Science Officer Simming Guide: Difference between revisions

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== Introduction ==
'''Science officers''' serve in the Science Department on starships or starbases in Starfleet. The head of the department is sometimes known as the Chief Science Officer and may operate the science station on the bridge or operations center. As the name implies, science officers are responsible for observations, research, and experiments in any of the sciences, including mathematics, statistics, physics (physical and temporal), chemistry, botany, zoology, geology, cosmology, and others.  Science personnel provide information on, and also record the effects of mission-related data on anomalies, alien races, etc. Their main responsibility is assisting the crew in understanding the phenomenon and species they come in contact with, so as to make better informed decisions on how to deal with them. In crisis situations, the science officer can be critical in ensuring that the crew reacts appropriately to natural and man-made threats.
 
Science officers serve in the Science Department on starships or starbases in Starfleet. The head of the department is sometimes known as the Chief Science Officer and may operate the science station on the bridge or operations center. As the name implies, science officers are responsible for observations, research, and experiments in any of the sciences, including mathematics, statistics, physics (physical and temporal), chemistry, botany, zoology, geology, cosmology, and others.  Science personnel provide information on, and also record the effects of mission-related data on anomalies, alien races, etc. Their main responsibility is assisting the crew in understanding the phenomenon and species they come in contact with, so as to make better informed decisions on how to deal with them. In crisis situations, the science officer can be critical in ensuring that the crew reacts appropriately to natural and man-made threats.


The ship's science officers have a very important role in creating an appropriately "Trek-like" atmosphere to a sim.
The ship's science officers have a very important role in creating an appropriately "Trek-like" atmosphere to a sim.


== Specialization and the Science Officer ==
== Specialization and the Science Officer ==
Unlike many other duty posts, the science position is unique in that an officer is expected to have some kind of specialization in a specific discipline of the field of science. (The Chief officer is expected to be more of a jack-of-all-trades, but we'll talk more about that later. For right now, we're talking specifically about non-chief science officers.)
Unlike many other duty posts, the science position is unique in that an officer is expected to have some kind of specialization in a specific discipline of the field of science. (The Chief officer is expected to be more of a jack-of-all-trades, but we'll talk more about that later. For right now, we're talking specifically about non-chief science officers.)


There are a broad range of disciplines that officers can specialize in, which are listed on our wiki. Generally, officers who go through the Academy would then be placed on vessels where they will best serve based on their specialization. For example: a science vessel that does a lot of "follow up" to first contact missions would probably have a linguist, general xenologist, sociologist, and perhaps botanists and zoologists to study the flora and fauna of the new world. A deep space vessel might have astronomists, xenologists, and a linguist to deal with the various challenges of uncharted territory. As you can see, the specializations are not necessarily just in what we contemporarily consider the "hard sciences" of physics, chemistry, and biology. Anthropology, history, and even sociology are considered science specializations under StarFleet's standards.
There are a broad range of disciplines that officers can specialize in, which are [[Academy Majors and Minors#Science Specializations|listed on our wiki]]. Generally, officers who go through the Academy would then be placed on vessels where they will best serve based on their specialization. For example: a science vessel that does a lot of "follow up" to first contact missions would probably have a linguist, general xenologist, sociologist, and perhaps botanists and zoologists to study the flora and fauna of the new world. A deep space vessel might have astronomists, xenologists, and a linguist to deal with the various challenges of uncharted territory. As you can see, the specializations are not necessarily just in what we contemporarily consider the "hard sciences" of physics, chemistry, and biology. Anthropology, history, and even sociology are considered science specializations under StarFleet's standards.


Keep in mind that a science officer onboard a vessel wishes to expand their knowledge and participate in exploration via service to StarFleet. However, there are also scientists in the Star Trek omniverse who do not serve StarFleet, and may be a part of pharmaceutical corporations, universities, or other explatory organizations. Not every ship would necessarily need to assign a specific science officer to them permanently for a specific mission. In a non-normal situation, where a specific discipline of scientific knowledge is needed, StarFleet could enlist the assistance of a scientist who is not associated with them. These officers could "take the job" in an effort to further their research or simply to experience space exploration for a short period of time. In this situation, the scientist would take residence aboard the ship for whatever length of time is necessary to assist in the mission, or carry out their research, and then return to their "old life" after that.
Keep in mind that a science officer onboard a vessel wishes to expand their knowledge and participate in exploration via service to StarFleet. However, there are also scientists in the Star Trek omniverse who do not serve StarFleet, and may be a part of pharmaceutical corporations, universities, or other explatory organizations. Not every ship would necessarily need to assign a specific science officer to them permanently for a specific mission. In a non-normal situation, where a specific discipline of scientific knowledge is needed, StarFleet could enlist the assistance of a scientist who is not associated with them. These officers could "take the job" in an effort to further their research or simply to experience space exploration for a short period of time. In this situation, the scientist would take residence aboard the ship for whatever length of time is necessary to assist in the mission, or carry out their research, and then return to their "old life" after that.
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Above all, keep in mind that scientists have a drive and motivation to expand their understanding of what they do. Your character should be hungry for knowledge, and should seek new ways (either theoretical or experimental) to discover new things and share those discoveries with others.
Above all, keep in mind that scientists have a drive and motivation to expand their understanding of what they do. Your character should be hungry for knowledge, and should seek new ways (either theoretical or experimental) to discover new things and share those discoveries with others.


