User:Silly Goober/sandbox/command: Difference between revisions
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You are the head of the science department: | You are the head of the science department: | ||
* You are expected to know toxins and robotics | * You are expected to know toxins and robotics in the event that you are the only person available to run them. | ||
* Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves). | * Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves). | ||
* Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date. | * Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date. | ||
* Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies] | * Keep tabs on cyborgs and the AI, they can be your best friends or your [https://wiki.skyrat13.space/index.php/Antagonist_Policy#Malf_AI! worst enemies] | ||
As RD, you have final say on the distribution of gene mods | As RD, you have final say on the distribution of gene mods and the construction of combat mechs. | ||
==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]== | ==[[File:Generic hop.png|link=Head of Personnel]] [[Head of Personnel]]== | ||
As the Head of Personnel, your department is the entirety of service | As the Head of Personnel, your department is the entirety of service: | ||
* Providing access changes to crew (with discretion). | * Providing access changes to crew (with discretion). | ||
* Communicate with heads | * Communicate with heads regarding to access changes. | ||
* Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.) | * Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.) | ||
* Help with disputes between crewmembers and service members. | * Help with disputes between crewmembers and service members. | ||
You are able to set further criteria for your services, such as requiring paperwork for access changes, lawsuits, and weapon permits. | You are able to set further criteria for your services, such as requiring reasonable paperwork for access changes, lawsuits, and weapon permits. | ||
Adding more slots: | Adding more slots: | ||
Line 93: | Line 88: | ||
* In an instance where you wish to add more slots for a role, you must get permission from the role's relevant head. | * In an instance where you wish to add more slots for a role, you must get permission from the role's relevant head. | ||
* | * You should avoid opening more roles than needed as this can severely impact the round and the relevant roles. | ||
Revision as of 02:13, 26 November 2024
General Overview and Standards
Being a member of command comes with a great deal of power and responsibility, what comes with this is a higher standard of roleplay expectations. You are expected to:
- Command are the designated leadership for the department.
- Your role is that of a leader, not a boss. Be considerate of other players from an OOC perspective, as well as an IC perspective.
- Unless otherwise specified, all of these guidelines are OOC.
- You should present yourself professionally in most circumstances.
- Do not act overtly sexual in public.
General guidelines for all command positions are as follows:
- You should be competent with your department and aware of its relevant policy.
- You should be able to assist your subordinates with issues or complications the run into.
- You should be a rolemodel for your department, or at the very least a good representative.
- As Command, you are expected to put the job first. This includes ERP.
- Do not trade equipment wantonly.
- Loud mode should be used sparingly outside of emergencies, or getting everyone's attention.
- Access should not be given out for frivolous reasons.
- Do not change your job title outside of the titles provided.
- Do not leave the station's facilities for an extended period of time without a good reason.
- Access changes are not to be used to promote players to veteran-only roles.
- Certain command members cannot pursue station threats, please check 'Cannot Seek Roles' in Antagonist Policy for information.
Acting Captain
Certain heads of staff are capable of holding the mantle of acting captain. There is no designated “next in line” for acting captainship, and command should decide who is the best fit upon the start of the shift.
As of this time, the blueshield cannot assume acting captain. If the blueshield is assigned as Acting Captain, they should find the best suited crew member to take the mantle.
As acting captain, while retaining your original role, you can also make calls equivalent to a captain. Generally, your initial job comes first.
The acting captain is to obtain the Nuclear Authentication Disk, spare captain’s ID, captain’s headset and door remote. All other equipment and clothing should be left in the captain’s locker.
When the official captain arrives, the acting captain is to return all equipment back to the captain.
Acting Heads of Staff
- Acting heads of staff are department members who have been promoted to lead their department in the absence of a regular head. The acting head of staff must be approved by either the captain or the relevant departing head.
- For security and cargo, an acting head can only be approved by the department's respective head of staff.
Limitations:
- Detectives and Corrections Officers are barred from assuming the role of acting Head of Security.
- Acting heads must return any related gear to incoming heads.
- Potential candidates must be in good standing in their records to be eligible for the role. (Nonexistent records do not count as good standing.)
