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USF Simulation GuideUpdated: August 28, 2006 Contents:
I. Welcome to the USFWelcome to the United Space Federation! With over 350 members and more than 40 dedicated simulation hosts, the USF is currently one of the largest and most dynamic Star Trek simulation groups on the Internet. Our 20+ separate Star Trek simulations provide you with an excellent opportunity to enjoy adventure and excitement in the realm of cyberspace. Do you like Star Trek? Are you imaginative and creative? Then the USF is for you! You can serve on any of a great variety of vessels, including Galaxy and Excelsior-class starships—or even starbases, space stations, and planetary outposts. No matter the simulation, each week you will be presented with a new and exciting adventure in the Star Trek universe. II. What is Simming?USF simulations (or "sims" for short) are an exciting variety of role-playing game in which you simulate the life and career of an officer on a Starfleet vessel. The game is not won or lost; the object is to have fun creating a character—and shaping that character's experiences—while becoming involved in Star Trek–style plots with others' characters. Upon your acceptance into the USF, your character will be assigned a position aboard one of our sims. These positions include Helm, Operations (Ops), Science, Medical, Tactical, Engineering, and Security. Some USF sims have other positions available: stellar cartographer, for example. And if you'd rather play a civilian character instead of a Starfleet officer, many of our sims support this as well—there's always room for researchers, shop owners, bartenders, etc. There are, of course, two other starship positions—those of the Commanding Officer and Executive Officer—but these positions are held only by experienced USF sim hosts. Starship PositionsThese are the descriptions of the standard starship positions listed above. In USF sims, these positions each constitute separate ships' departments—when you join a sim, you will be assigned as an assistant in a given department, reporting to a higher ranked officer serving as department chief. These responsibilities are general guidelines; each CO will have his or her own specific definitions of the function of each department. The "Who to Watch" section lists the characters in each Star Trek series whose job most nearly approximates the given department. Please note that characters from Enterprise are not listed—at present, all USF sims take place in the "present-day" Trek universe, and as such the command structures seen in Enterprise are outdated and unrepresentative of the USF. Position: COMMANDING OFFICER (CO/CAPTAIN, USF Hosts Only)Character Responsibilities: The Commanding Officer of a USF sim holds the rank of Captain or higher and is responsible for the execution of Starfleet orders and policies, as well as for the interpretation of Federation law as it applies to particular situations. Starfleet orders are of paramount importance to a CO, who must sometimes make difficult sacrifices in order to ensure that these orders are executed. USF Responsibilities: COs, carefully selected from the host ranks by USF High Command (HC), are entrusted with the well-being of the sims they are appointed to host and are ultimately held accountable by High Command for the conditions aboard those sims. In order to aid them in fulfilling this obligation, COs have a marked degree of independence in sim matters, so they can ensure that their sims provide enjoyable environments for their crews. The post of Commanding Officer, therefore, balances power and responsibility, and is arguably one of the most important and challenging positions the USF has to offer. In-Sim: The CO is generally the chief writer of a given week's plot and, as such, possesses a rough idea of the outcome of the sim. S/he will guide the crew toward this outcome, often delegating responsibilities to the XO and the various departments. The CO distributes mission briefings to the crew prior to the sim; these documents contain the information necessary for the crew to fully participate. The CO is also empowered with the use of the ACTION command, which represents a sim-wide event and is generally used to propel the plot forward. Finally, just as a Starfleet CO would expect his or her orders to be followed by the crew, so too are the orders of a USF CO to be obeyed by his or her subordinate simmers. Regardless of a CO's rank, s/he may properly be addressed as "Captain." Who to Watch: James Kirk, Jean-Luc Picard, Benjamin Sisko, Kathryn Janeway. Position: EXECUTIVE OFFICER (XO/FIRST OFFICER, USF Hosts Only)Character Responsibilities: The Executive Officer of a USF sim holds the rank of Commander (or higher, but always subordinate to that of the CO) and is the second-in-command of the ship. Under the direction of the CO, s/he is responsible for the execution of Starfleet orders and policies, but the XO's ultimate responsibility lies with the crew. The XO serves as a liaison between the CO and the crew while being concerned with the crew's welfare above all. As a result, conflicts will sometimes arise between CO and XO: should the CO lead this dangerous away mission? (Of course, should these conflicts arise in-sim, please remember that they result from the hosts playing their characters and not actual behind-the-scenes tension.) USF Responsibilities: All USF Hosts, with the exception of those who join the USF along with pre-existing sims, start as XOs, selected for promotion by their future CO and confirmed by High Command. The XO serves as a junior partner to the CO: should the two reach an irreconcilable disagreement, the CO would have the final say. However, the specific responsibilities and degree of command held by an XO are determined by the CO/XO team, who work together to make the sim successful and enjoyable for the entire crew. Should the CO be absent or otherwise unable to execute his or her duties, the XO will assume temporary command. Similarly, if the CO