Captain: Difference between revisions
added links to respective places |
Created guide for the Captain. Done the majority of what I wanted to put in, I'll work on the Paperwork and Faxing some other day as well as getting some icons for the gear. Will change how I setup the Alert Levels to look, I was going to make it a table, but wanted it to be more readable as I will go into more detail on what's expected from the captain in such alerts. Since Orange alert was added very recently, I forgot details about it. Also, will get icons and more details for the Bridge part |
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|RequiredGameKnowledge=Extensive | |RequiredGameKnowledge=Extensive | ||
|hoursRequired=Command: 25h, Security: 20h, Medical: 20h, Engineering: 20h, Cargo: 20h | |hoursRequired=Command: 25h, Security: 20h, Medical: 20h, Engineering: 20h, Cargo: 20h | ||
|access= | |access=All Access | ||
|supervisors=Central Command, Nanotrasen Representative's | |supervisors=Central Command, Nanotrasen Representative's | ||
|subordinates=All members of the station (not including visitors) | |subordinates=All members of the station (not including visitors) | ||
|responsibilities=Delegating tasks to heads of staff, managing station stability, protecting the nuclear authentication disk at all times. insuring that the crew is not revolting or causing to much mayhem | |responsibilities=Delegating tasks to heads of staff, managing station stability, protecting the nuclear authentication disk at all times. insuring that the crew is not revolting or causing to much mayhem | ||
|guides=[[Command Guide]] | |guides=[[Command Guide]] | ||
}} | }}The Captain. The big boss of the station. | ||
The Captain | |||
You are the top of the command chain on the station, answering only to Central Command and in some cases, the [[Nanotrasen Representative]]. Your duties are very vague and dependant on how the rest of the station is doing. If everything goes well, you're pretty much free do whatever it is you wish, have a ''<small>responsible</small>'' drink or two at the bar, visit the chef to try out their gruel, check in on departments, engage with your crew. Your access to everywhere on the station opens a lot of opportunity for roleplay, teambuilding and troubles. | |||
Be the shining beacon of expectation on the station. | |||
== Your Superiors == | |||
You listen to Central Command. Any faxes or personnel coming from them are your orders. If admins are planning on running an event of sorts, your actions will affect them the most severely. Similarly, as a member of command, you fall under Rule 13 of the [[Server rules (Starlight)]]. | |||
While the [[Nanotrasen Representative]] does rank higher than you, they do not hold any immediate power over you nor do they hold a seat in the line of succession unless special needs are met (such as Central Command intervention). Their advice could save you some troubles, they're the SoP freaks after all. | |||
== Getting Started == | |||
Just as your title, your office carries a lot of swagger and prestige. Within your locker, you will find a great number of items and gear. | |||
* Sheath and Sabre. A fancy sword with an even fancier red sheath for extra style points. Carry it around for decent self defence or for just a fashion statement. | |||
* Captain's Rubber Stamp. Use this stamp to verify any documents you wish to send to Central Command or elsewhere. | |||
* Custom Door Remote. Unlike other Door Remotes that Heads of Staff get, yours doesn't open anything by itself, rather, it opens every door and airlock that the ID you currently wear has access to. In most cases, since you're carrying your Captain's ID, it will too, have All Access. | |||
* Nuclear Authentication Disk. The most important item in your possession. Used to activate the self destruct Nuclear Bomb present on every station. Losing this disk will not only end the station but every life present on it along with your career. | |||
* Spare ID. A backup for when you lose yours. Will most likely be stolen by the time you need it. | |||
* Captain's Headset. A headset for true omnipresence, with access to every single station channel except binary. | |||
* Captain's Golden Jetpack. A very effective jetpack that is compact enough to fit in your backpack with just a 2x2 size. | |||
* Captain's Armored Hardsuit. If the station is not doing well with keeping it's atmosphere, don this moderately armored suit to prevent your internal organs becoming external. | |||
* Antique Laser Gun. A self recharging laser gun capable of dishing out powerful shots. Locked in a glass display case. | |||
== Your Duties == | |||
Your duties can be compacted into one sentence. Keep the station running. | |||
Now, this does not mean you have to micromanage and do everything yourself, that's why so many heads of staff were hired. Check in on your command personnel. If your lights are flickering, see with the [[Chief Engineer]] on what's taking so long for the power. Heard a loud boom and crew is blaming the Science Department? Ask your [[Research Director]] what's going on. Medical is getting swamped with injured? Coordinate the [[Chief Medical Officer]] and [[Head of Personnel]] on whether or not they need extra hands. | |||
=== Managing Command === | |||
Hiring and firing of the Command Staff, i.e. [[Chief Engineer]], [[Research Director]], [[Head of Personnel]], falls onto you. If someone comes to you with a report of your subordinates not following their SoP or disregarding their duties, you may see to their demotion. Likewise, if a department does not have a Head, you may seek out and appoint a new, temporary one. As the Captain, it is your decision on who will get promoted. While the promotions are [[Head of Personnel|Head of Personnel's]] duties, only your ID can grant accesses needed to Head's offices. Speak to the [[Head of Security]] or [[Warden]] to get your hands on a mindshield implant for the new department boss. | |||
