Revert time requirement changes

Heads are a teacher role. they dont have many extra things they need to do.

QM, CE, Hos and CMO are just the base role with better tools/weapons.
RD has to setup portal, get the gold and get out AI which is pretty much a 5/10 minute round start job.
HoP is the only acceptation as head of service but mostly doing ID stuff all shift.

HoP Is actually second to captain and a head of all personal. In event of Captain demise, they are new Captain by Chain of command. They also one of people who can say HoS that they are FIRED , second being the Captain themselves.

They also handle all inappropriate action of command. SEC gas people in cell? HoP job. Captain drunk 24 on 7? HoP job. Lawyer runs to you and say they holding person without evidence(metagamming or just cuz)? HoP job. Sec does not provide proof for arrest and refuse to release prisoner after HoP said to release them NOW? Well its time to get Captain involved, oh they still comatose drunk. Well its CC time since contacting CC is usually HoP job.(demoting HoS to janitor or cadet is fun)

Command also decide direction of departments and handle inter-department stuff(aka. CE orders to grab mats and move out to all engies because QM asked him to build shuttle for salvage. And i dont mean shittle, but actual shuttle)

CMO is responsible for structure of department. And can do renovation of beds or building of additional machines

QM is there to be QM(we will make those profits to fuel MY gambling addiction even if we need to sell half of this station)

RD is there, so department don`t turn into crater, because Science

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yeah HoP is also head of service (appearing in service in the crew monitor as well as command like all other heads) I singled them out as of all the other heads of department they are the only one who has major shift long responcabilities and i wouldn’t expect them to train parts of service along side there normal duties and as you pointed out is also second in command.

All department crew can order things with the departments order terminal so I dont think that matters and in a normal shift CE isn’t building a shuttle.

CMO maybe responsible for structuring but even as a medical doctor I often rearrange things if CMO doesn’t tell me otherwise to improve workflow.

all the other things listed are things just done along side normal duties. in a normal shift CMO will either be helping with chems or treating folks and its easy enough to train people between paitance as long as your not handling chems. CE will be fixing the station and have time to explain the things that go into singlo, telsa or TEG to an intern. RD is the same way where after the first 5-10 minutes they are just doing Sci things (though they get to pick the T3) and have plenty of time to explain to crew how to do anoms/artifacts/borgs/lathes

Of course this assumes a non-zed, war ops round. if the station is falling apart good luck training.

it shows you never played heads. as QM you have a tong of things to do a normal salv or techie isn’t doing

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I have no time on HoS or QM

HoS cause im a pacifist character and QM cause Im not a fan of playing cargo

In total thats 3 minutes short of 225 hours as command total which is aproximately 150 Command shifts assuming each shift is about 90 minutes on adverage (automatic evac)

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I do still agree that heads are a teacher role but other people can teach too.

For example i know a lot about non standard teg setups.

I also know how to build overclocked Tesla in manageable safe setup or danger Tesla(huge power, need assistant to maintain that)

SM working(one day we will have it, actually most safe and easy to manage powersource. But for first timer. Oh station gonna burn a lot, cannot wait for it. Actually require Atmos and normal engi heavy interaction)

And i rarely play command. Command still show teach and show people. But i would like other people helping too.

Yeah anyone can teach. as long as you have the knowellege there is no reason not to help your fellow crew learn how something works. I just think; as command you should have the foundational knowellege TO teach any part of your department and restricting access to Command positions until its been signed off that you know how to do your departments day to day bussiness would ensure that command knows what they are doing at least.

Im sure we can all recount shifts where no one in engi knew how to get power sorted so you had a 30 minute evac (normally Low pop hours)

Oh this is true. Yet to learn a thing, you need mad hours and experimentations.

Experimentations which will literally make people flip out at minimum and get you a ban at worst in SS14.
I learned a lot in SS13 via experements, many of which were dissasters.

Due to commands rules in SS14, they cannot experiment or they will get banned for being not suitable. Which means they literally cannot learn ever.

