Rohesie
Player name you use the most:
Lydia ‘Turnip’ Tournier: younger version, for PFC/CPL/ENS and ranks that would allow for youth and naivety. Ditzy and innocent, a little goofy.
Lydia ‘Synth’ Tournier: more mature version, for SSGT/LT/Doctor. Serious and professional.
Lydia ‘Synth’ Tournier: same name, older version with grayish hair and fitting description, for higher ranks that would realistically require long study or time of service such as CMO/LCDR, and CDR if accepted.
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.
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?
Naturally. Despite that right now Commanders have no special limitations in the rules besides not abusing their privileges and being held to higher RP standards, I don't think that being allowed equates must do.
For example, they can technically break or not care too much for marine law (despite being subject to it), but I don’t feel it very reasonable for my high-ranking officer character not to have a healthy dose of respect for the institutions. How else would they have reached so far if not?
Do you understand how the Battlefield Execution functions?
Yes. Taking another player out of the round is not something to do lightly, and I would avoid it whenever possible.
Usually reserved for violent crimes or situations in which the commander’s inaction may result in death of marines. If you cannot link the cause of the BE to a crime it might be hard to explain after doing it, and unlikely to be legitimate.
As a general rule of thumb, there should be malice involved, immediate danger and/or the inability of the MPs to deal with the situation. It is always preferable to have the law-enforcers doing their job when possible.
Example situations:
1) A marine is using lethal force against a non-lethals-wielding MP or disarmed crew member. Clear-cut BE case. The immediacy of danger precludes waiting for the MPs to act, though the non-lethal capture of the criminal would be ideal.
2) A mutiny occurs and the MPs are unable to keep the mutineer leaders in isolation. The ideal procedure would be a standard execution, but a BE can be considered in order to declare a body DNR, or in case an emergency allows no time for the necessary formalities (such as the ship being boarded).
3) A PO is disregarding orders and attempting to launch the ship early while an evacuation is in progress, causing marines to be left behind to die. A BE could prevent the early launch, but if the launch was accomplished and there are MPs an arrest and execution (or permanent incarceration) after legal formalities would be preferable.
Do you understand you are not above Marine law, or allowed to enforce it yourself?
Completely. Commanders don’t have the proper tools to enforce the law, nor should be making arrests.
I’ve mentioned before that I do not find realistic that a Commander would achieve such position while disregarding the law, and I must add that I find equally unfitting for a Commander to play the robusto. I see them as more dignified figures, not grunts.
I remember only ever visiting the brig twice, so I’d be quite surprised if my arrest was called, but if it did I’d stand down and let it happen in a civilized manner.
What do you think is the job of a Commander?
XO on steroids.
Joke aside, it’s a role that by the extensive access, skills and power can have a very strong influence on how a round goes, so it should be played with a few OOC concerns in mind.
As for the basics, the CO should be willing and able to do the XO’s duty should that one be lacking or unable to, such as making sure every department is running properly, address any issues the ship may be facing (by diverting the necessary resources or fixing them themselves should nobody trained be available – power reactors, for example), organize the pre and post-deployment squad plans, centralize and distribute the intel from the different squads translating that into strategic decisions, respond to appeals from criminals, processing of survivors and general demands from the crew, etc.
I could add a lot more things that to me fall into the XO’s duty, such as using the announcements console to keep everyone up to date with the general status, locations and objectives of the squads, or by encouraging the marines and noting worthy deeds and the likes, but I don’t want to extend myself too much.
In addition, there is the OOC balance of the round. Some strategies are tried and known for their effectiveness, such as metarushing, but even if they were not against the rules they would still be unfun due to the consequences (such as hour-long rounds). Similarly, other strategies can work out in the long term, such as turtling up, but after the game is running on its third hour and a fair number of marines are dead they may not be the most appealing for the round’s progress. That’s when risky pushes become interesting, even if from a win-perspective they could be considered unwise.
Besides all this, the commander should add something to the round. This is not easy to achieve or even quantify, but a charismatic or emblematic figure will always be better than a silent super-effective commander in my opinion, even if they are not the most competent or even nicest person.
And let’s not forget about medals and recognition of unusual deeds. Not everyone likes them, but I believe that rewards for effort tend to be a positive thing that generates enjoyment. I am a bit biased in favor of people taking responsibility of rallying and leading the marines, putting themselves in harm’s way in order to save others, or otherwise displaying selfless behavior, over robusto marines scoring many kills.
If a member of your staff is disobeying orders, how would you handle it?
Depends on how the disobedience is carried.
Sometimes we are simply wrong, and it’s important to acknowledge that. Best way to prevent this is to actively ask for advice. If the subordinate did the right thing when I gave a less optimal order without saying anything I’d try to acknowledge them and request they speak about disagreements in the future. Command should work as a team, cooperating.
Sometimes, however, we are either not wrong or it is a subjective matter. Talking and reaching compromises is ideal, but rank is there for a reason at the end of the day.
People should be warned before they are punished, so they should be told where their fault is laying and given a chance to mend it. If they remain insubordinate, well, that’s typified as a crime. The MPs would have to be triggered.
In short, it’s about on whether people want to aid in the operation’s efforts (they tend to), if they are willing to play it as a team (here gets tricky), and if they remember there is a chain of command (even trickier). Some leeway should be given, and a balance should be sought, as this is a game at the end of the day.
Finally, there is the possibility of a BE, but for that action to be taken there should be the presumption of malice involved, plus a clear refusal to follow legitimate orders and no possibility of law enforcement (or immediacy of danger).
Why should you be whitelisted?
I am not the most usual XO player and tend to prefer lowpop rounds, for I tend to latejoin and fill in with what is needed. As a whitelisted CO that wouldn’t be very different. Doesn’t mean I won’t vie for the role on highpop sometimes, though.
Regarding experience, I play a wide diversity of roles (mostly SL, medic, doctor, CMO, engineer, RO, SO, XO and PFC) and am generally knowledgeable in the mechanics as an oldtimer SS13 player.
On style of play, I enjoy both the intense moments several of those jobs allow, in where you hyperfocus and try to be as efficient as possible, and the calm ones in where you can relax, use the ME command and develop your character, weaving stories and see what human interaction brings. As a deployed marine, scout or FOB duty, both can have their charm.
All that said, I believe I can provide a well-rounded character for the Commander role that adds to the game, neither neglecting competence nor failing completely in the RP department. One that is more focused on enabling players than in being the star of the show with their shiny gear and powerful tools. Support is, after all, my preferred type of role.
The better-staffed CIC, the higher the freedom I could wield as a CO, and the higher the chances of interacting with players, such as inspecting the different FOBs, ship-side departments (those MTs and survivors, and their shenanigans!), or even the brig and the arrested criminals. Leading charges and flanks when deployed is nice and sometimes vital, but it doesn’t need to be the bread and butter of the role when deployed.
A little story (I know it is not necessary):