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Guide to Heads of Staff


DoctorMadness

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So you've decided to choose an Head of Staff role,huh?

Now,many people will say Head roles,Specially the Captain,are actually quite relaxed.If this is true or not depends on how's the Round is coming around,even if you think the only Duty of the Captain is to guard the Disk,you'll find yourself to be dealing with Rampaging AI's,Tons of RP and Bruerocracy(Depending on how much the "Bruerocaritc" jobs are working),and tons of other trouble keeping you from fixing one thing or anoter.

 

But now,lets get some basic Ground rules:

 

Heads of Staff Priorities:

1.Managing his Sector

2.Managing extra work.

This means that the Head of Personnel manages Cargo(Altough he should often leave that to the QM,unless he is getting complaints) and the Civillian Sector abefore he manages people Access levels,and the Captain manages the Heads of Staff abefore he goes all Democratic with Centcomm and other tasks.

 

General Tips and Tricks:

Now,all of this will apply to all,or at least most Heads of Staff.I'll make sure that most of the things written here will speedup you Sector or keep it from breaking apart while not making everything SUPER META GUIDE TO BEATUP EVERY ENEMY YOU WILL EVER SEE(For the Note:Everything too meta is an bannable offence,keep it RP'y)

 

1.Assign orders to specific people on you Department,not the Department itself.

Telling MCUrist to go to setup the Singularity is much more effective than,say,telling Engineering to setting up the Singularity.

Tell everyone to setup their PDA Mensager to On if this is needed,and press CTRL + F to find the desired role you want to order incase you can't find anyone to do you bidding.

 

2.Change the goddamn Alert Levels.I can't muster enough rage and hate when the Door to the Teleporter is blown up and the Hand Tele is Stolen and the Heads are like Blue is Better/Not big problem,green alert.

Aimed more specifically at Security,if the Alert Level changes to RED(like it often doesn't) you should keep people from Engineering on Engineering and such.The HoS should specifically enforce this,with few Expections for people on Medbay and Security.

 

To change alert levels you should go to one of the Wall swipers(Avaliable on you Office on an Wall,most of the time)

Notice:AI's and Cyborgs can't interact with those.If they ever need do because there's only one Head of Staff left to fix it its normally time for an Shuttle Call.

 

3.Every Head Role should turn their Suit Sensors to max.There's absollutelly no Expection to this rule and it definitelly won't harm you,even tough generally nobody on Medical checks the Health Monitors.

 

4.Read the Wiki page for you underlings job.This is vital,as every Head of Staff should know what they're supposed to do.

 

5.Call and Listen to Internal Affairs if necessary.They are sometimes here,and they're usually skilled on what they're supposed to do.If not,ignore him or even call the Captain if he gets spectionally bad so he may be fired.

 

Specific job Guides:

Now,while managing you department,you'll find different things depending on what role you're playing.This guide will go from Captain to RD roles,and i'll try to keep everything clean and updated to lastest news.

 

Captain:

Now,as said above,HOW hard the Captain job will be depends on the Round.

 

Managing Heads of Staff will be Priority.However,WHO will receive more and least attention is under you choice,and what is more important should be defined by the more specific guides bellow,were i will short out who will be doing what.

Normally,you should just check heads of staff with an :c call and Visit the Prision to see if Security has stripped an Prisioner of everything then put them in an Orange Jumpsuit for an 2 minute Sentence.If this happens,its time to interview the Head of Security(If there ins't one,the Warden Generally takes over.In that case,talk to him like if he was the HoS and consider giving him and Head of Staff headset,or even outright promote him so he doesn't ask you to do things he can't do itself without an promotion to HoS)

 

Most important to you job is that Heads of Staff should generally follow you Orders,as there is only one Head of Staff for every Section,the orders will immediatelly be Direct,and even if its not as direct(EX:Calling someone else to call an Red Alert or ERT),there will generally be an Echo to you since people on Head Positions are generally supposed to be Responcive.If they don't,ask an Medical Officer to tell them you if there is one alive.If they're marked as Dead,its DEFINITELLY Shuttle Call time.Generally the Crew will stir an strom if you call the shuttle "For no reason" instead of RP'ing and being worried,so just Meta tell them every Head of Staff expect you died and the mods shoun't flack you much.