departs the sim, the XO will act as CO until a replacement can be found by High Command. In-Sim: The XO will often write the sim plots, or assist the CO in doing so, and will thus have a rough idea about the outcome of the sim. The specific relationship between CO, XO, and crew will be determined by the host team, but generally the XO will aid the CO in guiding the crew towards that outcome. The XO is also empowered with the ACTION command. Much like the CO, the XO's orders to subordinates are to be obeyed. The XO will generally lead most Away Teams. Who to Watch: Spock, William Riker, Kira Nerys, Chakotay. Position: OPERATIONS MANAGER (OPS)Character Responsibilities: A ship's Operations Manager is a utility officer who does a little of everything, including running sensor scans, handling communications, and monitoring ship-wide status and functions. Additionally, s/he can pilot the ship, control tractor beams and transporters, and even arrange power distribution to major systems during emergency situations. A jack of all trades, the Operations Manager is a key figure, and anyone functioning as an Operations Manager should take care to monitor all happenings in the sim because the CO will often rely heavily upon the information Ops can provide. In-Sim: Generally Ops is not a department and consists of a lone officer who serves on the bridge. Ops should coordinate with Helm, Engineering and Tactical and report any suggestions to the XO or the Captain. This position can be challenging during battle situations. Who to Watch: Data, Harry Kim, Jadzia Dax, and Hikaru Sulu often perform many of the functions of an Operations Manager as well. Position: HELMCharacter Responsibilities: The helm officer controls the speed and direction of the ship. The helmsman can also handle sensors, access communications, and monitor ship-wide status, should the need arise. However, those responsibilities are more usually left to Ops or Tactical. In-Sim: As with Ops, Helm is generally not a department, consisting instead of a lone officer who serves on the bridge. This position can be slow at times, especially if the ship is simply in orbit around a planet, so it is often considered acceptable to work with Ops and Tactical in slower situations. During high-risk maneuvers, helm is one of the key positions on the ship. Who to Watch: Tom Paris, Hikaru Sulu/Pavel Chekov Position: TACTICAL (TAC)Character Responsibilities: Tactical officers are in charge of ship, station, starbase or outpost offensive and defensive capabilities. These officers have direct control of phasers, photon torpedoes, shields and any and all other weapons or defense mechanisms. They also control tractor beams, give damage reports and status reports in regard to weapons, defense, and ship integrity, and can control communications if necessary. Some of these secondary duties may be given to Ops if both posts are present in the sim. In-Sim: This can be one of the more exciting positions on the ship because Tactical is heavily involved with the action packed starship battles that take place from time to time. Tactical officers tend to be suspicious about unknown vessels that come into contact with their ship or station. This is entirely in keeping with their duties, as they have the responsibility to see that no enemies catch them unawares. Leave the diplomatic duties to the CO and XO: the Tactical officer is all about offense and defense. Who to Watch: Worf, Tuvok, Pavel Chekov Position: SECURITY (SEC)Character Responsibilities: Security officers oversee all necessary security measures, both on the vessel or installation on which they are stationed and on those occasions in which crew members need to leave the ship/installation on official business, such as away team duty. Security officers are responsible for handling intruders, supervising security on away teams, providing unobtrusive but safe escort for diplomats, etc. Security oversees any aspects of a mission involving the personal safety of those involved as well as the safety and security of any persons or objects in their care. In-Sim: The Security officers should work on all aspects of security within the sim including (though not limited to) registering weapons, maintaining the brig, providing security for guests, escorting away teams, and conducting routine patrols. A sim's Chief of Security will generally coordinate these actions. Who to Watch: Worf, Tasha Yar, Tuvok, Odo Oftentimes, a sim will combine its Security and Tactical departments into a single entity under one Sec/Tac Chief. Officers in these sims will generally be expected to fulfill both roles, though this is left to the discretion of each CO. Position: ENGINEERING (ENG)Character Responsibilities: The engineers are the mechanics of the ship: they are responsible for the upkeep of all ship's systems including, among others, power generation, the computer, and propulsion. In-Sim: The engineers are often considered the miracle workers of the ship; when the CO asks for the impossible he very frequently looks to his engineers to pull it off. Engineers are usually found in Engineering, but they can work on the bridge at a computer console if necessary—they also journey throughout the ship to perform repairs. Engineers may often join away teams to lend their unique expertise. The Chief Engineer is in charge of Engineering—oftentimes even the CO will be reluctant to challenge his Chief's authority in this environment. Who to Watch: Montgomery Scott, Geordi LaForge, Miles O'Brien, B'Elanna Torres Position: MEDICAL (MED)Character Responsibilities: A ship's medical officers are responsible for maintaining the health and physical well-being of the crew as well as treating the injured, pronouncing the dead and performing autopsies when required. In-Sim: This is undoubtedly one of the most challenging positions, as sim plots do not frequently involve medical problems, so medical officers are forced to rely on common sense and creativity to find ways to keep their characters busy in sim without