Thursday, 29 August 2013

Training and Testing

With the help of senior officers of the Light Division, I have started creating training documents and examination materials in order to create a more thorough training programme for TSN officers. The training documents provide information for officers to study in preparation for oral examinations. Once they have been created, promotion will be based upon the outcome of the examination, as well as observation of the officer during simulations, where appropriate. 

At the moment, documents are being created for Officer Cadets to study. These documents include all the basic information about each role aboard a TSN vessel. They will also include standard operation procedures and orders, such as in depth detail of combat orders currently in use. Once these have been completed, advanced documents on the different roles will be created, detailing things such as specific manoeuvres or tactics to utilise, as well as how to effectively operate within the specified role. Documents produced for ranks of Lieutenant-Commander and higher will shift focus from knowledge and operation of consoles to tactical considerations and the role of command. Until that point however, all documents will focus upon mastering the different roles.

The progression will be set so that officer must master a number of role, as well as become very competent at all the roles, before progressing on to command ranks. It is essential that all commanding officers are able to operate any console to a high level so that they can train their crew to a high standard. The training programme therefore aims to establish this base of expertise before officers can move to higher ranks. 

Currently, the Helm and Weapon officer documents for Officer Cadet level have been completed and are due to be released shortly. The Engineering, Science and Communications documents should follow shortly. Once they have been release, more rigorous testing of officers will begin and work will start on the next set of documents for Ensigns.

I have been continuing the development of the Sandbox mission script. So far, the script has a total of 4 different systems to explore and two waypoint sectors. In total, there are 14 different sectors to navigate through, some of which have additional hazards within them. There are also 3 working missions and a fourth side mission, requiring the crew can pick up data readings and return them to a research base. I have started a process of more thorough testing of the script itself. At the moment, I have tested that navigation through all nav points and gateways works correctly. Some of the missions have been tested, but not as thoroughly yet. Once I have completed the testing, I want to begin adding more entities such as allied vessels and creatures to the sector map and then start working on additional sectors and missions.

There are a few "upgrades" that I have made to the player ship as well. I have installed the Fuel Collection System in order to increase the operational range of the ship, making the ship able to operate more effectively away from main sectors with bases. In addition, I have added an extra sensor array that can be activated by the Science officer. It allows them to initiate a scan of the local vicinity and gather additional information about phenomena that may be encountered. To tie in with this, the Comms officer can access a number of reports, one being from the sensor arrays. If the sensors activated by the Science officer picks anything up, the Comms officer will be able to see it by requesting a sensor report. The Comms officer can also request reports from "Internal Ops" to get updates on things such as the storage of cargo, or the transfer of passengers, or from "Engineering" to get further details on what is happening on the engineering decks. All these systems are aimed at making the Sandbox more immersive for crews, and add a few extra things that they can access. 

Sunday, 18 August 2013

Wargames, Crew assignments and a Galaxy to explore

The Wargames event was a great success and the crew of the TSN Falcon put on a great display for a live audience. We were able to show how a crew works together on a TSN ship and some of the tactics we use as we approach engagements. TSN Command were also impressed and plans to make additional videos and hold more live stream events in the future. Personally, I hope that in the next we'll be able to demonstrate how several ships operate together. I have already started training officers of the Light Division in basic fleet tactics and manoeouvres, and soon we will be able to move on to the more advanced fleet tactics.

Crew assignments are now my next priority. I now have a list of the crew assignments completed and I have discussed it with my senior officers. The assignments should provide a good balance of experience and expertise to both the TSN Falcon and the TSN Pegasus. I intend to keep the assignments the same for some time to allow the new crews to train together and get used to working together. Eventually, when we have several ships and crews operating, there will be procedures in place to allow officers to apply for new assignments or transfers to other vessels. For now these procedures are still being developed. There will likely be a minimum amount of time that an officer must serve aboard a vessel before they can transfer. This will ensure that crews are not impacted by continual changes to crews. My hope is that the transfers and the chance for officers to change and work with other officers will push the experise and skill of all TSN crews.