== Pre-Mission Duties ==
== Pre-Mission Duties ==
Before a mission begins, the crew is always notified by a mission briefing about what they intend to do, and what their goals are. Just like other duty posts, the science officer is integral in preparing for a mission, but in ways that we did not often see onscreen.
Before a mission begins, the crew is always notified by a mission briefing about what they intend to do, and what their goals are. Just like other duty posts, the science officer is integral in preparing for a mission, but in ways that we did not often see onscreen.


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Whether you do it with an NPC or your main character, the point is to remember that your character, as a science officer, will be doing lots of preparation to ensure that they are fully able to assist the commanding officer of your vessel on how they can best deal with the challenges ahead. Your character will want to know everything, and also collect all the information they can into a PADD or tricorder, so that they can acess what they don't know.
Whether you do it with an NPC or your main character, the point is to remember that your character, as a science officer, will be doing lots of preparation to ensure that they are fully able to assist the commanding officer of your vessel on how they can best deal with the challenges ahead. Your character will want to know everything, and also collect all the information they can into a PADD or tricorder, so that they can acess what they don't know.


== In-Mission Duties ==
== In-Mission Duties ==
Science officers are an intergral part of the story, as they must be on hand to assist the crew with the new situations that occur. However, as players in the science duty post are sometimes scarce, many crews can fall out of the habit of including their science officer in the story. Don't be afraid to insert yourself into the action! It's your responsibility as a player to have your character be useful.
Science officers are an intergral part of the story, as they must be on hand to assist the crew with the new situations that occur. However, as players in the science duty post are sometimes scarce, many crews can fall out of the habit of including their science officer in the story. Don't be afraid to insert yourself into the action! It's your responsibility as a player to have your character be useful.


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=== A note about "techno-babble" ===  
=== A note about "techno-babble" ===  
Because regs require a science officer on every away mission, a science officer is in a very good position to see a lot of "action". But if the danger for a security officer on an away mission is to become a "red shirt", the danger for a science officer is to become just a spouter of technobabble: "The alien artifact is 2.356 km that way. It seems to be composed of an unusual steel-tritanium alloy..."
Because regs require a science officer on every away mission, a science officer is in a very good position to see a lot of "action". But if the danger for a security officer on an away mission is to become a "red shirt", the danger for a science officer is to become just a spouter of technobabble: "The alien artifact is 2.356 km that way. It seems to be composed of an unusual steel-tritanium alloy..."


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On the flip side, don't forget to form your character in the appropriate way! If your character is the type who always talks in total technobabble, then by all means -- do so! The other characters will have to find a way to work around this, and you will also have to find ways to have your character react to others. The point to keep in mind is that you need to ensure that the other writers on your crew can adequately integrate what you are adding to the plot.
On the flip side, don't forget to form your character in the appropriate way! If your character is the type who always talks in total technobabble, then by all means -- do so! The other characters will have to find a way to work around this, and you will also have to find ways to have your character react to others. The point to keep in mind is that you need to ensure that the other writers on your crew can adequately integrate what you are adding to the plot.


== Outside-Mission Duties ==
== Outside-Mission Duties ==
Directly after a mission has ended, your character will have some duties which they'll want to engage in immediately. Foremost, your character will need to write up the standard reports necessary for their commanding officer, but also report back to StarFleet's science divisions with any new information that may be useful to other crews.
Directly after a mission has ended, your character will have some duties which they'll want to engage in immediately. Foremost, your character will need to write up the standard reports necessary for their commanding officer, but also report back to StarFleet's science divisions with any new information that may be useful to other crews.


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In summation, it's important to remember that your science officer is just like any normal person: they have activities which they enjoy outside of their "work," but are also driven by their quest for knowledge and pursuit of scientific discoveries. Find interesting ways to balance work and play for your character, but also drive their personality in the direction you want. If you're looking for a pasty-pale, wild-haired scientist, then you probably won't spend much time on pursuits outside of the lab. If you're looking for the wild science-partier, then perhaps they need to take up the science of brewing as their leisure activity!
In summation, it's important to remember that your science officer is just like any normal person: they have activities which they enjoy outside of their "work," but are also driven by their quest for knowledge and pursuit of scientific discoveries. Find interesting ways to balance work and play for your character, but also drive their personality in the direction you want. If you're looking for a pasty-pale, wild-haired scientist, then you probably won't spend much time on pursuits outside of the lab. If you're looking for the wild science-partier, then perhaps they need to take up the science of brewing as their leisure activity!


== The Chief Science Officer ==
== The Chief Science Officer ==
While "regular" science officers are expected to have good, general scientific knowledge with a great deal of knowledge in their chosen discipline of specialization, the Chief Science Officer (CSO), and the Assistant Chief Science Officer (ACSO) are expected to have a great deal of general scientific knowledge, and rely on their staff for expertise in specific areas.
While "regular" science officers are expected to have good, general scientific knowledge with a great deal of knowledge in their chosen discipline of specialization, the Chief Science Officer (CSO), and the Assistant Chief Science Officer (ACSO) are expected to have a great deal of general scientific knowledge, and rely on their staff for expertise in specific areas.


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The CSO or ASCO will probably also spend some time liasing with the medical and counseling departments to assist when necessary in whatever ways they can.
The CSO or ASCO will probably also spend some time liasing with the medical and counseling departments to assist when necessary in whatever ways they can.
(This is an updated and expanded version of the 'how to sim as a science officer' article found on the starbase 118 website.)
== Resources  ==
[http://www.starbase118.net/members/academy/posts/science/resources.php Starbase 118 science resources]<br />


{{DutyPosts}}
{{DutyPosts}}
[[Category:Science Duty Post|Simming]]
[[Category:Science Duty Post|Simming]]