interfering with the main plot. If, for example, the crew's health is generally good and there are no injured personnel in sickbay, a medical officer may have no situations directly requiring his/her involvement. The medical team should make sure that the crew is in good health by performing routine physicals. Medical personnel are almost always in sick bay but will frequently join away teams, especially when casualties are reported or expected or when the away team is expected to perform a medical function, such as providing aid to victims of a disaster or investigating an outbreak of disease. The Chief Medical Officer is generally the most experienced doctor aboard the ship. Who to Watch: Leonard "Bones" McCoy, Beverly Crusher, Katherine Pulaski, Julian Bashir, Voyager's EMH ("The Doctor") Position: SCIENCE (SCI)Character Responsibilities: Science personnel routinely use sensor readings, tricorders and any other analytical equipment at their disposal in order to gain an understanding of the unknown. Science officers will often be charged with finding solutions to these problems once they are identified. In-Sim: Along with Medical, this is one of the most challenging sim positions. This position generally calls for strong creative and improvisational abilities, especially when faced with unknown substances and species, as well as an ability to work closely with the command staff. Science officers frequently join away teams, and their responsibilities are delegated by the Chief Science Officer. Who to Watch: Spock, Jadzia Dax, Data Position: COUNSELOR (CNSLR)Character Responsibilities: Responsible for the mental and emotional well-being of the crew members. The Counselor periodically consults with each crew member to evaluate his or her mental and emotional well-being, similar to the physicals performed by the medical staff. The Counselor will also hold voluntary sessions with crew members who have mental health concerns. In-Sim: Counselors often possess empathic or telepathic abilities, though many do not. This position can be very dramatic and interesting and the counseling sessions can often lead to interesting joint logs and subplots. The Counselor will generally be busiest during the sim when communicating with non-Federation species and advising the CO regarding what s/he senses. S/he will also play an important role in diplomatic missions and in situations involving those with strong emotional difficulties. On many sims, the Counselor exists independently from the other departments; on others, the Counselor is considered part of the Medical department. Who to Watch: Deanna Troi After your application is processed, either the CO or the XO of the sim to which you have been assigned will send you a letter of welcome. This letter will advise you of the time and location at which the simulation takes place, the department in which you will be working, and anything else you might need to know before your first sim. Your sim will start promptly at the appointed time, so make sure you arrive a few minutes early to get acquainted with your fellow crewmembers and to prepare for adventure! Role-PlayingDuring the sim, you should act as if you are a Starfleet officer serving at your assigned position. The command staff will give you orders and describe the general events that are taking place—it is your job to come up with realistic solutions to the problems that your ship is currently facing. Example: You are the Chief Science Officer aboard the USS Integrity. The CO advises the crew that the Integrity is currently evacuating a colony on a planet suffering from severe tectonic disturbances. The CO turns to you for recommendations, and after a moment's thought you say... This is the great thing about simming: you can respond however you like. Be creative—this is your chance to offer a unique solution to a problem and potentially save your ship. However, remember that this is a Star Trek sim; your answers should be plausible within the Star Trek universe. Oftentimes the CO will write a problem into a sim and not have a specific resolution in mind—s/he will consult the crew and frequently use the most creative and believable idea to solve the problem. Unfortunately, not every sim can directly involve every department with the plot. Most Star Trek episodes dealt with a specific character or department—it is very difficult to write a believable plot which equally involves engineering, medical, science, tactical, security, operations, helm, and the counselor. As a result, you will often find yourself without specific orders. In this situation, take the initiative! Consider your rank and position: in the current plot, what would (for example) a medical officer without specific orders do? Oftentimes you will be able, for example, to come up with a way to contribute that the CO may not have considered. However, bear in mind that only hosts are empowered to initiate events outside of their character's influence: as a tactical officer, you may not cause three Romulan Warbirds to warp into your sector. Instead, you must use the resources available to your character to contribute to the plot. Bear in mind that, each week, your sim is telling a story. Every story has lead and supporting characters—and though the CO and XO will try to spread the action around to everyone, you will often find yourself cast in a supporting role. If you're not in a lead role, don't worry—try offering your expertise to those that are more directly involved. Alternately, try working on an unrelated subplot—just try not to interfere with the main action! Your CO and XO are trained to pay attention to everyone: if you help them make it possible to give you a bigger role, they'll frequently do it. Let's return to our example... You are the Chief Science Officer aboard the USS Integrity. Your ship is currently evacuating a colony on a planet that is suffering from severe tectonic disturbances. But the CO hasn't given you any specific orders, so what do you do? Here are some very reasonable options...
