SolarMacharius Application-Lukas Schaffer

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SolarMacharius Application-Lukas Schaffer

Post by SolarMacharius » 12 Mar 2018, 20:12

Byond ID:SolarMacharius

Player name you use the most: Lukas Schaffer

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:
None within one year

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?
I understand that there are consequences for breaking the rules and that being removed from the whitelist is one of them.

Do you understand how the Battlefield Execution functions?
The Battlefield Execution is a CO exclusive ability that allows for execution of any personnel on the ship if they are deemed an immediate threat to the mission, though the CO must provide a reason afterwards and is subject to being detained if High Command deems the execution as unlawful. It is a tool of last resort.

Do you understand you are not above Marine law, or allowed to enforce it yourself?
The Military Police exist for the purpose of enforcing marine law, so a vigilante CO is unnecessary. Furthermore a CO can be detained if the CMP sends a fax to high command for a legitimate breach of marine law, in which case the next pperson on the chain of command takes charge. The CO is never above the law.

What do you think is the job of a Commander?
In character,the job of the Commander is to be a competent leader who can guide the men under his command through any situation. A CO should lead by example, never getting into petty fights over comms or acting like a buffoon. A CO should ensure that the men under his command are well equipped and well motivated by ensuring supplies run smoothly and by being in constant communication with his crew. A CO being announced round start should bring a sense of releif to his/her men, not a sense of dread. The Commander should essentially be a model marine, well behaved, knowledgeable in tactics, empathetic with his men, and always willing to put the mission and his men first.

Out of Character, a CO should make the round better for both the marines and aliens. The CO should try out new tactics against the aliens so that both sides have fun from trying something outside of the same old meta. The CO should always be an example of good role play, which entails being open to communication with others and being able to carry a presence about themselves that separates them from a grunt. A CO should be willing to create scenarios if none present themselves, such as sending down the Researcher with an escort to retrieve artifacts from the temples on LV, or authorize hyperzine only after extensive medical trials on primates. Essentially, a CO shoukd never be a net detriment to the quality of a round and should strive to always make a positive impact on all players in a round.

If a member of your staff is disobeying orders, how would you handle it?
Give them one warning if its an annoyance and not a law break. Otherwise alert the MP's first and follow standard arrest procedure. Make sure the prisoner is granted their rights and serves their time. If the person disobeying was becoming a threat to the entire missions success or was creating a situation that could lead to serious harm, that is when you threaten them with the mateba while alerting the MP's. If executions became necessary, I would much rather do a standard execution after arresting them rather than an ad hoc battlefield one. Any talk of mutiny it to be met with immediate arrests however, as that is always a threat to the mission.

Why should you be whitelisted?
I have a put a lot of time and effort into learning the ins and outs of Colonial Marines, especially the command roles. I always try to come up with new strategies and tips for commanding effectively, and I always make sure to share them with the community for comment and critique. Whenever I play XO I take the role very seriously, I coordinate my SO team, check up on the CL and colonists, ensure that a steady stream of supplies and information is being exchanged between the field and the ship. I always try out any tactics I write up first before posting them, in order to make sure that they actually work. Above all, I make sure that the marines under my command are taken care of and have a good round free from the anguish a bad command staff can cause.

My play style as CO would be fairly analytical and hands on. Not in the sense of going planet side with the smartgun, but in the sense of staying in contact with all departments and coordinating the bridge staff. There would be no thirty minutes to an hour of outdated orders set for squads, nor tangled supply lines and confusion planet side. I will constantly try to come up with new tactics that could lead to victory so that the rounds I command in are never stagnant and have some level of dynamism to them that both marine and xeno would enjoy playing in.

I hope that you look upon my activity in game as well as this app and judge me worthy of the role. Thank you.
USCM: Lukas Schaffer, CO and most other roles
Yasmin Kuar:PO and Doctor

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Oaks
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Re: SolarMacharius Application-Lukas Schaffer

Post by Oaks » 14 Mar 2018, 21:10

For sure seen you as XO before and you seem to be pretty competent. Now don't take this the wrong way though, but Schaffer is almost TOO inconspicuous to the rest of the marine force, and while I don't like CO's that try to standout way over everyone else, it certainly is important. You're definitely experienced and capable enough in my opinion, but you should work on trying to build more of a positive reputation if you want to win more people over.
+1, good luck.

