Mentor Application - Antlers

Mentor Application - Antlers

Byond CKEY:

Antlers

Discord ID:

antlerss

Character Name(s):

Human:
Herbert “Old Man” Roosevelt
Verna Ray (formerly)
Madeline Cage (rarely)

Xeno:
ANT

Why do you want to become a Mentor?:

I think CM13 is one of the most unique games out there, and is easily one of my favorite games to play. A big issue for getting other players into the experience is the unintuitiveness of the UI as well as the large amount of knowledge needed to even perform at the skill floor for most roles. While I was an admin on Monkestation, I found that I enjoyed myself the most when I was acting as a glorified Mentor. I’d like to have that experience on CM13 as well.

Also, SEA would be a very fitting role for Roosevelt.

What gameplay areas do you know and which areas are you strong and weak in?:

Hailing from the civilian sector of ss13, I have extensive experience with chemicals, medical knowledge, and gunplay. As for xeno, I’m quite adept at building hive structures well and the ins and outs of support roles.

I lack a bit of experience with botany, as it’s not something I’ve really touched on. I’d have to refer to another mentor if someone asked for help with it.

How often are to able to play CM?:

Too much. The evening on MWF, and all day on TuThSaSu.

A screenshot or transcript of your human and xeno playtimes:

Imgur

Imgur

Anything else you’d like to add?:

I was recently noted for stealing a flag as an MP. Long story short, it was my intention to roleplay that scenario as a part of Roosevelt’s character but it ended up being handled OOC instead of IC like I had expected. I am willing to provide more details on the matter if necessary.

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ANT is a lovely Xeno player.
My encounters with ANT have been nothing but positive. As Xeno or in Dchat, especially in discussions about the game.
1+!

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Hi Antlers,

From my short experience playing with you, I can confidently vouch that you’re a wonderful player who is both kind and knowledgeable in marine law. I have seen new MP’s look up to you and rely on your advice, and you have been responsive and welcoming when interacting with them.

Here are a few questions to test you on your in-game knowledge.

MHelp questions:

  1. I’m new to being a captain. I have no idea what I’m supposed to do, please help.

  2. How do I pick up objects that are hidden underneath the alamo chairs?

  3. How do I know someone has organ damage without using a body scanner?

  4. I’m a new squad leader and I don’t know how to command my marines. What do I do?

You are the SEA. Provide an explanation on what you would do in these SEA Scenario Questions:

  1. You see a private who is clearly having trouble trying to put on their gear. You approach them and try to offer them help, but they flatly refuse and say that they are fine on their own. What would you do in this scenario?

  2. Your captain’s severe negligence and borderline suicidal orders have caused a frontline wipe during an operation. The angry marines decide to mutiny and are on their way to storm the CIC when they happen to come across you. They implore you to join their cause to overthrow the Captain. What would you do?

  3. A brand new combat tech has trouble understanding how to set up FOB cades and asks you to deploy with him to teach him cade theory. What are the steps you would take before you deploy? and if you answer no, explain why not.

  4. A field doctor has gone SSD without notice and the captain orders you to deploy and help out with medical duties in FOB, where a medic triage has been set up. There are several marines with fractures and damaged organs groundside, and your captain wants you to perform surgery on their behalf. What would you do?

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It’s so over, a PVT has literally spedrun to mentor in like 3-4 months
We’re gonna get a guy with a tenth of our hours answering our mhelps

Alright, in all seriousness I think ANT is a good fit. Whilst initially as a newbie they had pretty ehhhhhhh behavior on Verna Ray (unsurprisingly, for a new player), they’ve mellowed out significantly and they’re a pretty decent xeno. They’ve improved their roleplay dramatically with Herbert, their new character (eurgh, MP main), and have a good spread of hours across the game.

They may still be a tad inexperienced in some fields, but it probably won’t be a big deal.
I can’t really say much on their behaviour OOCly.

+1

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Thanks for the kind words! Here’s how I’d approach each of these proposed scenarios:

Don’t panic! There’s a couple things that you should do before get started commanding the marines. Check who you have on staff today. A lot of the power of a commander comes from their ability to delegate tasks; you don’t need to (or should) do everything yourself.