As you can see, if you use your imagination and ingenuity, there are many opportunities for your character in a sim—even if you don't appear to be directly involved with the plot. Which one will you choose and how will it affect the adventure? That's what makes simming so much fun! If you perform very well, you will earn the ultimate reward: PROMOTION. If you work hard, you will get a chance to move up in the ranks. Someday you might even earn the rank of Captain and get to command your own starship, starbase, space station or outpost—believe it or not, all of our hosts started out as ensigns once upon a time. Star Trek simulations are both fun and challenging to those people who want to exercise their creativity, role-playing skills, and knowledge of the Star Trek Universe. We invite you to join our crew and BOLDLY GO WHERE NO ONE HAS GONE BEFORE... III. General Guidelines for SimulationsDuring a sim, you will have to relate your character's words and actions, while the hosts will also have to describe sim-wide events. As this would become rather confusing if everything was described in words, the USF uses a common system of shorthand to make sims easier to understand. The examples that follow appear as they would appear in a simming environment; USF sims generally take place within AOL Instant Messenger (AIM) chat rooms. Should you see a term or abbreviation not listed below, feel free to ask for a definition—your fellow officers will be happy to explain. Unmodified text represents speech: To represent a character's actions, enclose your text with double colons:
When communicating at a distance using a commbadge or a ship's communications system, preface your text with +TAPS+, +Name of person with whom you wish to communicate+, or =/\=:
When assigned to Away Team (AT) duty, you will generally be assigned a symbol to indicate your presence in a certain location. The most common symbol for this purpose is @, but others are used from time to time. Text without symbols generally indicates that you're aboard your ship: Some sims use symbols to represent particular areas of the ship: people in sickbay, for example, may use $ before their text. Other sims use various colors for this purpose: bridge officers might type in red. Others don't use this system aboard their ship and leave it to you to keep track of everyone's location; it's all up to your CO's discretion. However, these symbols can be helpful: when you're on an away team, it is easier to look for lines beginning with @ than to attempt to read and comprehend everything that is typed in the chat. When you first come on board, it is sometimes a good idea to begin all sentences with (Your Post). This helps other members of the crew identify you and your position. This is usually only necessary for the first couple of weeks—after the crew gets to know you, it is no longer needed and you need not continue the practice. Sims will frequently feature "guest simmers," people from other sims playing characters different from their own, while at other times people in your sim will play more than one character. This indicator is used in these cases to inform the crew of what is being portrayed:
By using the copy and paste functions, you can avoid having to type your 'label' out at the beginning of each sentence—a task which rapidly becomes annoying. If you don't know how to copy and paste, someone in your crew will be happy to explain the process to you. As before, these procedures are general recommendations: each CO adopts his or her own style for the crew to follow. It is rare, however, that a sim will radically depart from these norms. Simulation Symbols, Abbreviations, etc.
