Captain

The Captain has no console, but is perhaps the most important player on the bridge. They are in charge of the Artemis, and must run the ship via the other players at other consoles, as well as act as a conduit of information for all crew members.

The Captain will generally use the Main Screen to view the ship and it's systems.

Role
The captain's role is to make decisions and see that the other stations make good on your requests. They must be authoritative, clear, concise, and calm. The captain must understand that the other players will be looking at them for guidance at all times, and they should provide that guidance with no hesitation.

The captain should:
 * Know, in thorough detail, how each console on the ship works, and how each console works with (or against) the rest.
 * Know all available systems, weapons, and options on a ship.
 * Know how to recognize all features of the map, including anomalies.
 * Be an effective communicator
 * Plan two steps ahead, and always have an escape plan
 * Retain these features even in the face of intense battles

Tips

 * Communication is key, so be sure both you and your crew is clear on how to communicate before setting off on a mission. Many bridges ask that all orders are acknowledged by some form of verbal communication like "Aye" or "Yes Captain". Ma'am or Sir can work in a crunch. The captain should also be clear who they are talking to by specifying the console before an order. It is also suggested to talk to your crew ahead of time to sort out how information should be shared or interpreted. Science and Weapons need to communicate shield frequencies. Helm and Weapons need to communicate so weapons aren't fired at the wrong side of the shields. Be sure everyone is clear on what information takes priority.
 * Know your crewmen. Every player is different and responds differently to each console and the other crew members. Find who likes what consoles, how they respond to your orders, and even if they can read between the lines and make actions that are inferred by your orders. Everyone has the most fun when they're in a place that's most comfortable to them, and you as captain can make the fun a reality.
 * You are not infallible. Listen to your crew if they think something is amiss. Share your plans, and keep them in the loop. Debrief the crew after every mission, successful or not, to figure out how you can get better.