Guidelines
General Fleet Requirements
1. Each member of New World Simulations shall at all times act in the best interest of the Fleet, and shall be courteous and respectful to other members regardless of age, gender or ability.
2. No extreme profanity should be used.
3. No sexually explicit writing or dialogue, unless required to further storyline and when so it is to be kept to a minimum.
4. Each member of the Fleet should follow the general rules, policies and guidelines of the Fleet as specified.
5. All officers appointed to positions should be of good character and standing in the Fleet and strive to set an example to other officers through their actions.
6. Do not use the addresses given to you for games purposes for any types of advertisements, joke lists, or other non-game related functions without the expressed permission of that individual.
7. No one should create lasting and extensive new technologies without the approval of the Executive Staff.
8. All players should follow the general Star Trek timeline and ideals.
9. All players should follow the chain of command, bringing their problems/ideas to their direct commanding officer first, however if required take your problems/ideas to the Temporal Office.
Senate
Fleet Executives
Commanding Officers
Executive Officers
Department Heads
Officers
Enlisted
10. Players must be given a rank, they cannot give themselves one.
11. All simmers must be 15 and older.
12. All simmers must be active. If simmers become inactive or fall behind in their duties they will be reprimanded and/or removed from the site.
13. There are restrictions on who a simmers character can be.
A. NO superheros - only power allowed telepathy and telekinesis. Which is to be limited.
B. Can’t be a species hostile to the Federation ie. Lythar, Kalon, Romulan, etc. unless given special permission from the Senate and/or Ranking CO.
C. Characters can’t be anyone known ie. Captain Jean-Luc Picard, Captain James T. Kirk, Q, etc.
D. Can’t use already registered names.
14. There is a limit on characters. You can have a maximum of 3 but you can’t fall behind on one and build up another.
15. Before using someone else character you must read their bio first and not do anything they wouldn’t do.
16. If simmer will be gone for 7 days or more (LOA) they must let their CO know.
17. Only COs can start a mission once orders are received.
18. Simmers will post only in designated forum for their ship and in allowed OCC forums.
19. No recruiting for other sims outside of inter-sim advertising.
20. NO PETTY ARGUMENTS ON THE BOARDS.
21. Simmer are required to develop their characters.
22. Simmers can make up NPCs (non-posting character) as long as they log them with the CO, and no one can kill another members NPC unless given permission.
23. Posting minimums: For Command Positions- Once a week
For Junior/Regular Duty Positions- Once a week
Note: These are minimums we would like to see more activity, though, to move along the missions at hand.
Rules for a Commanding Officer:
1. The Commanding Officer must hold the rank of Captain or higher.
2. The CO is responsible for reporting new applicants to there ship to the Recruitment Officer.
3. A captain can ask for assistance from another ship in the sim, in the instance of sudden drop in posting, only with permission from the Senate though.
4. If a sim is brought by a CO then the sim must adhere to EQN rules.
5. Make a crew manifest and keep it updated.
6. Provide leadership.
7. The CO is responsible for promotions and awards given out at the end of a mission. Limit of 2 each. Unless an emergency field commission is given out by the Senate.
8. Ensure that the crew act in an appropriate manner and within fleet guidelines.
9. Participate in the sim actively so that the crew will follow example.
10. CO can only be appointed to the position by the Senate.
11. Make up posting rules for the ship.
12. The Co should welcome all new crew members aboard and direct and introduce them to their department head.
Rules for a Executive Officer:
1. Must hold the rank of Lt. Commander and above.
2. Act as a go between, between the crew and the CO
3. Help make decisions on promotions and awards.
4. Can temporarily take over the CO duties.
5. Help make up posting rules for the ship.
6. Post a list of positions open in advertising and keep it updated. Also must advise the Recruitment officer of any new positions that open.