 

For the same reason as above,you should order you Heads of Staff to do things,such as ordering the CE to fix telecomms or ordering the RD to get someone to throw an Bag of Holding,or incase they can't do that,an bomb at it so it goes slower.(For the note,an loose singularity eating the Station usually means CALL THE SHUTTLE,and no,ERT can't save you.They don't start with Bombs or Bags of Holding,calling them is Extencive Futillity)

 

And after all of that,Heads of Staff generally don't brother listening to the Centcomm calls of Space Carp and Blob and they will have to figure out the Outbreak was an Huge Blob destroying the Station theirselfes.You can scream at them to do so,but its normally futillity.Just tell the HoS to distribute laser guns to Security Officers when the Carp comes or something to fix it,as now you have an excuse to do that In-game.

 

When shit REALLY hits the fan tough,remember that the gun on the case next to the bed is actually you propriety.Its very Un-RP like and dangerous to carry around it otherwise tough,mainly because its Lethal-only and you won't need such serious firepower most of the times.When you do tough,remember that it recharges power automatically(altough slowy) and should be powerfull as an normal Laser Gun.

 

And as always,since you're on the top of Ranks and Roles,you can ask any AI with default lawset to shock,or even kill whatever McUrist you want/need to kill,provided you have an reason(Not having one will invariably have you banned if there's an admin online,and even if there ins't we can post ban appeals on this forum).

On the other side,you will sometimes encounter an AI that absolutelly refuses to kill any human but will gadly chase the goddamn Tarajan,because they think they're working on goddamn Amisov 3 laws of Robotics and BROTHER it WILL be annoyning.Best way to go is adminhelp it,otherwise you'll think that busting the AI will be acceptable.

 

Head of Personnel

Ah yes,Head of Personnel.

Its an "Nifty" job to start playing when welcoming yourself to the Head roles,having only minor skills required to do X and Y.

With an bonus,this server has an Nanotrasen Rep role.The ones who read the Paper will know their job is to assist you sometimes,and they should gadly do that.

If they only go around showing their Nifty title and telling everyone to do things like he had Authority,consider reporting him to Admins if you think he's only playing that role to show off his nifty title and access.If not,ask the Captain for auth to demote him.He is NOT under you Authority,he's one of the rare roles under Captain and Captain Auth only.

 

In most sintuations tough,you should be doing you job as the Nanotrasen Representative also has his own jobs.

In most cases,all you will have to care about is giving people jobs.

Changing jobs is simple.Generally,people will ask you to get an job role such as Medical Doctor or Scientist,witch are outside of you Authority.However,that does not mean you have to constantly annony other Heads of Staff.An simple check on the Crew Manifest to see if the job slots are overcrowed should do it.Security generally doesn't update Security Records,but incase they do,check them to see if the man is an Criminal.You also should start with SecHuds,witch is actually often messed with,but not the way you want.

Security will normally remove an person status instead of setting them as "Realsed".But if he's actually checked as Realsed or Wanted,ask the Head of Staff on :c channel.The HoS might also object to giving the person that job.In the rare chance he does,consider quietly congratuling the HoS for not being terrible and don't give that Person the job.

 

On rarer but still imporant cases,you will receive an complaint about the Clown,or more often the Quartermaster because he didn't give you the goddamn crate to save his life.

Generally you should hear out the QM because people not receiving their crates will go to QM and possibly Riot or something,but who to demote and hear is not what i will tell you to do.You need to discover what to do yourself when that happens.

 

Head of Security

Now,if you're an actually Decent player(as you should be,since you're reading this guide) you should find out that people will flack you and many of you privilleges(such as using the Bluespace Cannon) have been stripped by the wrost,and most of you team will be invariably incopetent.

 

You main job as HoS,like any other role,is to manage you Department,not play Security Officer.Armoury access?To give you Officers things to smash their enemies with,mainly the goddamn Nuke Ops.The Warden should normally be the one distributing those,and you shoun't use flashers at all.It will be trouble for Kidans who simply can't get flash resistance.Tell the Warden to remove the flashers if he setups those,they will just burn out for when you need them and be meedlesome in general.Plus,Armoury invaders can just walk their way in.

 

Other than that,there is the Detective.Either he will do his job.If he is doing so,leave him alone.He doesn't need someone constantly brothering him unless its an Security Officer asking for the Evidence he needed for an arrest.