First things first, make sure you know what OB’s are available and set the targeting for the anti-air. You can usually delegate this to shipside engineers, such as the Chief Engineer, Ordnance Technician, or Maintenance Technicians. If none of those are available, you can ask your Staff Officers or Auxiliary Support Officer to do it for you. If you’re completely alone, I’ll show you how to do it.

Secondly, take a look at the tacmap! Visualize a plan for what you want the marines to do when they land, and then draw some lines of action for them. Don’t forget to set the primary landing zone! You can do this in your command bubble on the main computer. If you don’t do it before 20 minutes, an LZ will automatically be set. Marines are usually pretty self-sufficient, so you only need to give them starting objectives for the mission to go smoothly. Typically, you would assign Bravo to set up a Forward Operating Base around the LZ, and then send a squad out to the communications tower to get it online ASAP. The rest is really up to you.

Finally, grab your command tablet from the cabinet in the wall. You’ll need this for commanding the marines efficiently; from it, you can send out global announcements that are incredibly useful for coordinating and commanding. These announcements are heard everywhere, but if comms are down, they’ll be garbled for everyone groundside. I’ll show you a way to mitigate that later. For now, let the marines know where and when you’ll be briefing them on the plan you made. It’s good to shoot for around ~00:18 mission time, because the dropships can only launch after 00:20.

And of course, hollar if you need help with anything. Being the aCO is difficult, and the worst thing you can do is not ask questions.

If you’re having trouble clicking the sprite of whatever you’re trying to pick up, you can instead alt-click the tile where the item is. Then, in the upper right corner of your screen, you should see a list of everything on that tile. Go ahead and click the text of whatever you want to pick up.

There exists another way to quickly check what’s on a tile and examine it, by right clicking on the tile. Note that you won’t be able to pick up things this way and it can be very… slow. I’d stick with alt-clicking.

There’s a couple ways you can infer if someone has organ damage without a scanner. The simplest way is to use a stethoscope. If the stethoscope is in your hands or attached to your uniform, you can perform a medical examination by shift-clicking someone and clicking the prompt in the examine box to do so. You can also do a similar examination with a penlite while targeting someone’s eyes; this will show you if they have eye or brain damage.

Another way, which requires a bit of experience, is to see what symptoms the person is exhibiting. If they’re vomiting, then they likely have liver or kidney damage. If they’re coughing up blood, that’s a ruptured lung. If they’re fainting even with full blood volume, their heart is likely damaged. If they’re wandering around while you’re operating on them, or if they randomly seem to be dropping their items, they’re likely brain damaged.

A huge part of being a squad leader is communication. Establishing rappor with your squad is essential to elevate you from the position of rifleman plus to someone people will want to follow. Talk with them, get them hyped up for the operation. When you’re groundside and in the fray, marines are less likely to be checking their radio while fighting. Instead, you can use your ability to talk loudly and authoritatively to give quick, concise callouts that marines will more often than not follow. Remember, you’re there to lead your marines, not die for them. You’re the focal point of CiC overwatch and as such it’s important you stay alive. Unless you really know what you’re doing with a spearhead assault, stay behind your men and only engage when pressured.

Being a good squad leader requires experience, which you’ll get in time. Try not to get upset if marines flat out refuse to listen to your orders; marines are ultimately just players behind a screen that want to play to have fun. If it’s any consolation, typically the marines that ignore orders aren’t very impactful in the fight anyway.

Speaking from experience as a tutor, you can’t teach someone who isn’t willing to learn. The best way to approach a scenario like this is to test their knowledge, and try to subtly get them to realize that your help might actually be helpful.

Ask probing questions like, “Have you ever been in civilian stations before?” and, “Do you know how to load your weapon?” Typically when confronted with the fact that they don’t know as much as they need to, people will be more open to learn.

Ultimately, teaching is a two-way interaction, and if someone flat-out refuses to learn, there’s not much you can do to teach them. If I were to encounter someone like that, I’d just patiently wait nearby and make it known that I’m still available to teach.