New systems have now been implemented across all ships in the Division. Officers are adapting quickly to the new systems and the transition has been relatively smooth. The Skaraans we have encountered recently have confirmed the intelligence reports that I received from TSN Command. Skaraans have improved may of their systems and now have ways to effectively combat our missiles and mines. It would seem that the Hegamoney can now effectively detect our mine fields too. I have observed several changing course to move around the minefields. Although it means that we can destroy fewer ships using minefields, it does mean that the enemy is delayed trying to get around them and gives us more time to get in position to defend allies and stations.

We have also encountered several "biomechs", an advanced space dwelling species of bio mechanical entities. I have heard several reports about the species being agressive, however I have currently only observed them attack in self defense. I have issued orders to the officers of the Light Division that the biomechs are not to be provoked or attacked unless they attack first and that all reasonable measures must be made not to engage the biomechs. In a way, they are like wild animals on Earth. This is their space, their home, and we are the guests.

OOC -  I have started writing a mission script that will allow players to explore USFP space. Using my gateways and nav points, I have created and linked around 14 sectors so far. In all there are four systems (Atlantis, Titan, Al'Mare and Osiris; each with several sectors), and two waypoint sectors. The script allows players to activate gateways and nav points so that they can move around the space. I have a couple of bugs to sort out (there seems to be a problem when moving around sectors in the Al'Mare system) and two or three more sectors in Osiris system to populate with bases, nebula and asteroids but in all, most of the base script is now finished.

Once I have worked the bugs out of the main part of the script, I am going to start adding missions in as well as some upgrades for the ship.  The way the script works should allow me to add missions and upgrade in to the script, without making any changes to the sectors I have already created. There is one mission already; just a simple one requiring supplies to be delivered to another sector. I have also put in my fuel collection code to allow refuelling away from bases.   

I was also considering making the start point random, so that when players start the mission, the start sector is randomly selected. I already have an idea of how to script this and it should be relatively straightforward. I think I'll have it so that the start sector is in one of the main systems, or in a sector with a command base within it, rather then entirely random. Crews could the go out from that main command base and explore the surrounding systems.

The whole script only works with one ship; the Artemis. I have no plans to make the script support multiple ships. I have made a multi-ship script called Guardians, but it took a lot of effort and I'm not sure if all the bugs have been sorted in it yet. I had to add a lot of extra script to support the additional ships and there may still be one or two errors in it, or things I have not considered.

I am going to continue working away at the Sandbox script. The script is available here for anyone who wants to try it. As I work on it, I continually update the file that people can download so that the most current version is always available. It would be worth downloading the script when it is going to be run to ensure the latest version is being used.

Thursday, 8 August 2013

Back on Station

I have now arrived back at Promethean Command after my journey to TSN Command HQ and Earth.

I journeyed to TSN Command in order to give an update of the Light Division and receive new information about system upgrades to TSN vessels. There is to be an overhaul of the systems interface aboard all TSN vessels. HQ allowed me to see a version of the system interface in the final testing phases, so that I may become familiar with it and therefore able to brief the Light Division on its integration. After looking over it, I can see that there will be a need to organise a few training sessions for senior officer to get them up to speed.

One major change is the addition of finer control inputs to the vertical thrusters. The thrusters themselves need only minor modifications, but the new software will allow helms officers to fine tune our vertical position much more precisely. Combat tactics are going to evolve as a result, and helms officers are going to need the most training in order to adjust their tactical thinking beyond the limited plane we have been using until now. The sensor arrays are also being upgraded on all TSN vessels. Equipment will be delivered to Promethean Command soon, and is designed to pick out greater detail of vessels in a sector; displaying a symbol to indicate the ship configuration rather than the original arrow showing the current heading of the vessel. 

New intelligence also suggests that Hegemony forces are now able to mask their ship signature to a greater extent, and have made improvements to their external sensors allowing them detect hazards such as mines with greater accuracy. Skaraans seem to have been investing a lot in technology too. Many reports claim advanced systems becoming more common aboard many Skaraan vessels, including better cloaking devices and advanced targeting systems.