On the other side,he will bang inside Security for Security Officer Equipment or use his Revolver to arrest people.Those last two are completelly unnaceptable and merits re-education,the Revolver hurts people by sticking shells on you people that need to be removed by surgery,and he ins't an goddamn security officer so he shouldn't be using sec gear.

 

Then,there is the Bread and Butter of the Security Force,the Security Officers.Out of all the things jobs that can go wrong,this one will need to be looked out for.

Basically,they will be harmbatoning people with prods off.Normally,i'd request that you re-educate them but the rules make it clear that Security Officers shoun't be using lethal force agaisn't non-lethal crimes,so feel free to just strip them from any job but assistant.

 

Basically,as the HoS,you don't have the team with enough ways to screw the Station,but in such simple way to do so that it will invariably happen.Scientist making bomb?Atmos officer spewing plasma everywhere?Requires knowledge,possibly from the Wiki.Officer Harmbatoning McUrist and leaving them to die bleeding on an Prision cell?Will happen by default.

 

Other than that,you have an extra minor job.Check Announcements on the Newcaster.When the Chaplain is talking down the crew and spreading lies to demoralize the Station instead of doing his job,its under you authority to paste [REDACTED] over whatever he has written.The HoP and Captain also have this authority,but its mainly under you job.This is purelly for Roleplay reasons tough,and the mods won't leg you for not doing it.

 

Chief Enginer:

You job will be pettry Starightfoward,with only 2 Jobs and 1 little extra to care of,and yet you have the most important burdens.Basically everyone on Engineering can force an shuttle call or kill everyone abefore they're able do to so,with enough knowledge.

 

The frist you will want to delegate will be the Engineers,make sure they're setting up the Singularity Drive or Solars,then invite them to take an drink till the next Meteor Strike comes.Remember:You only have an super advanced suit because you need to be able to monitor you Engineers,not because you are mister Fix-it-All.Nobody will flack you for going around and Fixing everything,but its pettry non RP'y and will also drain you out of time to delegate you Engineers.

 

Afterwards,type "notes" and check what the wires do.Im not sure if applies to this server,but if you write "notes" as CE,you will have what wires do what.Not very userfull since you engineers can simply discover what wire does what,but if you lose you multitool you'll need it.

 

Well,i guess singo is setup and everything is okay,right?

Not so fast,you still have to delegate Atmospherics.

Atmos starts setup already but generally you're here to do more of the RD job than the CE job.You're here to keep Atmos in check.

Generally,you atmos engineers will know-it-all,or at least be learning.If one of them randoms traitor its not an recipe for an disaster,since they can't kill everyone under server rules(Alas,killing everyone for no reason is huge offence here,they have to be on you objectives) but if they come out with an concentrated mix of Burning Hot Plasma and strom down Security so they have an easier time stroming the Station,you can blame yourself on that.Use the Gas Scanner on the Canisters,and remember,their Competence quota is higher than average.If they're taking an Canister,use you Gas Scanner on it.

 

Woosh!Now that you know how to do this an that,theres ONE thing left.The Telecomms Satellite.

On this server,its stored away on an Sat.To enter it,you need to go to the Teleporter Room.

Incase the Comms go down,grab you space suit and an Extended Internals Tank(Emergency tanks are for emergency only!),IMMEDIATELLY head to Security,ask an Security officer to come with you and go see whats wrong,unless you got an Mensage from Centcomm(Checking those mensages are important,mind you,you don't want to go to the Satellite for nothing)

Once you're there,swipe you ID card on the little Turret controll things,they will be on the walls,You don't want to die by you own turrets while going in.Proccedd to the top of the Comms satellite and pick the Multitool here(if it ins't there,go to the other side),then enter without the Security guard(Unless he also has an Hardsuit and Internals,but that won't be necessary) and Pulse things untill they work.

Usually,if the Satellite was hacked by an Nuke Ops,he will still be here.His weapon is instant knockdown and you better call an godlike Security Guard to deal with him.Ask the one you called with you if he's new to Security or if he has often fought Syndicates(Or just LOOC him) to decide if you should take him with you.At very least he should be able to pickup you dead body and throw it on the teleporter to an safe area.

 

Research Director:

Now RD normally has an easy job,as its basically only putting Research in-check so traitorous scientists don't destroy the station,but its the most vital that Security is armed with Laser Cannons when there's an Rampage of god knows what the admins spawned,and that you can throw an Bag of Holding in the Singularity when it goes loose.