Which is why i dont play command in 14. It`s different from 13 philosophy CE saying “we gonna run this SM on TRITIUM!” and entire engie department goes “Lets do it boss”
Klaping Thunder - “What is something go horribly wrong”
Just George - “Can we turn SM into shuttle?”
CE - “What?”
Just George - “We just need one charged smes, console, one engine and substation”
CE - “Amazing get to it”
Me - “I will go cut outside asteroid protection”
Entire team proceed to cut everything but 3 connection points.
Power off the charts
Tritium goes hellfire
Frezon cannot be delivered(either clog or dont do anything at this point, dont remember)
We disconnected those points
CE jumps onto console - “I am officially retiring in STYLE. WATCH ME GOOOOO”
Flies into space with sm
Dies
Gets picked up by sec on a shuttle with captain
Revived
Gets a medal
Pick us up from med cuz rads poisoning
Orders pizza and booze
Shift change afterward

That was before SM ejection was stable on server i played(it did not work half of the time and borked some stuff)

Their job is to supervise ALL their department. If something goes wrong they should be the first or second to know about it.

And most importantly, they should be moving to solve issues under their jurisdiction. Either directly or by making sure someone is getting to it. They are also the main communication avenue between their department and command. If a scientist is having issues that require the captain or such, the RD should be trying to solve it.

So again, if the shift is slow, then sure. During that supervision you can easily spend time correcting newbies and teaching them. But if there is spacing in the station you should be making sure it is patched, not teaching someone how to setup a machine or how to deconstruct a door.

That “they are just better base roles” is completely wrong. Their set of responsibilities is completely different.

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you have an entire department to fix a spaced wall, heck you could even bring the newblood to teach them about Holo-fans (something many Engis still dont use) and go over how various materials are better for fixing the walls (exteriror vs internor) and how air alarms work.

If testing instead of teaching you can simply say Fix the spacing at Arrivals and go and watch. then check off things like “knows how to set air alarm to fill, knows how to patch a wall.”

And if your teaching Teg send any engi to fix it. station repair is like.. one of the first things engi learns and most of what they do. you dont HAVE to respond to them all as CE.

And yeah Most of them are there core are just baserole, but I get this cool tool.

CMO, Base Medic with Chems access but gets a cool handheld crew monitor and a auto-injector

QM, got that handheld ordering thingy your just cargo, can tell your team to not allow certain items out to certain people and spend things as you like without worring about the QM, but cargo ops. (I’ve not done this role so this is from observation)

HoS, Got that cool gun, but your still doing basic officer duties, sometimes having the caps spare tracker or ID, (I’ve not done this role so this is from observation)

RD, you setup portal and can get the gold from the valut on your own. sometimes even have EVA access to pickup some grav boots and AI duty at the end of shift (or at the start if you fancy changing laws) outside of that start up time and evac time, your just doing research with server access and when a T3 comes up you get to pick it which isn’t a time sink either.

CE, you start with advanced tools and magboots that dont slow you down and your hardsuit is rad immune as well as heat immune like atmos. But your gonna be doing normal Atmos/Engi stuff with command access and free advanced tools.

HoP has duties and is not just service with tools unlike the rest of command.

While not entirely related to the original conversation, I just want to point out that HoP is not the second in command on the station. Yes, HoP is the default replacement for the Captain if there is no Captain, but HoP does not have ANY authority over other heads of staff. HoP has no power to demote other heads, nor should they ever be telling other heads how to run their departments. The only thing HoP should be doing to hiring and firing staff at the appropriate head’s request. HoP should only ever be hiring and firing non-service staff when there is no head on station for that department. If the HoP really sees a major problem with another head, they should inform the Captain.
For the record, I’m saying this as someone who plays HoP as a very proactive presence in all departments.

This refrences something that was in the game in Novemember when i joined but I think has been removed since.
In novemember one of the guidebook pages said the chain of command was; Captain → HoP → HoS → Vote between Command remaining. I think this has been removed since as I cant locate it anymore.

You are thinking of the SOP, which was removed from the game rules around last June (or a little earlier than that). While it lingered in some of the wiki documentation beyond that date, references to it seem to have been generally cleaned up.

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