Now I am back on station, I also have a few other matters to attend to. TSN Command have asked the Division to take part in a live Wargames event, where we stage a simulation to show a TSN crew in action as part of a TSN military celebration. I have already hand picked some of the best officers in the Division to take part and engineers have been working to set up the simulation software to ensure that the event is broadcast for all to view. Hopefully everything will run smoothly. Final preparations are being made to ensure it does. I intend to brief my officers beforehand so they are fully aware of how the event will run. As long as we are prepared well enough, I am confident that we will be able to show the the high levels of professionalism and capability of officers of the TSN and in particular, officers of the 4th Light Division.

I also have to sort out crew assignments. With the promotion of my first officer to Commander and his newly assigned captaincy of the TSN Pegasus, a permanent crew needs to be assigned to him. Currently, the Division has a good number of full officers; enough to create two full, permanent crews aboard the Pegasus and the Falcon. I am considering reassigning several officers to new assignments on the two vessels. This will allow officers to work as part of a different crew, potentially under a new captain, and for me to build up solid crews on both vessels with a mix of ranks and abilities. I'll have to appoint a new first officer for the TSN Falcon too.

Now that there are two vessels running and the process of training new officers is becoming more refined and well established (senior officers are now regularly training new recruits and junior officers), I will be able to shift greater focus upon training commanding officers on how to operate as part of a coordinated Division, working closely alongside other TSN ships in combat. Already we have been trying out new tactical fleet manoeuvres, attacking enemy fleets in pairs using coordinated firing runs and manoeuvring. To see such coordination in action is an impressive sight indeed and demonstrates the true might of the TSN. Operating independently, TSN ships and their crews are a force to be reckoned with. Operating together, and in close proximity, TSN ships and crews are even more formidable!

Friday, 26 July 2013

TSN Live Stream Event

On 17th August 2013 at 21:30hrs UTC, senior officers of the TSN RP Community are going to come together to host a live stream event. The intention is to showcase what the TSN RP Community are about; creating and playing as part of a professional crew. 

On the night, we'll be looking at running a couple of missions with just one ship. We're going to be using the "Elite Co-op" mode so that the enemy ships can be made more challenging, boosting shields, and weapon strength. People watching will be able to see the general tactics used by crews of the RP Community, as well as hear orders and watch how the crew works together to carry them out.

We will be running version 1.702. Although version 2.0 will be out by then, we'd want to get used to the new features before showcasing what we can do. There has already been lots of discussion how our tactics will be able to evolve and become more interesting and complex with some of the new features. 

Everyone is welcome to view. The session will be streamed live (link address will be posted on the Artemis forums, as well as on Artemis Community websites) and a view of the helms console, along with other views including a sector map and mainscreen display will be on show. 

Should this event be a success, we'll be looking at hosting another, but with multiple ships. We have already started developing tactics for multiple ships so that they can coordinate together in combat and would love to show off what is possible in the game.

Come along and check it out!

Sunday, 9 June 2013

New Recruits, Training and true Officers of the TSN (OOC)

The RP community is beginning to thrive and grow as I hoped it would. Applications to join continue to come in regularly, and attendance during RP sessions is growing. The rank system is also starting to come into play more as officers gain experience and improve their skills. There are now seven full officers participating in the RP, all of which are regular and dedicated players. To move up the ranks is not easily achieved, with the officers having to fulfil strict criteria. This ensures that those promoted are dedicated and experienced individuals with an excellent knowledge of their chosen areas of expertise. 

As more new recruits join, there is an increasing need to provide a clear induction for those recruits, bringing them up to speed on the basics of operating consoles, as well as acting as an officer of the TSN. As a result, development has begun on official training courses which can be run on a regular basis. The intention is to run a Basic Training course once a month for all new recruits. The course will be split into two modules; Basic Ops will cover how to operate each console on the most basic level; Basic Officer training will introduce the cadets to combat orders, how the session works and other aspects that apply directly to the RP element. All cadets would have to take the Basic Officer training, however those with previous experience of the game would have the option of skipping Basic Ops should their knowledge already be up to scratch. Overall, the course aims to give all new recruits the same basic level of knowledge and skill that will enable them to fully participate in the RP sessions.

