The HoP often abuses their access to gain item they are not supposed to have and more often than not does not interact with their department, even the good HoPs just sit in their office the whole shift and do paperwork. I think to encourage the role of the HoP to be more centered around service and helping their department they should have they access to other departments removed
The only down sides to this i can think of is now if you want access to a department that isnt service you need to be hired either by the captain OR by the head of that department in person. if you think about it thats not too different then the current system as most HoPs ask you for some paper with a stamp before you get hired anyway, this will just force more RP and encourage the HoP to interact with their department and not other departments
But HoP is also supposed to be captain’s right hand, besides, that won’t solve the real problem that causes HoP to not manage their department - there is simply nothing in service department to actually manage. Mimes, clowns and musicians are purely RP roles, chef and bartender are easily replaced by vendors and cargo, which leaves only botany (botany is pretty important for cargo bounties and useful for chemists). Also, HoP has no tools to improve/manage their department easier - CMOs have hypospray and pocket monitor for quick recovery of people and quick healing, QMs have access to skipping bounties and pocket order console, CE has roundstart tools and full radiation shielding, but HoP does not have any special tools for service. This change would simply make HoP have almost no duties at all.
Every other head of department has responsibilities in the sense that they do all the work that their subordinates are expected to do.
The fact that HoP has pseudo-AA, but mostly the security access, just gives them an inflated sense of self-importance and promotes HoPcurity. Taking away their access doesn’t even require that a head of department needs to be present to hire more of a job, it also works if anyone else from the department comes as well since you only need equivalent access to the kind you want to give out.
The HoP’s duties should include filling in and working with their service department, as a janitor, botanist, chef, whatever.
HoP’s don’t interact with service often because the culture surrounding the HoP’s job is like Warden, stay in your office and be ready when duties come your way. If HoP’s in their current state went out to fill in as Janitor, or Bartender etc., and all of a sudden someone needs a job transfer or extra emergency access, the HoP can’t quickly fulfill their requests. Additionally, I don’t really see Botanists or Janitors being very open to actually having a boss to answer to.
I’m honestly of the opposite opinion when it comes to this. Since service roles are mostly self-sufficient, actually commit HoP to being the Captain’s right hand. Standard Operating Procedure already makes HoP acting Captain should they die permanently, and most Captains and crew members already treat the HoP as the second in command. This lets them keep the access and some of the extra privileges without drastically changing the culture of the game.
While we’re on the topic of “valid hunting”, I’m also of the opinion that HoP and the Captain should get cuffs to pair with their round start disabler. If the people in charge of the whole station get attacked, they should be able to stun and arrest the assailant without Security’s help - they literally rank above it. Furthermore, if Command members want to risk having their command loot be stolen by willingly seeking out antagonists, then I say let them. Although combating valid hunting altogether is another topic, and one that can’t be solved by changing a single role.
Its funny how many times HoP forgets they actually even head up service and don’t just fire the workers under them who misbehave. Service is the department least likely to get fired under any circumstances even though their boss is literally in charge of Personnel.
My personal understanding is that HoP isn’t really a conventional department head and their management over Service is basically an extra responsibility they get given because someone has to do it. And Service doesn’t really need a manager actively running around and telling them what to do.
The “actual” role of HoP is to act as vice-captain where necessary and handle any department transfers and firings.
HoPs who abuse their access to go validhunting for no reason is imo more of a player/culture issue than an issue with him being almost-captain.
I mean, it happens almost every other round. HoP is easily the most notorious for being like this. I think at minimum their sec access should be taken away and another console and access configurator added to HoS’ quarter. They can always be given it back by using the master keycard or HoS or Warden’s if they need to step up as cap. They just don’t need it round start.
I think taking away their sec access is a pretty reasonable compromise for making it harder for them to go out and arm themselves with no cause while also keeping their overall role.
I actually would say to do the opposite, take away the disabler and give hop the Deckard. That way the XO and the command member with the most access still has a way to defend themself, but also they will be more likely to be policed both IC and OOC if they use it to validhunt. Sec probably won’t care much if hop drags in a tider, but will care if HoP is running around executing wanted people.
I also agree with the idea above to make the HoP more of an XO (executive officer). The HoP should be free to help around the station more, and I think it would be interesting if they had a digi-board like item that let them change people’s roles without having to be at their office. It could be a syndicate objective as well.