In LOOC, I’d ask them if they actually got admin approval and had the mutiny officially started. IC, I’d wearily decline, instead attempting to convince them through IC reasons that a mutiny would not improve the situation. The CMP reserves the right to arrest the captain for dereliction of duty, and, if uncooperative, they are welcome to send a fax to high command about the dismal performance of the captain. If the mutiny continues regardless (which, if we’re honest, would happen 95% of the time), I would stay impartial. Once it’s concluded, I’d ensure the security of the deposed and remind the mutineers that the Captain is to be held in the brig if their freedom would reignite conflict, otherwise, they should be free to let go. Murder, even in a sanctioned mutiny, is still murder.

I’d let the captain know that I’d be more than happy to deploy to help treat marines and guide medics, but that I cannot do surgeries groundside. My help would be limited to splinting, pill-dispensing, and treatment kits. If doctors or a synthetic are available shipside, I’d advise the captain to have one of them deployed to the FOB while the FD is SSD.

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You can actually pick up items with a right click examine, it’s probably the default method of pick up for most people given it’s generally faster than alt-clicking due to the compactness and proximity to where your mouse already is (no need to scroll all the way down in the top-right of your screen or move your mouse as much with alt-click examine).

The stethoscope is a little time consuming, the simplest method is most likely just health scanning them instantly (so they don’t need to stand still), and then just look at their damage numbers. Oxygen damage is indicative of lung, heart damage, toxin damage is indicative of liver, kidney damage and you can infer the rest from there. It doesn’t particularly matter for medics considering you can’t cure it anyway, you’re just going to give peri, dex/dylo/IA.

Perhaps it’s just the wording, but the body scanner generally refers to the large ones in medbay or hospitals, rather than the handheld health analysers every medic carries.

1 Like

You are a good person. I can +1 this!

  1. AA + OB set: Check
    Planning + set LZ: Check.
    Briefing: check.

    Very good answer.

  2. Perfect.

  3. Stethoscope is one way to check for organ damage, however it doesn’t pick up liver damage.
    Vomitting is indeed a sign that someone may have OD’d and incurred liver/kidney damage.
    You can also make a really rough guesswork based on the damages they have using your health scanner. High oxygen damage but steady blood level/no IB will mean they may have ruptured lung. Toxin damage indicates liver/kidney damage.

    But otherwise good work.

  4. Good answer. Some tips I personally include for questions such as this is to encourage them to learn the maps and give a template people can follow when issuing orders as SL’s. A lot of new SL’s do not know where specific locations are in the maps, and often do not know how to specify their orders so that everyone understands. i.e: “Push there!” instead of “Push to engineering on me”. Additionally, it’s always good practise to get them to point out key VIP enemies in specific locations to ensure the entire squad + CIC stays informed. i.e: “Queen in engineering!”

    So the template I usually give is [information + location] + [Orders + location]. So if I see Queen trying to flank us from west hospital, I’d say “Queen flanking west hospital! Pull back to FOB!”

SEA Questions:

  1. You are correct that you can’t force people to learn. You don’t need to keep asking them questions if they expressively refuse your help. The only thing you could tell them is to teach them how to make mentorhelp if they do have questions, and let them play the game as they see fit. Otherwise, good answer.
  2. Perfect answer. SEA’s are not allowed to partake in mutinies. They can however offer advice, especially in legal matters, in the best interest of everyone.
  3. I think you forgot to answer this question
  4. You are correct that SEA’s cannot do surgeries groundside. And in fact, they are not allowed to perform shipside surgeries either if there are other doctors present. However, I mostly advice letting the medics perform medical duties. You can step in to perform medical aid if no other medics are at FOB, but your primary objective groundside is to raise morale of the marines and to teach people. Bonus points for providing alternative measures to the captain instead of just refusing. Perfect answer.

Otherwise good work.
You understand the spirit of the mentor guidelines as well as have in-depth knowledge of the game. You are able to provide clear and concise explanations to complex questions in a way that people understand. You’d make a perfect fit for the team. +1

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+1. Fun player and knowledgeable across all branches. Plays the old man in a profession most die young, what’s more to say?

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