Captain
As Captain, you represent the station itself and the department of command. You do not have authority over everything you have authority over heads, not their departments.
Your responsibilities are:
- Delegate tasks between command members.
- Help solve disputes between command members.
- Provide reasonable orders to command members.
- Engage in diplomacy when needed.
- Raise alerts as needed.
- Call for ERTs if needed.
- Handle Demotions of command members and crew (in the absence of a relevant head).
You should help command members who are struggling, but this does not give you authority to usurp their department, nor their position.
The only time you have acting authority over a department is when there is no current head available; be it they are dead, captured, or incapacitated.
You are also able to issue orders to departments on code red.
Research Director
You are the head of the science department:
- You are expected to know toxins and robotics in the event that you are the only person available to run them.
- Ensure that members of your department are conducting their work safely (or at the very least in a way that won’t harm others besides themselves).
- Ensure upgrades are delivered to various departments when asked, and that equipment stays up to date.
- Keep tabs on cyborgs and the AI, they can be your best friends or your worst enemies
As RD, you have final say on the distribution of gene mods and the construction of combat mechs.
Head of Personnel
As the Head of Personnel, your department is the entirety of service:
- Providing access changes to crew (with discretion).
- Communicate with heads regarding to access changes.
- Delegate lawyers to lawsuits and other legal matters (if no lawyers are present, you may handle the legal matters yourself.)
- Help with disputes between crewmembers and service members.
You are able to set further criteria for your services, such as requiring reasonable paperwork for access changes, lawsuits, and weapon permits.
Adding more slots:
- In an instance where you wish to add more slots for a role, you must get permission from the role's relevant head.
- You should avoid opening more roles than needed as this can severely impact the round and the relevant roles.
Chief Engineer
As Chief Engineer, you oversee the department of engineering. Your responsibilities are:
- Have a strong understanding of both engineering and atmospherics.
- Delegate tasks, repairs, and projects between all of your staff.
- Ensure your staff aren’t constructing, dismantling, or removing something vital to station integrity.
- Oversee operations that present a possibility of serious risk.
- Help new or inexperienced engineering staff during projects or when attempting to experiment.
Chief Medical Officer
The CMO is the head doctor who oversees the operations of all of medical. You have a few responsibilities, many of which you are likely familiar with from medical itself.
- Delegate tasks and communicate events to your various subdepartmental teams, including projects and emergency responses.
- Ensure your doctors are following medical policy and maintaining ethical practices.
- Use the crew monitor to alert paramedics of dead crew, but also as an excuse to yell about suit sensors.
- Assist your subordinates when medical gets overrun.
On top of this, as CMO you have the ability to authorize the distribution of:
- Chemicals and chemical manufacturing.
- Beneficial viruses, and who they are given to.
As always, take other jobs and the various races of the station into consideration when deciding on these.
Head of Security
The head of Lopland Security, you oversee one of the most extensive departments on the station. Your position is of high importance and high influence, and as such you should:
- Be extremely familiar with security policy, and Corporate Regulations.
- Ensure your officers are following Corporate Regulations, and Security Policy.
- Delegate tasks between officers and brig personnel to ensure maximum efficiency.
As HoS, many of your decisions can have a serious impact on the gameplay of antags and regular players. You should be the front-liner for diplomacy if your officers cannot do so, such as with hostage situations and bomb threats.
Quartermaster
As Quartermaster, you represent the department of cargo, which has been outsourced from the Free Trade Union. You are considered to be head of staff.
- Oversee the approval and denial of orders. You have ultimate authority over their approval or denial.
- Ensure both cargo and mining are running efficiently, and are ready to respond to emergencies.
- Ensure that orders are delivered in a timely manner to their proper destination.
Cargo is arguably one of the most important departments during an emergency, make sure to pay attention to comms and be ready to order supplies to assist those tackling it.
Central Command
Blueshield
While Blueshield isn't a member of command, you still protect them. As such, Blueshield will be covered here because its fitting.
- Do not extend your access or ask to extend your access; you aren't meant to have it, or elsewise, you'd start with it.
