Wikia

Scratchpad

ATS-SF-Certs

Talk13
161,521pages on
this wiki

Welcome to the ATS-SF-Certs mini wiki at The Wikia Scratchpad!

You can use the box below to create new pages on this wiki. Make sure you type [[Category:ATS-SF-Certs]] on the page before you save it to make it part of the ATS-SF-Certs wiki (preload can be enabled to automate this task, by clicking this link and saving that page. Afterwards, you may need to purge this page, if you still see this message).


Introduction

This page is for players of ATS TrekMUSH (ats.trekmush.org 1701) that are in the UFP faction and are interested in a career in StarFleet.

This certificaton program will be many things:

  • a guide to help players learn the various aspects of Starfleet operations
  • a way to generate roleplay and activity
  • a way to validate skills and abilities
  • a qualification to attain more rank and/or responsibility IC

The certifications are not mandatory, but you will find that if there is a certification in your chosen IC career field that you will expected to attain the appropriate certifications in order to ICly advance.

Ideology

This is my opinion about how this program should work and how it should be utilized to make playing a Starfleet Player on ATS a fun experience.

I don't believe in elitism here. ATS is a game that many people play; individual experiences are affected by everyone and everything they encounter in game. The UFP and Starfleet especially enjoy a large share of new players and should always present ATS' best foot forward as well as shoulder some of the responsibility of teaching new players how to function in the game. In this respect, I believe this certification program should take an interested player and guide them through a career they pick so that they learn how to do that job well IC. You'll note I do not focus alot of attention on RP as I did with my old programs; I did this to streamline the program. My goal is to give you, the player, the tools to do an IC job that will lead to more responsibility, more rank, and possibly more opportunities to *play*.

The reality of ATS is that some players will detach to other empires. THIS IS OKAY. If by playing in Starfleet and going through this program they learned how to pilot a vessel and do the multitude of things you can do in ASpace then I call it a win. Sure, they may become a dangerous IC foe, but they also may be a fully competent ally. This is what makes the game fun.

Oh, about the new cert attribute (xx-T). In the old system anyone could train the level below them. While this allowed for more training, it also allowed for more inconsistent training. There are arguments on both sides of this. I chose the route of consistent training for all players in Starfleet. I know this makes for real scheduling knots with trainers, but with the possibility of tying certs to promotion and/or positions consistent training and testing is required. It is my vision that Trainers are advocates for their program(s), have expert skills in the program(s), have a willingness to teach and tenacity to test. They should smoothly transition from a helpful mentor for early levels to hardcore drill instructors for higher-level critical certs. They should be a valued resource in the Fleet and the backbone upon which a cadre of well-trained Starfleet players are taking to ASpace and performing their missions with assured confidence.

As my ideas form and more comments come in, I'll update this space to keep everyone informed.

Contributors

(sign here after your first update):

  • CHRISTOPHER TAIUS, Lieutenant, Training Advisor, SFC
  • CASY R. ERATL, Commander, Commanding Officer, USS Valley Forge, SFOF-VAF
  • KEVIN G. MONTGOMERY, Commander, Engineering Officer, USS Valley Forge, SFOF-VAF

Change Log

  • Added Diplomatic certification section
  • Added essay requirements to CC1-2 and SC2
  • Added Medical Cert section
  • Added intro descriptions to FC, SC/TC, and CC
  • Added Ideology section
  • Added better TC1 and TC2 goals on request
  • Changed FC2 goal of <1SU approach to <50SU. New APs make me itch.  :)
  • Some general cleanup and formatting changes.
CHRISTOPHER TAIUS, Lieutenant, SFC 20:49, 5 September 2008 (UTC)

FLIGHT CERTIFICATIONS (FCx)

Knowing the Helm is extremely important to survival in ASpace. Almost every player should know the basics of piloting a ship in order to fully take advantage of what ATS has to offer.

For UFP Merchants, the FCm will be designed to give a new player all the information needed to get to flying and making money as fast and safely as possible.

For Starfleet, the FCs are important as they are the backbone to being able to self-transport, patrol, and ultimately command a vessel in combat.