Again, should you encounter any unfamiliar terms or language, feel free to ask anyone for help. IV. The USF Wants YOU!The United Space Federation is currently accepting applications for members aboard its various starships, starbases, space stations and outposts. The USF is looking for intelligent, creative and dedicated officers to join the crews of its existing sims and to help create new ones. We have a long tradition of honor and excellence. Please access our website at Sector001.com for more information about the USF and to fill out and submit the USF online application. To request an application via e-mail, please send a letter to either application@sector001.com. Your application and subsequent assignment should take less than a week to review and process. If you would like to join more than one USF sim, you are more than welcome to do so! Please remember, though, that you must create a separate character for each sim you join. V. BiographiesEach member of the USF is required to write a biography of their character. A biography is a document containing relevant information about your character, from physical characteristics to a Starfleet record. Though there is no set format, biographies generally start with your character's name and personal attributes (gender, height, species, etc.). Biographies also generally include your character's Starfleet history: a history of your character's time at the Academy makes a good place to start, because this is an experience shared by the majority of the USF's characters. From here, feel free to be as creative as you like. For example, talk about your character's life prior to the Academy, or his or her family background. Give a psychological profile—what sort of personality does your character have? How is s/he likely to react in a given situation? What are his or her hobbies? Are you creating a new species for your character? Perhaps a background on your character's people might be helpful. Remember, the purpose of the biography is to introduce your fellow simmers to your character—you don't need to include every possible detail, but a bit of time and effort will make the simming experience more interesting for everyone. If you're not sure how to construct your character's bio, you might want to take a look at some other bios from around the USF. These are available on our message boards—everysim has a board for biographies—and should provide you with some good examples of character biographies. Remember, too, that your character's bio will change as s/he advances through the USF. Did you receive an award or a promotion? Make a note of it! Did your character get married? Mention it in the bio! Updating your character's biography is a promotion requirement, but more importantly, updates will help both you and your crewmates remember that your character isn't necessarily the same person s/he was when you first joined the USF. VI. Duty and Personal LogsAfter each sim, every crewmember is expected to write one Duty Log (DL) and one Personal Log (PL). You've seen these before in Star Trek: often, when an episode opens, you'll hear "Captain's Log" followed by a brief summary of the events which have led up to the point depicted, while at other times you'll hear a character making a "personal" log entry of their private life and/or feelings about the mission. Well, it's the same way in the USF. Your Duty Log is usually a summary of what happened to your character during the course of the sim, written from a first-person perspective. Remember, though you as a player are aware of all sim events, your character is not—you should try to limit your DL to your character's experiences. A DL can also include your character's recommendations for the following sim: for example, a Counselor on the bridge during a battle with a hostile alien species could, in his or her DL, offer theories about why the aliens attacked and offer recommendations for avoiding future conflicts. Duty Logs also include your character's job-related activities between sims: if, for example, your character writes a report about a piece of alien technology s/he encountered, that's a DL. Personal Logs, on the other hand, detail your character's off-duty life. These can include your character's plans for time off, your character's feelings about the current mission, or even your character's feelings about his or her fellow crewmembers—how are they getting along? Does your character feel as though s/he is fitting in? Just like in real life, your character will often grow and evolve as a person—your Personal Logs will give you and your crewmates a weekly chronicle of your character's development and add to the fun of the sim. There's another type of Personal Log: the story log. Story logs, as the name implies, tell stories about your character that take place outside the confines of your weekly sim. You frequently see Star Trek characters spending free time in a holodeck simulation, for example—well, there usually isn't time to do this in your weekly sim, so why not write a story about an experience your character had in the holodeck? Want to flesh out experiences from your character's past? Dramatize them in a story log! Want to write about your character's shore leave on Risa? Story log—just keep it clean! Many USF simmers prefer the story log to the more traditional personal log—the important thing is to write something you enjoy. A third type of log—one which is not required of a crewmember—is the Joint Log (JL). Sometimes, this simply means that two (or more) people collaborate to write a story log, just as two people might co-author a novel. More common, however, is the "mini-sim," in which the authors get together in their free time and actually sim out the action of the story. Once the "mini-sim" is completed, one of the participants writes up the events in prose form and sends the completed story to the other participants for their suggestions and approval. When all parties involved approve of the story, it is sent to the crew and posted to the appropriate message board by one of the authors. Remember, logwriting is the best way for your crewmates to get to know your character. While you sim in-character, most sims won't provide many opportunities to show your character's intricacies—and even when they do, these details often scroll off the screen before everyone can read them. Your logs, however, can