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USS
Warrior IRC INFORMATION
Welcome!
Everyone
who is interested in joining or observing our IRC Startrek
simulations, don't hesitate to attend a sim.
TIME
Every Saturday evening 11 p.m. Eastern Standard Time.
Which is Sunday morning at 4 p.m. Greenwich Mean Time.
LOCATION
KDFS Net
in channel #uss-warrior
After
hours we can be found in
#uss-warrior (KDFS Net),
in #warrior-lounge (KDFS Net)
or in #ten-forward, (KDFS Net)
PROGRAMS
(IRC CLIENTS)
Any capable IRC client, e.g.
mIRC (MS Windows)
pIRCH (MS
Windows)
icechat (MS
Windows; no sound support for the bot)
Ircle (Macintosh)
BitchX (Unix)
IRC
SERVERS
KDFS
Net servers
For most recent list, go to this
page
When you have mIRC 6.01, the servers are already in the list
It is always best to pick the server most near to you
Port is always 6667
USA:
qonos.kdfs.net
Oregon, U.S.A.
IP 193.108.165.141
klingon.kdfs.net
Ohio, U.S.A.
IP 65.90.87.236
suq.kdfs.net
Texas, U.S.A.
IP 65.69.159.117
Europe:
kaskall.eu.kdfs.net
Hamburg, Germany
IP 195.222.213.45
daqtagh.eu.kdfs.net
Amsterdam, The Netherlands
IP 213.93.78.42
Canada:
toqduj.ca.kdfs.net
Ontario, Canada
216.123.73.266
USS
Warrior SIM GUIDELINES
1.
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Please
check your e-mail 15 minutes before every sim for last moment
changes, problems with KDFS servers, etc.
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2.
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For
plot-related questions during the sim, please contact your
Department Chief. Department Chiefs will contact the First Officer
if they don't have the answer.
Non-plot
related questions concerning the sim can be posed to the First
Officer.
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3.
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If
you cannot make it to a sim, send an e-mail to the listserv
(warrior-sim@ucip.org), preferably 24 hours in advance. If you
have to miss several sims in a row, you can ask for a Leave of
Absence (LOA). You only have to send one e-mail to notify us of an
LOA.
Three
absences without notification and you will no longer be part of
the crew.
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4.
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Remember
that not every department will get to be at the epicenter of the
sim everytime we get together. When your deparment has no
assignments or has no ACTIONs to respond to, it is your
responsibility to find other things to occupy your time.
"Busy"
work they call it, diagnostics, chatting with people in your
department (whether crew or NPC) going from point A to point B
etc., just non plot affecting things that you can do to keep from
going crazy from the boredom. Next sim around the situation may
very well be reversed and your department will have a ton of stuff
going on and the departments that were busy last sim will have to
find "busy" work to occupy themselves.
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5.
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Remember
when you are simming that what comes around goes around,
selflessness is the key to having outstanding sims.
For
example, if Security is the center of the sim for the time being,
do everything you can to make their storyline as fun and exciting
as possible. Concentrate on giving them a hundred percent of your
attention and when the "shoe is on the other foot" and
you or your department is in the spotlight, count on your mates to
do the same for you.
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6.
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Don't
alter the plot or affect the plot by your role play.
For
example, don't detect Romulans in unexplored space, don't detect
spacetravel in a star system with planets with only moderate
technological achievement, etc.
Be
-sure- to clear all sensor readings or other discoveries with the
First Officer, he'll be as informed as anyone as to what we will
be doing and it is confusing and frustrating for the Captain when
he has to alter the storyline "on the fly" to fit
wayward sub plots into the main story.
There
are countless non plot affecting discoveries an officer can make
during a sim that can be just as interesting to Role Play as
something major. Like finding a sensor malfunction instead of
finding a fleet of ships surrounding us with their weapons locked
on, or finding a moderate leak in one of our nacelles rather than
finding a warp core breach ten seconds from its event horizon.
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7.
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Stick
to your duties and don't take over other officer's
responsibilities unless ordered to do so.
For
example, a security officer wouldn't be using the science sensors
and a science officer wouldn't be carrying a phaser rifle around
the ship.
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8.
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Always
remember that we are Star Fleet Officers, Star Fleet officers -do
not kill- UNLESS its to save the life of others.
Read
our General
Orders and you will see that the taking of life is the most
abhorred act a Star Fleet officer can commit and we are to refrain
from killing to the point of sacrificing ourselves if necessary.
Which means, no edged weapons, projectile weapons, explosives or
otherwise non defensive devices should be taken on away missions
or carried on board unless otherwise ordered.
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9.
