Executive Officer: Unleash your Inner General

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ThesoldierLLJK
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Executive Officer: Unleash your Inner General

Post by ThesoldierLLJK » 02 Jul 2018, 17:08

Alexander The Great wrote: It is better to have sheep led by a lion than lions led by a sheep.
Executive Officer: A Primer on Command

1.Preface

Welcome to this little guide I've created for the wonderful position as Executive Officer. The purpose of this guide is to help players who are taking the first steps into playing Executive Officer. Regardless if you're a seasoned Staff Officer/Squad Leader, or a new person to command, our overall goal is to help you, so you're not known as a "Baldie" You will learn the basics of command, roleplay, your role, and what you should and should not be doing.

A. Why would someone want to command?
Gustavus Adolphus wrote: You may earn salvation under my command, but hardly riches
Executive Officer can be a thankless, but at times a rewarding job. Regardless of victory or defeat, you will slowly build a reputation within the community of your command abilities, but just remember in the end it is the Commander who will take all the praise and glory if there's a victory. If there's a defeat, you'll probably get blamed for everything post round even when it's not your fault. Playing as an XO regularly and getting it right is the first step needed if you wish to become the full Commander someday and get white-listed.


B. What are the requirements of a good Executive Officer
There are way too many to list, so I will break it down into the following important ones:
-Active Listening
-Good role play abilities
-Multi-tasking
-Ability to read a situation and make on the fly decisions

C. Prerequisites
Friedrich Nietzshce wrote: He who would learn to fly one day must first learn to stand and walk and run and climb and dance; one cannot fly into flying.
I suggest you read the Wiki regarding Staff Officer on how the consoles, supply beacons, and orbital cannons work.
wiki/Staff_Officer

I then suggest you play a few rounds as a Staff Officer, and then you play some more rounds as a Staff Officer. After that, play even more rounds as a Staff Officer until you think you're ready. While playing Staff Officer watch how Commanders and Executive Officers play. How they conduct the operation, what strategies they use, etc...

2. The Crew

The Commander
The Boss, The Big Cheese, El Jefe, whatever you wanna call them. He/She can be your best friend or your worst enemy. Depending who they are, and if you've been an XO for them before. They may take full command of the operation, or they may just say "Ok all yours, I'm gonna go roleplay kthxbye!" If they decide to leave you in charge because they decide to deploy and become an overglorified Smartgunner, just remember. DONT PANIC! The Commander will still be in contact with you on command channel, and if you're making a mistake, they are quick to rectify that mistake. If you're a good XO, most of the time the CO will see that and instead may want to focus on RP and leave you in full command of the operation.

The Synthetic
This is your jack of all trades character that can handle support roles. Use it, and don't forget to roleplay with it. Need an OB reloaded and the MT's are busy, ask the Synth. Is medical overrun with causalities and little doctor staff, send the Synth. Above all, if everything is quiet in the CIC and the synth is around, chit chat with them. They are here to fulfill a HRP role as well, so they should roleplay back.

Staff Officers
They will be leading your squads from the ship, and they will look to you for guidance. You will normally assign them the squads, unless they have a preference to which squad they want to lead. Just be warned some Staff Officers will see their friends and want to lead with them instead, and that's your call. If you think a SO/SL click good together, use that as an advantage. If a SO starts wanting to deploy to the surface it's your choice to approve or not. I normally disapprove unless we have a surplus of SO's because the fact is they chose to play the support/command role, not to go down and shoot things with an assault rifle. If they want to shoot things and lead, they can pick SL in the future instead which is my own personal philosophy. It's not that I'm against the SO's having fun, but the only advantage they bring is if they issue orders on the ground. (Many Officers forget they have this ability.)

