BlackTea
Shitcurity
The Tea Drinker
Posts: 4
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Post by BlackTea on Jun 21, 2011 15:40:44 GMT -5
HoP is a tricky job because it has all access in fact and its primary RP function isn't very exciting: sitting in the office etc. Thus many players take HoP, put full access on their ID, rob the armory and start running around arresting people and shouting "I'm a damn boss here! Screw the captain!" This is a perfect way to a Jobban station.
Here's my point of playing as HoP. Since your job is crew overseeing I find following paragraphs good for that matter:
- Do your job. That's right, stay in your office and work with people coming to you and their ID cards. Check the crew manifest to see if station needs a certain job, ask other heads on the command channel (:c) if they need assistance;
- Check the crew health status monitoring console at the bridge. You want to keep crewmembers safe and sound. If you see someone in a bad condition inform the crew about it;
- Work with security records if needed. You can also check the medical ones but I consider that being more medics job;
- Control ID cards. You don't want to miss some valuable cards with high access. Take someone's ID if he dies and keep that in a safe place. You can also demote someone if you are absolutely sure about being him incompetent for a job he currently has. But don't play with this.
These are the general rules. Follow this and you're good. And I personally will jobban every useless or "super hero" HoP I see.
Share your ideas about HoP position in this thread.
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Scorr
Head of Personnel
Posts: 78
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Post by Scorr on Jun 21, 2011 19:45:16 GMT -5
These are good guidelines. To add to this: since HoP is also the head of civilian jobs such as chef, I think he should check up on those jobs as well to see if they are doing their job right just like other heads for their department. Botanists could also be under HoP's command since the RD no longer has access to hydrophonics (because there is no research being done there).
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