7. Assist the CO in all areas that require it.
8. The XO should help welcome all new crew members aboard.
Rules for a Department Head:
1. Must hold the rank of Lieutenant or above to be department head.
2. Must build and maintain their department.
3. Ensure that the people under their command stay in line and follow fleet guidelines.
4. Majorly contribute in posting and storyline development.
5. Recommend officers under your command for promotions.
6. If required by the CO, must make a department report and turn it into the XO.
7. During a mission department head must allocate duties to all officers.
8. Can control only the officer in their department not another department.
Restrictions on the members of the Alpha Fleet and Executive Staff:
1. No Fleet member may serve as Commanding Officer and/or Executive Officer on more than one sim within the Fleet.
2. If the Commander-in-Chief is absent from the Fleet for any reason, highest ranked senior officer shall act in his/her place, assuming all rights and responsibilities of the Commander-in-Chief for the duration of the absence.
3. Should the highest Ranked officer also absent, then the current longest-serving Senior Officer shall act as Commander-in-Chief.
Joining an New World Simulations
1. It is generally assumed that all simmers have knowledge in the following:
A- Creating a character biography.
B- Writing posts.
C- If a character makes up a new species he/she must write a cultural biography.
Discipline on a Simulation:
1. As a minimum, all New World Simulations rules must be followed by all officers on a ship. However, the Commanding Officer may add additional rules to each sim provided they do not contradict existing Fleet rules.
2. Penalties for breaching these rules on a ship shall be at the sole discretion of the Commanding Officer, however other officers should be consulted where appropriate. Options available to the Commanding Officer include:
· A- Verbal warnings.
· B- Demotion.
· C- Suspension.
· D- Removal from the game.
3. A Commanding Officer should seek the advice of a Temporal Office Senator if he wishes to remove his Executive Officer from the simulation.
4. Any person removed from a simulation shall have their name and email address reported to the Temporal Office and the reason for their dismissal, so other Commanding Officers are warned should this person attempt to join another simulation.
5. Any person removed from three ships in the Fleet may not serve in any Command position (Commanding Officer or Executive Officer).
6. Conspiracy-If an officer has been found to be in secret proceedings with another site, on the basis of removing a sim from Alpha Fleet, they will face a board of inquiry and/or be removed from Alpha Fleet.
Discipline of Temporal Office Members:
Dereliction of Duty -
An officer is considered to be derelict in his/her duty if they fail to meet key parts of their responsibilities. Examples include being absent without explanation for longer than two months, failing to ensure the appropriate documentation required are present, and failing to make regular reports to the appropriate body.
Misconduct -
Misconduct involves an officer in the Fleet acting in a manner contrary to the best interests of the Fleet. This may include:
· A- Failing to observe the Fleet Constitution,
· B- Failing to follow Fleet Policy,
· C- Attempting to cause disharmony in the Fleet,
· D - Failing to abide by a decision made by another Officer, or
· E - Sending a communication to another Fleet member that is disrespectful, rude or vulgar. This includes Temporal Office debates.
Disciplinary Procedure -
1. Measures which may be taken against an officer found guilty of either dereliction of duty or misconduct include:
· A- Private or Public Reprimand.
· B- Demotion.
· C- Suspension from the Temporal Office for a period up to three months.
· D- Removal from their position or the entire Fleet.
2. These measures may be taken against any Officer (except the Commander-in-Chief and Senate President) if they are found guilty of any of the above charges by the Commander-In-Chief, or any member of the Alpha Fleet Senate. Any Officer in this group who would have a conflict of interest by participating in this process must abstain.
3. The Fleet Executives may also take any of the above measures against any member (including the Commander-in-Chief) guilty of misconduct or dereliction of duty on the basis of a 2/3 majority vote.
4. The Fleet Executives has the power to suspend one of its members for misconduct by a majority vote. The Senate may also remove a Senior Officer by a 2/3 majority vote.
Appeals:
1. Any Officer who is disciplined by the Commander-in-Chief or Fleet Executives may appeal to a New World Simulations Senate only on the basis of new evidence which may exonerate them or show mitigating circumstances coming to light.
2. If proper procedures are not followed during the disciplinary process and this may have affected the outcome, a disciplined Officer may also appeal to the Division Advisors.
3. A crew member removed from a simulation may appeal to the Division Advisors, who will form a council and hear the appeal against the decision, then vote on the issue. If the appeal is upheld, the crew member shall be given the opportunity to join another simulation in the Fleet, and have their appeal noted by the Temporal Office.
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