Requisitions
Your SO's will be hounding them for supplies, but if you're in command of the operation usually they will prioritize by the following if you tell them
-Tank parts
-Weapon attachments and gear
-FOB Crate Supplies
-Food/Ammo/Supplies
-Metal/Plasteel
-Explosives

As the operation goes on they will soon be low on points, if the battle is going to an offensive one, I suggest you tell req to send down extra ammo and explosives. If it's become a defensive battle, send down metal/plasteel to reinforce/fix barricades. Don't give in to every request unless you have the points to spend, if you have a fully operational FOB and they request metal/plasteel when they don't really need it, deny the request. Your points are like a bank account, do you buy steak just because, or do you save your money for something else that you will really want.

If a round does not have enough Cargo Techs or the RO req can get a little chaotic. Unfortunately only the CO has the ability to access the terminals. If you have a CO and the req line needs help, they can go down and assist.

Engineering
Make sure you keep tabs on these guys and that they have followed the proper procedures to keep the ship powered, and repairs. Some engineers like to goof off and forget to set the APCs, reload the OB, or try to break into the Officers Mess to steal Alcohol.

Company Liason
This person will role-play with you if they're a competent CL. If there is no CO, he/she will come to you on almost every whim, if you're in kneedeep running an operation tell them you will talk with them later. If you can RP with them, do it as you're expected to.

Chief MP
If you're in charge with no CO, the CMP will always be hounding you about something. Remember you are not above the law and cannot enforce the law. Just because your SO is complaining that his uber unga marine got brigged for disorderly conduct, at the moment you cannot do anything about it due to the rules. You can try to see if the CMP will do a NJP if avaliable, or lower the time, but I doubt it will happen. If you find any need for security related issues, contact the CMP who will direct his/her MP's to do the bidding

Tank Crew
The most interaction you will have with them is when you tell them to drop. Most of the time you will be yelling at them for running over marines or FF with their cannon. You may need to order an engineer or synth to the surface to repair the tank if it gets damaged/destroyed.

Pilots
If you're leading the operation, you will decide which dropship will go where, and what dropship duties will be. Most of the time they will be in command channel yelling at the SL's to laze a target with the binoculars.

Chief Medical Officer
Usually does his own thing, and may try to roleplay with you. Will usually yell that some rogue researcher blew themselves up or hatched a xeno and it got loose on the ship. Medical usually runs on its own without any Command intervention.

Survivors
When survivors come up after they get processed with the MP division, I suggest you talk to the CL to find them a job to do. You can issue them identification cards with certain access, because if a survivor sits around with nothing to do they may decide to soft antag and cause trouble.

3. Communications
James Humes wrote: The art of Communication is the language of leadership.
A. Headset
As the XO you will need to take your command headset, and set every channel to engaged. PFC's and Corporals will call command directly in these chats all the time with sometimes important information. So yes you will have to dissect all the walls of text coming your way when leading the operation. Sometimes the men will take jabs at you in chat in the form of banter or criticism. You could be a dick and try to make a case of insubordination, or you can be witty and fire a comeback right at them like I do.

B. Annoucement Console
IT IS NOT FOR SHITPOSTING It's for sending out important information on how the battle is going, and to relay orders en masse to every human on the planet. It can also be used when communications are down both planetside on the ship. Just a warning during HvH events, they can read the messages, so I suggest you keep messages used that method secure.


4. Roleplaying
Erwin Rommel wrote: One must not judge everyone in the world by his qualities as a soldier: otherwise we should have no civilization.
A. I haz to roleplay?
Yes you are expected to roleplay, this is the first step into becoming a whitelisted Commander and the role is considered a HRP one. Everything you say is logged, so if you act with really bad RP, expect to get a boink and a talking to by staff. If crew members salute you, salute them back. Act your role, and just remember you're the one who creates the role you play.

B. Command Quirk
What type of commander are you? Most of the regular players create some kind of quirk so everyone remembers them. Some Commanders have a RP quirk such as YELLING AT EVERYONE, using foreign phrases, taking no tomfoolery and battlefield executing anyone for the slightest breech, etc... Your quirk and how you RP your character is how the community will know you. Try to do something unique if you can, and don't be overly meme about it.