Also, how would you handle High Command informing you of some tech that needed to be retrieved? It might require one full squad to secure it, leaving others more vulnerable if they become heavily engaged.
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Re: SolarMacharius Application-Lukas Schaffer

Post by SolarMacharius » 14 Mar 2018, 22:09

Oaks wrote:
14 Mar 2018, 21:10
For sure seen you as XO before and you seem to be pretty competent. Now don't take this the wrong way though, but Schaffer is almost TOO inconspicuous to the rest of the marine force, and while I don't like CO's that try to standout way over everyone else, it certainly is important. You're definitely experienced and capable enough in my opinion, but you should work on trying to build more of a positive reputation if you want to win more people over.
+1, good luck.

Also, how would you handle High Command informing you of some tech that needed to be retrieved? It might require one full squad to secure it, leaving others more vulnerable if they become heavily engaged.
I'm not exactly sure about how to build up a reputation beyond regularly playing, being active on the forums, and being on Discord. I suppose Lukas is a bit generic, but his character is supposed to be a career soldier, historian, and grizzled vet rolled in to one. I guess I need to roleplay more.

As for the question, the team that would secure the tech would most likely be drawn from whichever squad is serving as a quick response force/FOB team. It would probally be smaller then a full squad, maybe half a squads worth of troops. At the same time as they push towards the area of the map with the tech, I would order a general push on the aliens lines to keep them occupied. Generally I try to get one squad holding the center with some elements from the other two, while the majority of the squads flank the aliens if possible, aiming to kill the more vulnerable castes such as Boilers, Hivelords, Drones, etc. Once the tech is secure, this fire team will either return to the area it was garrisoning or assist with flanking the aliens position.
USCM: Lukas Schaffer, CO and most other roles
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Re: SolarMacharius Application-Lukas Schaffer

Post by Youbar » 16 Mar 2018, 06:07

SolarMacharius wrote:
12 Mar 2018, 20:12
What do you think is the job of a Commander?
In character,the job of the Commander is to be a competent leader who can guide the men under his command through any situation. A CO should lead by example, never getting into petty fights over comms or acting like a buffoon. A CO should ensure that the men under his command are well equipped and well motivated by ensuring supplies run smoothly and by being in constant communication with his crew. A CO being announced round start should bring a sense of releif to his/her men, not a sense of dread. The Commander should essentially be a model marine, well behaved, knowledgeable in tactics, empathetic with his men, and always willing to put the mission and his men first.

Out of Character, a CO should make the round better for both the marines and aliens. The CO should try out new tactics against the aliens so that both sides have fun from trying something outside of the same old meta. The CO should always be an example of good role play, which entails being open to communication with others and being able to carry a presence about themselves that separates them from a grunt. A CO should be willing to create scenarios if none present themselves, such as sending down the Researcher with an escort to retrieve artifacts from the temples on LV, or authorize hyperzine only after extensive medical trials on primates. Essentially, a CO shoukd never be a net detriment to the quality of a round and should strive to always make a positive impact on all players in a round.
You have a pretty solid understanding of the commander role. Anybody who can recognise that logistics and communication are critical is decent enough for the job. I don't see why you shouldn't be accepted.

+1
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Re: SolarMacharius Application-Lukas Schaffer

Post by SolarMacharius » 20 Mar 2018, 19:12

Youbar wrote:
16 Mar 2018, 06:07
You have a pretty solid understanding of the commander role. Anybody who can recognise that logistics and communication are critical is decent enough for the job. I don't see why you shouldn't be accepted.

+1
Than you. I really appreciate the feedback.
USCM: Lukas Schaffer, CO and most other roles
Yasmin Kuar:PO and Doctor

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Re: SolarMacharius Application-Lukas Schaffer

Post by x31stOverlord » 21 Mar 2018, 03:29

Commentary:

I have seen you in games when I've been SO/XO/CL as well as my observer stalking games, I can say that you are confident in the Command Center and I would say you are competent to the degree necessary to handle an entire operation as it's Commander. I do however I also agree that your name, whilst I recognise it, is not as 'stick in the mind' which might cause a few issues when you try anything "off meta" marines and SOs are more likely to resist/kick back against any thing that might kill their fun/chances to win.

The responses to the BE and MP questions are good, I hope you remember that whilst you CAN BE it is a question of SHOULD you BE, all too often I see Commander being a little overzealous with their trigger finger in situations that the MPs could handle. All in all your answers assure me you have the level of maturity and thought to not just pop a cap in that SOs ass because he didn't salute you.