 

All you really need to do is make sure that you scientists aren't running off with an plasma tank to somewhere not on toxins and possibly make an little budge to aim there we're they're actually needed when things didn't start falling apart yet,or worse,that you have enough Laser Cannons to fend off the incoming Syndicate Strike Team,Bombs when Singulord is loose,and that Xenoarcheologists aren't traitors who dissapeared in space with their EVA gear.

 

Other person you have authority over that can screws things over is the Robocist.Normally,any random Robocist you see will be hungry for just completing that huge Gygax on Code Green with no Authorization form the Head of Security or Warden.In that case,call an Security Officer and let him short it out.Miners will often redirect the Metal they mine to Robtics,and by extension the Diamonds you need for Materials Research and Gold for the circuit boards.Go fetch that and give to R&D,they'll need it,and give whatever ins't Silver and Diamonds to Robotics unless the HoS asked for an Exosuit.

 

On you Office you have lots of things:you have the crude but sometimes userfull Reactive Armor.Chances are you will be Spaced when using it,or that you won't use it at all,and the Laser Pointer,that basically blinds people,borgs and cameras temporally.Again,nifty,and nobody will complain if you're carrying it,but not much use to it.But more importantly,you have the controlls for every Machinery expect the AI.You can lockdown,blow up every cyborg and exosuit(provided the Robocist put an special module so you can controll those) and repair the AI if its on an Intellicard,provided you use the right computer.You are basically more important on Jobs outside of Managing you Sector and less important at actually managing you Sector.

On the things on you Office you don't own or should act like you own is Lamarr.Lamarr is not you pet dog or an fancy Internal.He is to be kept in the cage.The time you see you're kicking off Lamarr of its cage you may be arrested,demoted or permabrigged(For repeat offenders!) for messing with important research data,but you usually won't,since everyone on Security and the Captain can't brother to reply to that.

 

Other than that,you have Access to the Teleporter and Telecomms and partial authority over Genetics.How you will use that is big question.You only have access there due to the fact that it is an Bluespace Working,and you have the best Understanding,RP wise,of that.Consider fetching some materials here to further off you Research.

Genetics however is important.Sometimes,the Geneticists will go loose giving random powers to Random People,and you are there to set ground rules.If they say only the CMO has authority over them,go talk to the CMO to fire them,or possibly the Captain if things go bad.Remember,you authority is Jointed,so you'll need both of you to agree to fire them unless there's no CMO.

 

Chief Medical Officer:

As CMO,you have one of the most important jobs.It ins't uncommon for the begginer to choose medical,it has that weird attraction that only important jobs

 

As CMO,you have The Chemist,Medical Doctors,the Paramedic,the Psychologist,and partially the Geneticists.

 

The Geneticists will be the only two competent workers on you Authority,and even then thats partially.You have an say over who lives and who doesn't,but unless you're an Traitor you won't get to use that,and even if you are they will probally signal it to Radio,so not much to get here.Genetic mutations are outside your authority,but if theres no RD consider an intervention on that.

 

The Psychologist(Or Therapist,depending how he decides to name himself) will never have any use the whole round,unless its getting Expectionally RP Heavy or Security forces you to have an Psychiatric Examination for Attempted Suicide,so he will soon ask for an job change.

 

The Chemists will either be competent,wait 20 minutes abefore making the Mix you want,or blow theirselfes up when they get an request.Those wondouros creatures make absolutelly no sense whatesover,and even the best of Xenobiologists can discover what they mean.On the case they actually listen tough,ask them to make Clonexadone(i consider it un-rp like since nobody is gonna die,but ultimatelly its your call),then ask for something else like Bicardine,or have them to research new things with the Chaplain Holy Water if they already made everything bottles.Maybe they will add the mix to revive everyone to the Wiki.

 

And now the Bread and Butter,the Medical Doctors.Their general job is to fix people in general,altough they do have specialized jobs.Otherwise,

 

Either ways,you'll want to assign you Medical Officer jobs.They can be Surgeons or just the Common Medical Officer...But in the end,they're all Medical Doctors.If they regret their duty because "im an Surgeon,not an Doctor!" they need to be updated with the roles of an Medical Doctor.

 

There's no need to get Frist Responders tough,you have an Paramedic who have access to special EVA Gear and the Medicart.They should go to Radio calls automatically.If you have some medical doctors consider switching one with the Frist-Responder job.

 

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