contain almost anything you like—and your crewmates can read them at their leisure. To qualify for promotion, you must write logs, send them to the crew, and post them on your ship's message boards. However, once they find a style they enjoy, many USF members take the opportunity to explore their characters and write in excess of the basic requirements. VII. When Will I Get Promoted?After your first sim, you won't be promoted. Don't be discouraged, however; just like any other organization, the USF has minimum requirements for promotion that simply cannot be fulfilled after one week. Requirements generally include participation in a certain number of sims, a minimum number of logs, and a demonstrated level of ability commensurate with the desired rank. Listed below are the minimum requirements for promotion across the USF. Achieving these requirements does not guarantee promotion. Promotions come entirely at your CO's discretion, and your CO may set requirements above the USF's minimums. If you want to know how far you have to go to meet requirements, or what your CO expects of you before s/he will promote you, just ask—your CO will be happy to explain. Just don't ask to be promoted—your progress is being tracked by your CO, and asking them won't make the time go any faster. Officer RanksThe following are the most common ranks which one can receive in standard USF sims. All promotions are at the discretion of the Commanding Officer unless otherwise noted. Additional or alternate ranks below the rank of Commander may be utilized if the Commanding Officer so desires.Ensign (Ens):
Lt. Junior Grade (LtJG):
Lieutenant (Lt):
First Lieutenant (FLT/FstLt):
Lt. Commander (LtCdr, LtCmdr):
USF Host Ranks(Any promotions to Commander or above must be approved by High Command) Commander (Cdr, Cmdr):
Captain (Cpt):
Fleet Representatives (FRs)(Approved and promoted by High Command) Fleet Captain (FltCpt, FCpt, FC):
High Command Ranks(There are only 7 members of High Command) Commodore:
Rear Admiral:
Vice Admiral:
Admiral:
VIII. High CommandThe USF High Command is the governing body of the United Space Federation. Their main concerns are to oversee the Fleet and maintain the well-being of the USF as a whole. They, along with the Fleet Representatives, are also responsible for investigating complaints from Commanding and Executive Officers as well as complaints regarding COs and XOs. High Command ensures that the USF is working properly and that there are no unfair or illegal practices transpiring in sims or in other areas of the USF. The following is an outline of the USF Chain of Command: If you become aware of a problem affecting you or your sim, you should follow your sim's specific Chain of Command, which will ultimately lead to your CO and XO. If your CO and XO cannot handle the problem, or if you aren't satisfied with the way they handled the situation, you may then contact your Fleet Representative, whose specific duties are explained in Section IX. If the resolution of the problem at the FR level is still unsatisfactory, the problem may then be brought before High Command. Please note that, though the Chain of Command is to be used for all official sim-related concerns or problems, you are free to approach your Fleet Rep or a High Command member at any time with informal questions, comments or requests for advice. Please view the host listingpage for a list of the current members of USF High Command. IX. Fleet RepresentativesEach ship in the USF is represented to High Command through a delegate known as a Fleet Representative (FR). FRs are usually Fleet Captains, though occasionally High Command members assume their duties. The function of the Fleet Representative is to serve as an advisor and mediator to a sim's Host team, one who ensures that the sim operates in accordance with USF guidelines. The Fleet Representative is not, however, part of the sim's official chain of command; rather, s/he is part of the USF chain of command. Hosts of a sim may consult with the Fleet Representative for advice or for assistance in mediating disputes—or, indeed, for any number of other reasons—but they are under no obligation or expectation to do so. Unless a serious problem arises that cannot be resolved within the sim's command structure, the FR does not need to become involved. In order for FRs to be able to carry out their duties, they shall have access to the main areas of the sim where the hosts and crew interact: the weekly sim and the mail that goes out on the sim string. So long as the FR is still able to fulfill his/her obligations (to the sim crew, hosts, and HC), the FR and CO of a sim are free to make another, mutually agreeable, arrangement. Feel free to consult your Fleet Representative for help. The following is a brief outline of the duties and responsibilities of a Fleet Representative—a more complete description can be found in the Fleet Representative Handbook.
Please view the hostlisting page for a current list of the USF's Fleet Representatives. X. Guidelines of ConductBeing a member of the USF is a privilege, not a right, and with this privilege come certain responsibilities. Though the USF does not force a certain style of simming upon its members, we do have certain guidelines that each member must follow to help make sure we all have a good time. After all, if the game isn't fun for us, why should we bother to play it? The following are some basic guidelines.
The above are just a couple of the basic USF-wide guidelines of conduct. Each ship will have separate codes of conduct. Your CO and XO will inform you of what is expected from you when you join their sim. The CO has the power to dismiss you from a USF sim if s/he feels that your behavior warrants dismissal—but this rarely happens. None of our rules differ dramatically from simple common sense, and virtually all USF members sim with us without ever encountering disciplinary measures. If, however, you feel as though you have been disciplined unfairly, inform your Fleet Representative, and they will determine whether or not you were accorded due process and will then advise you about how to proceed. Remember, if one sim doesn't work out for you, the USF has many, many others for you to try! Good luck on your new adventure; we look forward to simming with you! Good luck on your new adventure!
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