I do like seeing new tactics employed by Commanders as it breaks the monotony of some rounds going in a very predictable nature. How do you think you can bring new ideas to the table, have you already got anything in mind for specific maps?

How would you operate with a full staff compliment of 4 SOs and an XO? It is a personal gripe of mine that Commanders dump every thing on the CIC to the XO to deploy and become a glorified smart gunner.

TL/DR:

- Good character and ability to Command. If a little 'bland' ( + )

- Good answers to the app questions ( + )

- May bring some new gameplay/role play with differing tactics. ( + )

Verdict:

+1 as of 21/03/2018
Yautja - Zathar-Veraz Wolfgang Schneider - CO, CL, SO, XO, Synthetic Unit Joshua Roscoe Barrett - Spec, SGCMP, MP Ancient Empress, Ancient Runner (69)
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Re: SolarMacharius Application-Lukas Schaffer

Post by SolarMacharius » 25 Mar 2018, 15:04

x31stOverlord wrote:
21 Mar 2018, 03:29
Commentary:

I have seen you in games when I've been SO/XO/CL as well as my observer stalking games, I can say that you are confident in the Command Center and I would say you are competent to the degree necessary to handle an entire operation as it's Commander. I do however I also agree that your name, whilst I recognise it, is not as 'stick in the mind' which might cause a few issues when you try anything "off meta" marines and SOs are more likely to resist/kick back against any thing that might kill their fun/chances to win.

The responses to the BE and MP questions are good, I hope you remember that whilst you CAN BE it is a question of SHOULD you BE, all too often I see Commander being a little overzealous with their trigger finger in situations that the MPs could handle. All in all your answers assure me you have the level of maturity and thought to not just pop a cap in that SOs ass because he didn't salute you.

I do like seeing new tactics employed by Commanders as it breaks the monotony of some rounds going in a very predictable nature. How do you think you can bring new ideas to the table, have you already got anything in mind for specific maps?

How would you operate with a full staff compliment of 4 SOs and an XO? It is a personal gripe of mine that Commanders dump every thing on the CIC to the XO to deploy and become a glorified smart gunner.

TL/DR:

- Good character and ability to Command. If a little 'bland' ( + )

- Good answers to the app questions ( + )

- May bring some new gameplay/role play with differing tactics. ( + )

Verdict:

+1 as of 21/03/2018
Sorry it took a while to respond. I had to figure out the answers to your questions. I do have several strategies for each map, I have posted most of them on the USCM board already. I will sum them up briefly.

LV: Seal off the cargo dome to prevent flanks on the Nexus. Fortify medbay to prevent flanks on hydro(Many people neglect medical dome and pay for it.) Have marines swing far to the west and enter the caves from there and have anohter force flank from the east towards containers. The western push is the most important as it secures the entrance to the caves before the xenos can redeploy there. If you fail to do this, you basically stalemate and have to try to slowly grind the xenos out of the entrance, which usually ends with the marines having to retreat after being hit by ravagers and boilers incessantly.

Big Red:Have one squad sweep south through cargo to engineering while two other squads sweep east to bar and chapel. This allows for all squads to be near each other if they get into trouble, and allows for easy redeployment depending on where the hive is. If its in south hives have the engineering squad flank from the caves via Virology. If their in lambda, have a squad come from the south via the southern caves. Big red is basically just hitting the xenos hard enough that they get trapped inside their hive with very little chance of running, as most of their hive locations are natural dead ends.

Ice:Ice is way more free form then the other maps. I usually try to secure the entirety of the surface by fortifying the Aerodome and valleys north of LZ1. After that I try to secure at least two elevators for access to the underground, usually the Aerodome and warehouse ones. The xeno hive is usually in research. One strategy I have been toying with is deploying two squads down at a time on the map so that lz2 is not so cramped. This way fortifications can be set up without extra jostling and it gives the secondary squads time above ground to get comms and power up.

Prison: Prison is very linear unfortunately, due to the blast doors. Basically I have the fob extended to tcomms and the canteen, with a secondary firebase established at the yard/central ring. I then usually have a squad plus a fire team from the FOB squad hold the main approach into the High sec cells while two other squads flank from the north and south respectively, usually targeting civilian residences. Its also the only map where I buy a mortar consistently since the mortar can be fired anywhere on the map.