  • FC1 is considered basic training and should be sought out by ANY Starfleet personnel that want to be entrusted to piloting a vessel at any time in ASpace. Consider the FC1 as a learner's permit that allows you, under supervision, to practice helm under real conditions.
  • FC2 is designed to be the standard helm certification; FC2s are expected to be able to navigate successfully without fail, avoid navigation hazards, aggressively prosecute a target when odds are favorable, and tactically withdraw should the odds be unfavorable. If your career is Flight Control or Command and you do not have FC2, you are under the bar. If you are a Department Head and you do not have FC2 you are missing out an important prereq for command responsibility.
  • FC3s are expected to know advanced combat flight control and should be expected to aggressively fight to win even and understrength battles. FC3s should also understand proper use of cloak for scouting and for combat operations.
  • FC-Ts should be mentors that understand the importance of excellent piloting and can teach the basics to new players and teach the latest tricks to experienced players. I would also expect FC-Ts to spend time in GZ picking fights.  :)

(FC1) Level 1 Flight Certification (Basic Flight)

Careers: All
Need: Helm or Shuttle/Fighter Console Skill
Goals:
Helm Console Usage
Demonstrate Preflight
Explain SENSOR REPORT
Explain DETAIL <CONTACT>
Explain HELM STATUS
Demonstrate shield frequency rotation
Demonstrate shield allocation
Demonstrate Shutdown
Undock/Dock/Land
Demonstrate UNDOCK/DOCK or LAUNCH/LAND
Demonstrate Airlock/Hatch usage
Demonstrate raising/lowering shields
Execute an undocking/launch (from connected)
Execute a docking/landing (including connection)
Basic Communications
Demonstrate automated docking access request
Demonstrate automated refuel/repair request
Demonstrate automated clamp/unclamp request
Navigation
Explain the PLANET NEAR report
Explain the NEBULA REPORT
Explain the BORDER REPORT
Demonstrate using LAYIN
Demonstrate manual course entry
Explain difference between LAYIN and COURSE
Demonstrate impulse and warp speeds
Demonstrate the use of ETA and ETA AT
Demonstrate the use of INTERCEPT, PARALELL, and EVADE
Demonstrate engaging autopilot
Execute flight to location on sensor report
Execute flight to location not on sensor report
Execute an autopilot approach

(FCm) Merchant Marine Flight Certification

Careers: All
Need: Shuttle/Fighter Console Skill
Goals:
FC1 goals
Standard Regulations
Demonstrate use of galactic subspace channels for communication
Demonstrate the use of secured channel communications (ship to ship)
Demonstrate the use of relay through secured channels
Describe the function of and necessity for subspace relays
Demonstrate adherence to general regulations for crossing borders
Demonstrate adherence to general regulations for approach, land, and launch
Specific Regulations
Locate and explain specific traffic regulations for various factions
Explain open and closed markets
Demonstrate how to determine whether a market is open for trade
Locate the Federation Traffic Advisories

(FC2) Level 2 Flight Certification (Starfleet Standard Flight)

Careers: All
Need: FC1 or FCm
Goals:
Helmsmanship
Adjusting course using YAW and PITCH
Explain how adjustments to YAW, PITCH and ROLL move the ship
Demonstrate the ability to evade/escape
Demonstrate the use of both levels of EWARP
Describe the shape and geometry of the six shields
Describe where a sensor report contact is in relation to the ship
Describe a pod search and recovery
Execute a <50 SU autopilot approach (2 attempts)
Navigation
Compute the DISTANCE between any two points
Compute the MIDPOINT between any two points
State the ETA to a location at various warp speeds
Demonstrate an understanding of the cartography of Federation space and its relation to neighboring factions
Describe the purpose and utility of SLEW

(FC3) Level 3 Flight Certification (Starfleet Advanced Flight)

Careers: Flight Control, Tactical, Operations, Command
Rank: PO3+
Need: FC2
Goals:
Helmsmanship
Demonstrate ability to move a stationary contact to any facing shield while remaining stopped
Execute a manual approach (3 attempts)
Execute a backwards manual approach (3 attempts)
Demonstrate ability to intercept a target on an arbitrary course and expeditiously close to within 40,000 SU
Cloaking Operations
Demonstrate setting proper power allocations to cloak
Demonstrate changing cloak frequencies
Demonstrate knowledge of the effects cloak has on signature and sensors
Execute cloaking and decloaking
Execute a cloaked scout mission, including approach and evade

(FC-T) Flight Instructor Certification

Careers: Flight Control, Command
Rank: PO3+
Need: FC3

Engineering Certifications (ECx)

(EC1) Level 1 Engineering Certification (Engineering Specialist)

Careers: All
Need: Engineering Console Skill, Damage Control Console Skill
Goals: Ship Powerup, Preset Allocations, Damage Control, Ship Shutdown, Refueling

What to know:

  • Activate a ship's systems
  • Correctly Identify the 3 main sources of power
  • Demonstrate how to manually adjust power levels of all 3 power sources
  • Identify types of situations that might require different allocations (preset)
  • Know how to list, store, delete, and use custom preset allocations
  • Display how power is currently distributed (power)
  • Describe 2 main methods of propulsion
  • Demonstrate how to manually allocate power
  • Describe the systems can be powered and what they do (helm, tac, ops and their subsystems)
  • How to dump fuel
  • How to manually refuel ships onboard a vessel or base
  • Identify the name and class of vessel your on
  • Total power that would be available if all power sources are at 100%
  • Importance of superstructure, what happens at 0% and at -100%
  • Importance of Lifetime
  • How to repair systems
  • How to switch modes and enter damage control and engineering modes
  • How to view a status report for a given mode
  • Identify types of Starfleet vessel classes
  • Fuel types and what reactor uses what fuel type
  • How to repair and view damage statuses on docked ships

(EC2) Level 2 Engineering Certification (Engineer)

Careers: Engineering, Command
Need: EC1
Goals: Custom Allocations, Departmental Allocations, Combat Allocation, Combat Damage Control

MontyNote: At this level, most people would be serving in engineering or in some command role in engineering. In the past I've tried to add an RP component to the console driven engineering world by making the following required at this level:

1) Give a brief lecture on a starship component: If your going to roleplay an engineer, you should know something about the systems (nothing geeky, just enough to show you know the basics of engineering from the series).

2) 1 Required bridge tour duty manning engineering to demonstrate you can utilize your knowledge in the field where it counts. Dictating what commands does what is fairly straightforward, but translating that into actually performing functions onduty is a bit harder.

(EC-T) Chief Engineer Certification

Careers: Engineering, Command
Rank: PO3+
Need: EC2

Operations Certifications (OCx)

(OC) Level 1 Operations Certification (Operations Specialist)

Careers: All
Need: Operations Console Skill, Transporter Console Skill
Goals: Transporter Usage, Cargo Manipulation, Tractor Usage

MontyCurricula: Power Settings

  • Identify the 3 ops subsystems
  • Identify minimum power needed to power and use transporters
  • Indentify what Ops(misc) power is used for. How can you keep a battery from draining when it's on?

Status Display

  • What is difference between displacement, cargo space, and cargo carried?
  • What is the current transporter range? What is the current transporter frequency?
  • What is the ship class?

Commands

  • What is the command to display what's in the cargo hold?
  • What is the command to rotate transporter frequency?
  • Allocate power into the 3 subsystems as directed
  • Convert antimatter/deuterium to fuel/cargo (demonstrate)
  • Commands to dump antimatter or deuterium
  • Command to pull up a detailed report on a contact
  • Command to load cargo into the cargo hold
  • Command to recover an escape pod
  • Command to activate and lock tractor beam
  • Command to bring up a sensor report
  • Command to bring up a visual on a contact
  • Command to set sensors to a specific contact type only


Theory

  • Identify how to break a tractor lock by another target
  • What are ways to transport through a shielded target

Additional Tasks

  • Successfully transport a target to a contact and back to location in 1 minute
  • Successfully complete one patrol onduty as the operations specialist
  • manually repair and refuel a ship from a starbase ****

MontyNote:For ops, we tried to setup a few scenarios to really test the individual, in particular:

  1. 1 A timed transporter test - Transport person from A to B in x amount of time. A good ops officer needs to be fast at the transporter controls and not just know the basics.
  2. 2 Should also know about the subsystems in power allocations. Specifically, how do I break a tractor beam, and what purpose does ops(misc) have?

(OC-T) Operations Trainer Certification

Careers: Operations, Command
Rank: PO3+
Need: OC

Security/Tactical Certifications (SCx/TCx)

Yes, Security and Tactical are grouped. They both serve the same function, protect the ship and its crew from danger. Here on ATS, danger comes in the form of personal @combat and space combat.

As you can see, based on the prereqs, the expected career path of a Security specialist is Security, then Tactical. Tactical is a subset of Security; this is why there are no (and will be no) Chief Tactical Officer. Tactical Officers report to the Security Chief. Now the rest is logical: you spend your time learning basic security functions and getting obtaining the skills and talents to put a hurt any aggressive force inside a ship or facility, then you spend your time learning to use the the ship's weapon systems to put a hurt on against aggressive forces outside the ship or facility.