After these courses have been developed, the next stage will be developing courses for specific areas of expertise, such as Helm, Weapons and Science. Courses such as advanced courses in Piloting or Engineering, Command courses for senior officer, instructor training for those wishing to lead courses and so on have also been considered and will potentially be created in the future. An outline of the content has already been drafted for future courses, however they are yet to be fully developed.

I started this RP Community because I wanted to play and train with the best. I wanted to command and be part of crews of experienced and professional officers. Officers who knew their role and could execute orders seamlessly. Officers who develop a knowledge of tactics and strategy, and who follow standards and procedures that allow TSN vessels to operate at peak effectiveness. Such officers now exist in this community, and I am proud to serve alongside them. They are true officers of the Terran Stellar Navy.

Wednesday, 29 May 2013

Updating the TSN RP Community (OOC)

I have started work on updating all the information available for the TSN RP Community. So far, I have reorganised the Artemis Wiki pages relating to the RP Community and have started combining and updating the information in to one book. The intention is to bring the information together in one reference to make it easier for all members, new and old. Everything in the book will be up-to-date and officially part of the RP.

Why am I doing this? Over the past few months the RP Community has grown and changed. There have been many additions to how the community is organised and how the sessions run. A lot of documents have been created and they need combining together to make a central source of information. Some of the older and original information has been superseded by newer documents, so this one reference document will make it clear what is official and what is not.
 
The new reference document will contain all the information about the community for people who wish to join and play as a member. Much of the information is already available, however there are a few new ideas and changes that I will be making.
 
The first major change will be to do with membership. There are those out there who want to help with the community, but are not necessarily play in role duing RP sessions. Instead they want to help with developing mission scripts and campaigns. Previously, the idea was to have such individuals join as "civilian" members, however that kind of membership created a grey area about the role of civilian members and how they took part in the RP session. To address this issue, I am going to create two main membership types; Non-RP contributors and RP players. The non-RP contributors are exactly that, individuals who want to contribute mission scripts, campaigns, GM missions and take part, but not play during the RP sessions, or play in role. The RP players will be as they are now though, having to apply and playing in role during RP sessions.
 
As a reult of this change, the application form will be altered for RP members, and a process put in place for those wanting to become non-RP members. All this will be detailed in the new reference document.
 
There will be a lot of other information within the document too, including new session guidelines that were created recently, promotional structures, communications protocol, pointers to other official documentation  such as the Officer Handbook, application forms etc. I am not sure when it will be ready for release, and it will be updated periodically as the community continues to grow. I am sure that it will provide an invaluable source of information for anyone wanting to be involved in the RP community though and will make things much clearer to understand and easier to find.

Oh and one last thing, this whole post is in italics for a reason - because it is written "out of character". It is another idea that is going to be incorporated as part of the RP community to help differentiate between "in chararcter" and "out of character" chat.

Tuesday, 14 May 2013

Rank Structure & Expectations

As part of the on going process of creating the most professional and highly trained TSN division, I have been formulating criteria for officers. These criteria outline what an officer should be capable of, and the level of experience they must have, at each rank. It was something that I have considered for some time, and when my first officer suggested something similar, I decided to begin work on developing the criteria.

Originally, I had developed a set of questions to test an officer's knowledge as they progressed from one rank to the next. These questions were to form a basic "criteria"; if an officer could provide acceptable answers (or demonstrations) then they would progress to the next rank. The main issue with them however, was that they did not form a complete and clear "image" of what that officer should actually be capable of, the questions instead just provided a means of testing an officer. There was nothing that could be shared with officers beforehand, detailing what they should have done and be able to do, and there was nothing outlining the experience that an officer should have.

The new criteria gives a series of bullet points, clearly outlining what an officer must be able to do and must have already done to obtain the next rank. So far, only the criteria for junior officer has been completed; the criteria for the senior officers is still being developed. The main focus for junior officers is the development of skills and experience operating the main consoles. Command experience isn't required to advance up to the ranks of Lieutenant and Lieutenant-Commander (at the rank of Lieutenant-Commander an officer is expected to begin gaining command experience).

The criteria can be found in this document.