Second Question
For the question regarding if I had a full bridge crew, this is how I usually assign tasks. If a fifth SO awakens from cryo, he will be armed from the CIC armory or Req and sent down to coordinate actions between the CIC and the squad who is serving as the main spearhead on a push, as a way to ensure seamless communication with CIC. An XO or CO should never be deployed unless moral needs to be restored or to help coordinate a multi squad push. A CO especially should only deploy when it is absolutely necessary, as his death oftentimes creates a moral shock among the marines. Basically an XO or CO should only deploy if they need to rally the troops or coordinate a large offensive to break alien lines.
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Re: SolarMacharius Application-Lukas Schaffer

Post by x31stOverlord » 25 Mar 2018, 15:13

SolarMacharius wrote:
25 Mar 2018, 15:04
Sorry it took a while to respond. I had to figure out the answers to your questions. I do have several strategies for each map, I have posted most of them on the USCM board already. I will sum them up briefly.

LV: Seal off the cargo dome to prevent flanks on the Nexus. Fortify medbay to prevent flanks on hydro(Many people neglect medical dome and pay for it.) Have marines swing far to the west and enter the caves from there and have anohter force flank from the east towards containers. The western push is the most important as it secures the entrance to the caves before the xenos can redeploy there. If you fail to do this, you basically stalemate and have to try to slowly grind the xenos out of the entrance, which usually ends with the marines having to retreat after being hit by ravagers and boilers incessantly.

Big Red:Have one squad sweep south through cargo to engineering while two other squads sweep east to bar and chapel. This allows for all squads to be near each other if they get into trouble, and allows for easy redeployment depending on where the hive is. If its in south hives have the engineering squad flank from the caves via Virology. If their in lambda, have a squad come from the south via the southern caves. Big red is basically just hitting the xenos hard enough that they get trapped inside their hive with very little chance of running, as most of their hive locations are natural dead ends.

Ice:Ice is way more free form then the other maps. I usually try to secure the entirety of the surface by fortifying the Aerodome and valleys north of LZ1. After that I try to secure at least two elevators for access to the underground, usually the Aerodome and warehouse ones. The xeno hive is usually in research. One strategy I have been toying with is deploying two squads down at a time on the map so that lz2 is not so cramped. This way fortifications can be set up without extra jostling and it gives the secondary squads time above ground to get comms and power up.

Prison: Prison is very linear unfortunately, due to the blast doors. Basically I have the fob extended to tcomms and the canteen, with a secondary firebase established at the yard/central ring. I then usually have a squad plus a fire team from the FOB squad hold the main approach into the High sec cells while two other squads flank from the north and south respectively, usually targeting civilian residences. Its also the only map where I buy a mortar consistently since the mortar can be fired anywhere on the map.

Second Question
For the question regarding if I had a full bridge crew, this is how I usually assign tasks. If a fifth SO awakens from cryo, he will be armed from the CIC armory or Req and sent down to coordinate actions between the CIC and the squad who is serving as the main spearhead on a push, as a way to ensure seamless communication with CIC. An XO or CO should never be deployed unless moral needs to be restored or to help coordinate a multi squad push. A CO especially should only deploy when it is absolutely necessary, as his death oftentimes creates a moral shock among the marines. Basically an XO or CO should only deploy if they need to rally the troops or coordinate a large offensive to break alien lines.
No problems, they were minor questions that I wanted to see your answer to. Given I've observed one of your tactics last round I am enforcing the positive. Double Green +1
Yautja - Zathar-Veraz Wolfgang Schneider - CO, CL, SO, XO, Synthetic Unit Joshua Roscoe Barrett - Spec, SGCMP, MP Ancient Empress, Ancient Runner (69)
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Re: SolarMacharius Application-Lukas Schaffer

Post by MattAtlas » 25 Mar 2018, 15:43

I like the plans you've laid out here. I also spectated the last round and you did pretty well, I must say. Good tactics, good leadership, and nice answers to X31st's questions.+1 from me.
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Re: SolarMacharius Application-Lukas Schaffer

Post by Adralimas » 27 Mar 2018, 08:01

Ye sure +1!
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Re: SolarMacharius Application-Lukas Schaffer

Post by SolarMacharius » 28 Mar 2018, 20:35

Than you both for the feedback. Its greatly appreciated.
USCM: Lukas Schaffer, CO and most other roles
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Re: SolarMacharius Application-Lukas Schaffer

Post by NGGJamie » 18 Apr 2018, 08:29

Accepted.

Player has good knowledge of the role, and while I generally prefer more feedback, I am familiar enough with this player to trust him with this whitelist.

Good luck, Commander.
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