You'll note, that the Tactical Certifications are attainable by anyone in Starfleet, there is no career filter. My vision is that Starfleet players having both FC2+ and TC2 are considered "combat-capable" and should be in positions that allow them to take action, when diplomacy fails. This is canon, as not only helmsman seem to be capable combat pilots in the newer ST series. Try something new, be a Science Officer that has a FC3 and TC2--I'm looking at you, Tinman.  :)

(SC1) Level 1 Security Certification (Security Specialist)

Careers: All
Need: Security Console Skill
Need: Unarmed-Combat, WP: Light Ranged, AP: Light Armor
Goals: 3 Sparring Sessions, UFP/SF Security System Instruction, Personal @combat instruction

(SC2) Level 2 Security Certification (Advanced Security Specialist)

Careers: Security, Command
Need: SC1, Tactical Console Skill
Need: WP: Light Melee, WP: Heavy Ranged, AP: Medium Armor
Essay Test: Security Procedures
Goals: 3 Sparring Sessions (1 victory required w/unarmed or melee weapon)

(SC-T) Security Trainer Certification

Careers: Security, Tactical, Command
Rank: PO3+
Need: SC2

(TC1) Level 1 Tactical Certification (Scout Rating)

Rank: PO3+
Need: Tactical Console Skill
Goals: Basic EW usage, Basic Beam/Missile Weapon Use, Lock/Unlock Target Use
Simulation: 5 Combat Simulations

(TC2) Level 2 Tactical Certification (Combat Rating)

Need: TC1, Science Console Skill
Essay Test: Space Combat Tactics
Goals: Advanced EW Usage, Active Scan Usage, Multi-target Weapons Locks, Multi-Target Weapon Usage
Simulation: 15 Combat Simulations

(TC-T) Tactical Trainer Certification

Careers: Tactical, Security, Flight Control, Command
Rank: PO3+
Need: TC2, FC3
Essay Test: Advanced Space Combat Tactics
Simulation: 20 Single-Ship Combat Simulations
OJT: 10 Single-Ship Live Encounters while in Command or Helm

Medical Certifications (EMT/RN/MD)

(EMT) EMT/Corpsman/Paramedic

Careers: Any
Rank: Any
Essay Test: First Aid A-B-Cs
Simulation: PSW to the Chest

(RN) Registered Nurse/Flight Nurse

Careers: Medical
Rank: PO3+
Essay Test: Trauma Care
Simulation: Turn Your Head and Cough

(MD) Medical Doctor/Flight Surgeon

Careers: Medical
Rank: Ens+
Essay Test: All Bleeding Stops...Eventually
Simulation: Beat the EMH

Command Certifications (CCx)

Command Certifications are designed to answer the need the FCs were originally trying to fill. How do you know if someone is ready for a command position? How do you vet them and test them in a relevant way? How do you make sure earning the achievement is a significant step that players wanting to advance have somthing to strive for? I found that trying to cram all of this into the FC was only solving part of the problem.

Enter the CCs. Each level is a significant achievement and signifies hard work and perserverence. In addition to the prereq certifications, there are rather elaborate simulations that exercise more than your console-jockiness. Add to that a Board of Review for each CC that will vet the demeanor and disposition of each person aspiring to command.

The Command Certifications are supposed to be hard. We should congratulate people than earn them and we should look to them for leadership when things get serious.

  • CC1 is the basic qualification for a Department Head. You are expected to have a basic knowledge of all ship systems and the ability to take the ship on patrol and fight a defensive battle against an even foe.
  • CC2 is the standard Commanding Officer certification that COs and XOs should have. CC2s are expected to have advanced knowledge of all ship systems and be able to take a ship into a combat situation at any time against any (reasonable) foe. They are expected to understand the nuiances of defending an fixed location as well as disabling and directing the boarding of threat vessels.
  • CC3 is a cert that may/should not be used often. If there is ever a need for a Fleet Captain or Commodore commanding a large expeditionary force, then this is the cert. CC3s will have trainer level skill and experience in all operational departments and show the ability to direct multiple ships in an advanced defensive or offensive operation.

MontyNote: Taius, this was my old command school outline, feel free to pluck what you want to fit into your outline. It's basically my rationale at the time for what components I thought a good commander needed:

Year 1 (Freshman) - Knowledge and Training To be a CO, you need to be trained and be able to pass that knowledge to others. Your crew can only perform as well as the Captain who trains them properly. An untrained and neglected crew can have a negative impact on ship performance, and more importantly, can put everyone's lives at risk if placed in a dangerous situation: Goals:

  1. 1 Be properly certed (in Taius's case, the prereqs for Trainer certs)
  2. 2 Be able to train others through interaction (log a training session with an individual)
  3. 3 Conduct a shipwide/fleetwide training lecture/excercise
  4. 4 Write an appropriate training exam for a low-level certification (being a teacher)

Year 2 (Sophmore) - Personnel Management With so many unique personalities, there will often be conflicts of interest as these personalities manifest themselves. In addition, crewmembers need to be properly motivated (morale) and the way to motivate a crewmember can differ greatly based on their personality. It's the CO's job to get to know their crew and learn how to deal with each one differently based on their persona.