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Focus
more on your ship mates than on yourself, the only way a sim works
is by cooperation and the more we cooperate the better the sim
will be. Cooperation is what brings about that "family
like" atmosphere, your mates know that you care about them,
are interested in their character and you want them to have the
best time they can.. being the good ship mates that they are, they
return the sentiment and everyone has a great time.
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10.
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The
following is not a rule but a suggestion.
When you are on an extended LOA (Leave Of Absence), or when you
have missed a few sims, try writing a log once in a while.
Email logs are -not- required, you don't have to log over email if
you do not wish to, but it would help all of us to keep in the
swing of things and give us an idea of what goes on while on LOA
trapped aboard a star ship.
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11.
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The
mailing list is not to be used for any form of OOC political or
religious propoganda, nor to solicit any type of OOC point of view
other than those pertaining to Star Trek based subjects and never
to insult or degrade anothers point of view, religion or political
alignment.
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12.
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Please
use the following standard style nickname during the sim:
RankName, e.g. LtStGermaine.
No underscores, hyphens and such.
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13.
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Please
register your nick.
To
register your nickname you log on to IRC and in the Status screen
type..
/msg
NickServ REGISTER <your password> <your email address>
You
should then get an activation code sent to the email address you
entered, follow the letter's instructions to activate your
nickname when you return to IRC.
Everytime
you pop onto IRC you will have to identify so that when you go
into a channel the auto ops can work. To identify yourself once
you have registered your nickname log onto IRC and in the status
screen type..
/msg
NickServ IDENTIFY <your password>
We
will have time before the sim to get you squared away if you need
help so don't be bashful about asking.
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14.
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When
writing a log that needs dialogue with, or actions by a crewmate,
please check with that crewmate before sending in the log. If you
cannot find someone who has the time or opportunity to help you
out, please use an NPC.
Some
of your colleagues have very specific ideas about the characters
they play. You may put something in their mouths that would be
totally unlogical.
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USS
Warrior CODE OF CONDUCT
1.
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If
you have problems with one of your crewmates, an argument of some
sorts or a problem with their behavior, DON'T complain to other
people behind your crewmate's back. Go to him or her first and try
to talk it out, tell them they have hurt your feelings. I have
seen a department fall apart because people said one thing to each
other's face and something else behind their backs.
If
you complain to other crewmates or even any other people, you are
not addressing the problem itself. You are in danger of putting
oil on the fire. Some people think that friendship is agreeing
with everything the other says or does, because they think that if
they voice their own opinion, they will hurt your feelings. They
may mean well, but they are not doing you a favor if you happen to
be wrong.
If
you talk to the crewmate in question (try to do it tactfully and
turn on logging), he gets the chance to defend himself, explain
that you misunderstood or apologize because he did not realize he
had offended you.
I
am sure you want that chance, let someone else have it too.
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2.
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Do
not be insulted or hurt if someone comes to you tells you they are
unhappy with something you did or said. It's a good thing they
come to you, that means they trust you will take them seriously.
Do not betray that trust. Explain why you did what you did and if
necessary, apologies. Apologizing is a good thing. It is not an
admission of guilt per say. It shows you respect other people's
feelings.
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3.
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What
if you and the crewmate in question cannot agree?
There are 2 possibilities:
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a.
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You
come to me and I will be a mediator, or a sounding board, or both,
whatever you need. I will help you deal with it.
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b.
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If
you have a problem with me and - unlikely as it seems to me, we
cannot work it out together, you go to the CO. If you have a
problem with the CO, you come to me or, if I am not available, to
the 2nd Officer.
You
may think that Sasha & I will always take sides with each
other because we are such good friends, but that is not true. We
are indeed best friends but we are also intelligent adults and
aware that we can make mistakes and be wrong too. We will take you
seriously, and respect your opinion. That is a promise.
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4.
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On
a different level: when you send us - the command team - a
proposal for a plot or a suggestion about upgrading the ship,
anything at all and we have some criticism or questions on what
you sent us, don't give up. It is an invitation to a discussion
and you can always come back to us with an adapted proposal or
start a discussion of why you think it may work afteral. Some
things are just impossible though (technically, logically or in
the StarTrek universe), so we cannot always tell you yes. But
don't give up just like that. We are not all-knowing.
For
example:
Say you want to organize a rugby match on the disc of the ship.
You have it all figured out how you can keep the ball from getting
too far from the ship and in orbit around some planet nearby for
the rest of its existence.
We
would tell you that it's a nice idea, but rugby is just too
dangerous for people in EVA suits. The suits might tear, the tanks
could get damaged and people could get killed.
So
what do you do? You think about it some more, and come back to us,
suggesting a sport that is less rough that we *can* agree with.
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