- Your job and mission as Blueshield is protecting the command team and Captain from danger, performing recovery on them if they're incapacitated or killed as well if need be, and pacifying aggressors. You are not security and not authorized to chase down random criminals. Keep your reach to your jurisdiction exclusively in protecting the captain and command team. If someone attacks the heads of staff directly, you're authorized to restrain or incapacitate them until security is able to get them, or alternatively mow the assailant down with automatic gunfire if need be.
- If the HOS runs into combat like a normal officer, it’s their problem. If the Captain runs off to hit an antag with their sword against all sense of self preservation, stop them from doing so.
- Lethal force is authorized if you can tell that someone has intent to kill a head of staff.
- Remember: you should focus on protecting the heads of staff as people, not assets. If they lose their items, that’s on them. Just keep them alive and safe.
Nanotrasen Representative
You represent the image of Nanotrasen itself, and are a guiding hand for the command team. As the Nanotrasen Representative your job is to advise the entirety of command. However; don’t forget your actual authority on station doesn’t reach very far. Your main responsibilities include:
- Communicate with central command about station incidents and ongoings.
- Loom nearby command while they discuss matters; and pretend the invited you.
- Advise command, whether or not they asked you.
Being the Nanotrasen consultant requires you to be familiar with corporate regulations, command policy, and security policy, as you are expected to be able to reference them for guidance on decisions.
Misc Rulings
The following are various rulings that pertain to multiple or all members of command, or are needed for quick reference.
Demotion Guidelines
- Demotion can have a detrimental effect upon anyone it targets, and steps should be taken to mitigate the issue before resorting to demotion.
- Be considerate of context and the round at hand when deciding to demote someone. Don't demote a player for simply doing their job differently, or a new player for not completely understanding a mechanic.
- On top of this, don't make up rules on the spot to demote people over, give clear warnings about your standards as a head. As always, you are expected to act in good faith when following this policy, and keep demotions within their grounds.
Grounds for Demotion
The following are grounds for demotion:
- Repeat breaches of policy or corporate regulations.
- Recklessly endangering the crew through an active decision
- Minor felonies or higher crimes.
- Long term abandonment of your job, without clocking out. (Dereliction)
Who Can Demote?
All heads can demote subordinates within their own department provided the subordinate is within grounds for demotion. In the absence of a Head of Staff, the Captain may demote a member of the department.
Subsequently the captain has the power to demote a head, provided the head of staff is within grounds for demotion.
A head cannot demote another head of staff, nor can they demote someone outside of their department, with exception to a Vote of No Confidence.
Non-command members cannot demote a head of staff, nor can they demote other non-command members.
Vote of No Confidence:
In the event command finds themselves with a captain who is within grounds for demotion, the members of command can hold a vote of no confidence. If passed on a majority vote, the captain is to be considered demoted and expelled from their position of power. The captain themselves can only vote in favor of their own demotion.
Permits
Weapons Permits are at the privilege of the Captain to dispense. They are given-out via ID modification at the appropriate consoles. They are often, but do not have to be, subject to a reasonable cost. It is solely the directive of the captain in how this is handled, this means:
- It is the captain's ultimate authority to determine how to dispense permits, and to whom, and any additional fee attached within reason.
- The captain can decide to work on consensus with other heads as in example to require HOS approval for each permit.
- The captain, however, does not have to receive the approval of any other head, and no other head can countermand their decision
Who can relaw the AI?
Only the Captain and Research Director have permission to relaw the AI, the exact semantics can be found in Silicon Policy. The acting captain cannot normally relaw the AI. In the case of an ION or game-impacting rogue situations when an RD And Captain are not present, an acting Captain should gather consensus from the available heads for approval to make a law change. This does not extend to elective law changes.
Pardons for Crimes
Pardons for crimes are something the Captain and the HOS must agree on together. If there is no HOS or Captain (acting cap doesn’t count), then pardons cannot be made at all. They may only pardon minor crimes, specifically level 1-2 crimes in the corporate regulations. Prisoners can only be pardoned with both HoS and Captain approval.