5. Leading the operation
George S. Patton wrote: Wars may be fought with weapons, but they are won by men. It is the spirit of the men who follow and of the man who leads that gains the victory.
Welp, there's no CO, or he/she decide "XO You have the operation I'm going down." So now you're in charge! First thing is you must come up with a strategy, and prepare a briefing.

A. First Steps
First thing is first, head to the CIC. If there is no CO, then you're in charge. If there is a CO, then he/she will usually decide if you're running the Operation or if they are. For the purposes of this guide, we will assume you have taken Command with no CO, and 4 Staff Officers

Check your crew manifest to see how many Staff Officers you have, and check out your squad compositions. Once all your little underlings report to the CIC, have them choose squads for over-watch. Go into the Commanders office and grab yourself a megaphone from the southeast corner. Also grab yourself a cigar from the box at the southwest corner, you're the big cheese, so you have the luxury.

Once your staff officers have chosen their squads, you then need to see the composition of each squad. How many men all together, the number of medics, engineers, and what the specialist has decided to carry. It is here where you devise your strategy, you can have all the SO's come to the table in CIC and discuss this, or you can make your orders and just let them know with everyone else at the briefing. Whatever you decide, remember you can make a in-character note of it so you can remember later. You can also write down the orders for each squad on a piece of paper, and use the photocopier to give the orders to each officer.

Afterwards you should use the annoucement console to give a introduction message to the marines, along with a briefing time. Remember dropships cannot launch until after 12:25 hrs

B. Strategy

I don't want to go too specific on what strategy you should use or not use, because each map is different. Look at past commanders or ask them what they like to do. But I will say this, almost every map will need an LZ with a designated Forward Operating Base (FOB) and you will need a squad to build defenses and man said base.

When deciding if a squad should defend or advance, you need to look at the make up. Do you have a squad with 3 engineers and a sniper advance, or have them man the FOB? You should probably have them man the FOB. Likewise if you have a squad with 1 engineer and a flamer, I do not suggest having them do defensive duties, but have them scout.

Also you need to decide where the tank will go if it is deploying, and when it will go down. You will also need to decide which drop ship will handle transport duties, and which one will handle CAS/EVAC duties.

After many rounds you will get a feel for what works and what doesn't work.


C. Briefing
For god sakes, this is a chance for you to roleplay, don't be one of these jerks who literally does a briefing like this
"Ok guys, were going to this planet, here's the orders, alpha does this, bravo does that, ok drop soon, GLHF BYE!!!!"

I usually greet the soldiers, tell them what we are responding to, and what the rules of engagement are. Sometimes the CMO may want to get involved and give a quick medical lecture about wearing coifs on cold weather maps, etc.... I also always tell marines what to do with survivors that are located.

I then give the assignments, and give some words of encouragement before I let loose the marines to their impending doo...I mean glorious victory.

This is also where your character quirks come in, some Commanders offer a prayer, others threaten doom and gloom for failure, etc....
After briefing, the marines will go to the drop ships and the operation will begin.

D. Tactics
Napoleon Bonaparte wrote: One must change one's tactics every ten years if one wishes to maintain one's superiority.
I won't get deep into tactics, because xeno players can read this, but I will say the following.

When it comes to offense, the basis of fire and movement come into effect. You have one squad engage the enemy, and you have another squad flank. If there's a stalemate, encourage the use of explosives and smoke grenades. If you need to have forces withdraw, have soldiers cover the retreat, and leap frog back to a better defensive posistion.

When it comes to defense, if you have one squad that is in heavy fighting, and another squad that's holding, have them create a FT as a Quick Reaction Force to help.
If you need to withdraw, withdraw

6. Victory or Defeat


A. Planet withdraw
Well the operation has gone to hell, and many marines are dead. You need to decide when the right time is to call a full evacuation, and evaluate if you can continue the fight planetside, or get your forces back to the Almayer. You need to coordinate with your pilots for a tactical withdraw, if the LZ gets over-run and you cannot return the drop ship, then any marines planetside will have to fend for themselves. You ultimately will need to make the final decision that may lead marines stranded to their doom. If you have marines that can get to the other LZ, then make arrangements for the other drop ship to make a rescue, but if that LZ is compromised, at that point you have to cut your losses.