  1. 1 Potential Scenario enactments (demonstration of personalities and tools for motivations)
  2. 2 Create and run an event designed to improve morale

Year 3 (Junior) - Rules and Regulations With a properly trained and motivated crew, it is time to focus on being a leader and role model in the field. The next step is to understand the rules/regulations/principles from which they need to operate. A Captain who doesn't understand the rules or principles will not only place their crew in danger, but also will set a bad example.

  1. 1 General Orders/Principles
  2. 2 Chain of Command
  3. 3 UFP Diplomacy/Diplomatic Status
  4. 4 Comm channels, ettiquette
  5. 5 How to establish policies and procedures onboard ship

Year 4 (Senior) - To boldy go...and lead You understand the rules, your crew is motivated and trained... now it's time to get out there and lead by example. Multiple Scenarios:

  1. 1 First Contact
  2. 2 Tactical Scenarios/When to fight
  3. 3 Consequences of Actions

If a captain can get through these 4 years, they can apply these principles to being a captain on a much larger scale (IE: Fleet Captains).

(CC1) Level 1 Command Certification (Department Head Certification)

Careers: All
Rank: PO3+
Need: FC2, TC1, EC1, OP
Need: Satisfactory Board of Review (current CO)
Essay Test: Starfleet General Orders
Simulation: 5 Single-Ship Combat Simulations
Simulation: 1 Satisfactory Grade for Boarding Defensive Simulation

(CC2) Level 2 Command Certification (Command Officer Certification)

Careers: All
Rank: Ens+
Need: CC1, FC3, TC2, EC2, OP
Need: Satisfactory Board of Review (Starfleet Command)
Essay Test: UFP Diplomacy
Simulation: 1 Satisfactory Grade for Multi-ship, Installation Defense Combat Simulation
Simulation: 1 Satisfactory Grade for Ship-to-Ship Boarding Simulation

(CC3) Level 3 Command Certification (Fleet Command Certification)

Careers: Command
Rank: CDR+
Need: CC2
Need: FC-T, SC-T, TC-T, EC-T, OP-T
Need: Satisfactory Board of Review (Starfleet Command)
Simulation: 1 Satisfactory Grade for Multi-ship, Planetary Defense Combat Simulations
SImulation: 1 Satisfactory Grade for Ship-to-Installation Boarding Simulation

(CC-T) Command Officer Instructor

Careers: Command
Position: COps+
Rank: CDRE+
Need: CC3

Diplomatic Certifications (DCx)

One of Starfleet's responsibilities is to conduct diplomatic contact with various empires in the event UFPG or FDS is not available. Typically it meant officers but frequently it has meant any member of Starfleet can perform these functions. The Diplomatic Certification is designed to give members of Starfleet the tools to successfully accomplish this charter.

  • DC1 is the basic qualification for any Starfleet member to conduct official UFP contact with any empire. You are expected to have a basic knowledge of all UFP regulations and law as well as basic etiquette and communications. Holders of the DC1 are also expected to know who to contact for additional diplomatic support.
  • DC2 and DC3 are granted by UFPG/FDS directly. They signify a greater entitlement of UFPG/FDS authority as well as the expectation of careful navigation of sensitive or urgent diplomatic topics.

(DC) Diplomatic Certification (Attache)

Careers: All
Rank: PO3+
Multi-choice Test: UFP Diplomatic Regulations
Simulation: Subspace Communications
Simulation: Foreign Dignitary Escort
Materials:
Diplomacy Overview
Overview of Diplomacy
Basic Theory and Practice
Rules of Etiquette
Personal Meetings
Subspace Communications
Basic Government Treatise
Basic structure of the UFP government
Role of FDS within the UFPG
Role of Starfleet in diplomatic interactions
Interface between SF, FDS, and the UFPG
Proper protocol in relaying and requesting information
Political and Cultural Overview of Major Alpha and Beta Quadrant Powers
KE, RSE, CU, GFA, BFN, Qvarne, Breen, Kzinti-Gorn, Tholian

Around Wikia's network

Random Wiki