Zone 1
Headquarters: Primary Space Port
Primary objectives: To secure the Primary space port and set up a defensive perimeter around the space port.
Secondary objectives: To perform maintenance on the colonies telecommunications array. Also, if the Colony has been hit with a situation which would involve transport colonists, Bravo squad will be responsible for any and all Colonists being transported back to the Almayer.
Charlie Squad:
Mode of Transport: AUD-25-2 'Normady'
Destination: Auxiliary space port, aka: Landing Zone 2
Headquarters: Research Lab
Primary objectives: Perform maintenance on any damaged power systems in the Engineering dome.
Secondary objectives: Rece the Research and Atmospheric domes. In-regards to the Research dome; We were approached prior to launch by representatives of Weyland-Yutani, they asked that if we find the colony abandoned or left in some form of disrepair, that we secure any and all research projects and related documents. If you find an active project that requires transport, contact command first and we will advise on how to best proceed with shutting it down for safe transport.
Delta Squad:
Mode of Transport: AUD-25-2 'Normady'
Destination: Auxiliary space port, aka: Landing Zone 2
Headquarters: Mining Dome
Primary objectives: Rece the eastern portions of the colony, with the bar, mining chapel, dorms and library domes being priorities.
Secondary objectives: Rece the lambda labs once your primary objectives have been completed.
Please be aware that we haven't just planned for this to be a milk run. If we run in to any resistance down there, report it. New Orders will be given upon notification of threats.
One last thing, in-regards to our two drop ships; the Alamo will be running transport and supply through out the entirety of the operation. The Normady will drop off Charlie and Delta squads and then switch over to a CAS role. I don't expect that we will need it, but, just in case.
Attached to your HUD's, you will see an overlay of the mission map.
Any questions?..............
Excellent, dismissed!