B. Return to the ship
The ship has returned, and you know that the xenos are going to use their birdsong to get the dropship to them. At this point you can send out a role-play message about marines getting resupplied, fed, and casualties to the medbay. Some Commanders like to have a memorial at the garden outside CIC with the dog tags of the fallen. Others just continue business as usual.

C. Xenos invade
Well they hijacked the drop ship and they're coming. You have a short time and opportunity to decide what to do. You need to decide where you want your forces to defend. You should have the ship go to red alert if you haven't done so already. Once the ship lands, I suggest you send out a distress signal so the ship will go to condition delta. I also suggest you authorize an evacuation for the civilians and non-combat personnel who decide to not stay behind.

D. The Last Stand
Sun Tzu wrote: Throw your soldiers into positions whence there is no escape, and they will prefer death to flight.
This is it, you decide to make your last stand in CIC, Hanger, Medbay, etc... This is a literal fight to the death at this point, your goal is to hold off the xeno attack until the self destruct can be fired off, or if a ERT can assist. Sometimes you lose, sometimes you win. The best bet is to hope you have solid defenses, and robust marines who can repel the attack. Remember to use your orders/buffs when fighting near marines. If marines are taking damage, use the Hold! order. If they're attacking, use the Focus! order.

E. Defeat
F. Scott Fitzgerald wrote: Life is essentially a cheat and its conditions are those of defeat; the redeeming things are not happiness and pleasure but the deeper satisfactions that come out of struggle.
It happens, sometimes you win, sometimes you lose. Sometimes you do everything right and still lose, and it happens. Do not beat yourself up, but instead learn from your mistakes. If you do the right thing most players will just complain about stupid meta stuff, or things beyond your control. If you fall off the horse, just get back on.
Last edited by ThesoldierLLJK on 05 Jul 2018, 14:26, edited 6 times in total.

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solidfury7
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Re: Executive Officer: Unleash your Inner General

Post by solidfury7 » 02 Jul 2018, 17:31

Excellent guide, truly.
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Re: Executive Officer: Unleash your Inner General

Post by Frans_Feiffer » 02 Jul 2018, 22:11

As someone that either plays as your XO, or as one of your underling quite often, I gotta say not only was this a really guide, and one I think a lot of individuals including myself could learn from, but I see you do as you preach and for good reason. Good on ya for making this guide and I intend truly to apply some of these tactics to my own playstyle.
“Your Friendly Neighborhood Commodore, Frans ‘Friendly’ Feiffer. Survivor of Space Vietnam, Austrian Kommodore vith ze vorst accent, and Loving Caretaker of the Ungas Aboard the USS Almayer.” Frans Feiffer's Promotion to Commander - viewtopic.php?f=142&t=18008
The Day I sold my Soul to Titan - viewtopic.php?f=69&t=18263
Yeyin R'ka Joins the Ranks of Blooded - viewtopic.php?f=125&t=18549
Darwin is Booted up and Assigned to the USS Almayer - viewtopic.php?f=149&t=18897
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Re: Executive Officer: Unleash your Inner General

Post by Wesmas » 04 Jul 2018, 08:13

Good guide. Might want to reqord a bit though. " Remember dropships cannot launch under after 12:25 hrs". Kinda confusing on this line, everything else is super clear and informative.
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Re: Executive Officer: Unleash your Inner General

Post by Sulaboy » 04 Jul 2018, 09:57

Gonna say something kinda controversial about communication. Whenever I play as XO I don't tune into squad channels unless I've been ordered to work overwatch or need to communicate directly. Making your SOs relay important information to you keeps them occupied, and lowers your own workload so you can worry about a bigger picture. I feel it also keeps SOs active in coms when you need their info, and gets more effort out of them.

Also something else kind of controversial. I don't allow marines into CIC during the boarding. The way that the distress beacon is handled, and how delta alert is handled you should spread your men about the ship, and provide resistance in the hallways. Heck you might be able to repel the boarders if you don't have everyone hunker down.

One thing I don't think is very controversial is deploying right on 12:25. I have briefing at 12:20, and by the time I'm finished they do the glorious unga stampede to the dropships. Make sure you have clearly stated which dropships each squad will be deploying on.
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Re: Executive Officer: Unleash your Inner General

Post by ThesoldierLLJK » 04 Jul 2018, 12:41

Wesmas wrote:
04 Jul 2018, 08:13
Good guide. Might want to reqord a bit though. " Remember dropships cannot launch under after 12:25 hrs". Kinda confusing on this line, everything else is super clear and informative.
Fixed it was a autocorrect typo it turned until into under

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Re: Executive Officer: Unleash your Inner General

Post by Gnorse » 04 Jul 2018, 14:07

Good guide. Really, really good guide.

I'll just leave this here, though : If it's a regular XvH round, use the announcement console, people.
It's big, it's red and it makes a sound. Use it.
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Re: Executive Officer: Unleash your Inner General

Post by ThesoldierLLJK » 05 Jul 2018, 10:26

Gnorse wrote:
04 Jul 2018, 14:07
I'll just leave this here, though : If it's a regular XvH round, use the announcement console, people.
It's big, it's red and it makes a sound. Use it.
My pet peeve is people who use it to shitpost, oh and also if you're gonna be off the bridge, remember to log off of it. Certain SO, and other people like to run up there and use it to shitpost.

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Re: Executive Officer: Unleash your Inner General

Post by Omicega » 05 Jul 2018, 10:30

Don't log out of the console if you have good LTs, though. I can't count how many times I've been left as the highest ranking CIC officer as an SO but been locked out of the announcement terminal. It's one of the best tools marines have to coordinate themselves, and not having it used regularly really bleeds away cohesion for your men groundside.
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Re: Executive Officer: Unleash your Inner General

Post by ThesoldierLLJK » 05 Jul 2018, 11:33

Omicega wrote:
05 Jul 2018, 10:30
Don't log out of the console if you have good LTs,
True, and that's one of the things about playing XO, get to know your regular SO's so you can learn who can be trusted and who you wouldn't give a potato gun to.

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Re: Executive Officer: Unleash your Inner General

Post by ComradeCorbyn » 08 Jul 2018, 00:59

Bit late to reply, but it's a great guide!

As an XO, I love seeing good SO's do their business. It amazes me what a good SO can do for a squad, and cohesion as a CIC team can be a large factor in the battle against benos. This can be accomplished in multiple ways, like allowing the Lieutenants at the start of the mission to talk to eachother at the Map table and contemplate operation orders and make orders. Be careful though, as an incompetent SO issuing orders is worse then a good SO issuing orders.

Aswell, I cannot stress enough having all communications up on your headset. You need a constant flow of information, and PFCs will usually call it out on their squad channels, which brings me to another issue; Command not listening to people without access to the Command Channel. I know you already went over this in the guide, but it needs to be restated out of the sheer fact of more and more XO's not doing it.

Thanks! Just my two cents over the months of me being an XO. If I had a guide like this when I first started being an XO, I would've become a much better leader by now.
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Re: Executive Officer: Unleash your Inner General

Post by LittleBlast » 08 Jul 2018, 20:38

I relatively recently have begun playing XO/SO and this guide is a godsend. I think i will do much better now that i have read the guide and know a bit more.
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Re: Executive Officer: Unleash your Inner General

Post by ChengChan » 22 Aug 2018, 07:43

I've been XO every afternoon, so this guide is very helpful for me or other players who wanted to try as an XO. Also once you heard someone was insulting you or threatening to kill you, just don't be angry that you want to kill that person, be mature enough try to understand or be humble or report for insurbodination that marine or shipside workers. Great guide.
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