However, firing a [[Head of Security]] and hiring a new one is not as straightforward. In this case, contacting Central Command via faxing is advised. | |||
=== Line of Succession === | |||
Even though you're the top of the food chain, it's called a food chain for a reason. Your actions may invoke a vote-of-no-confidence and lose you your position. Whether it be a vote that casts you out, death or simply cryoing, there is a line of succession. It is not a guideline on how it should be done, but rather how it could. | |||
# Captain (that's you) | |||
# Head of Personnel | |||
# Heads of Staff | |||
# Regular Crew | |||
In most cases, it is the Head of Personnel that gets appointed as the new captain. Should they refuse, another command memeber will take their place. While the Head of Security is in the Heads of Staff category, they typically have other duties to attend to and rarely step up to the new position. | |||
If all else fails, very rarely, a random crewmate will be appointed as the new captain. | |||
=== Communications Console === | |||
Since you will be spending most of your time within the bridge, you will have easy access to the Communications Console. This console is your true control over the station. The utility of this console is vast, not just for you but for your entire command team. | |||
==== Announcements ==== | |||
Communicate with your crew in a very ear-catching manner. A loud 'Public Announcement' sound will play catching everyone's attention to what you have to say. Greet your crew at the start of the shift, lay out a gameplan. Promote the [[Chef|Chef's]] cooking, invite people to DnD or the [[Bartender|Bartender's]] bar. Warn about a dangerous criminal or approaching shuttles/meteors. Call a vote or make a joke. While you can announce whatever you please, as the captain, you're expected to adhere to certain standards. | |||
==== Alert Levels ==== | |||
Some situations call for an alert level change. Ensure you have plenty of information to avoid over escalating or embarrassing yourself. Speak to the respective command member on whether the alert is necessary or not. While anyone can change the alert level, this should be run past you in most cases. | |||
When and why should you change the alert level? Changing the alert level will not only let the crew know that the flow of their shift is changing, but what they should focus towards and how they will act. Most notably, it will affect security as higher alerts give them more freedom in performing their duties. | |||
Upon changing the alert level, it's customary to follow up with additional information with an announcement. You may choose whether or not to. Except when changing to Red Alert, in which case you must provide a reason. | |||
===== Green ===== | |||
The starting alert. Returning to this alert after all threats have been dealt with is recommended to indicate the station is running nominally. Under this alert, you are expected to leave your Antique Laser Gun behind. | |||
===== Blue ===== | |||
Elevating to Blue Alert helps security perform their duties more efficiently. Typically called when Syndicate Contraband was confirmed, changeling fluids next to a hollowed corpse were found, multiple crew were killed. Anything that would disrupt station productivity or introduce danger to multiple crew members. | |||
===== Red ===== | |||
With Red Alert, armory access is granted to all security, it indicates a threat to the entire station. Threats such as confirmed Revolutionaries, Syndicate Nuclear Operatives, Space Dragons and dangerously violent Wizards. You must make a follow up announcement to let the crew know what the exact threat is. | |||
With the dangers that come with the Red Alert, you are allowed to finally pull that Antique Laser Gun with you. But with your gear and importance, you are expected not to put yourself in any danger. Let the security team deal with whatever threat there is and stick close to the Bridge. If you have a [[Blue Shield Officer]], stick with them. Going out in a blaze of glory is as cool as it is foolish. | |||
===== Orange ===== | |||
I forgor | |||
===== Yellow ===== | |||
Communicate with the [[Chief Engineer]] on whether or not the situation is dire enough for this alert. | |||
Meteors causing breaches, pipes letting frezon and tritium into the atmosphere or engineering simply forgot to setup power? This alert will let the crew know what areas to avoid. Engineering will have easier time getting into places during yellow alert since most crew will let them into areas if it's apparent they're there to fix something. | |||
===== Violet ===== | |||
Called when a confirmed zombie outbreak is happening. Crew will know that the cries over comms are real and to not hug every person they bypass in the hallways. Ensure the [[Chief Medical Officer]] is aware of the situation and that they know about Romerol and Ambuzol. Staying within the Bridge is highly recommended. | |||
===== Delta ===== | |||
The security team has failed to prevent the nuke from arming. This alert is triggered on it's own when the Nuclear Authentication Disk is used to activate the nuke. You don't have to worry about this once since if the Nukies got the Disk, you're probably dead someplace. | |||
== Bridge == | |||
The Bridge holds most, if not all, station's consoles for information and action. | |||
Manage the station's finances and shift what percentage each department's budget will get, check in on the station's power and atmos grids then yell at the CE on why their engineers are sleeping on the job. Whenever a problem arises, your best course of action would be to check in on a console or two, delegate your work and only intervene if absolutely necessary and safe. | |||
As the second most secure department on the station, rivalled only by Security, access to this department lies only within the heads of staff. Being such a secured area, only you can authorize and grant access to it. While you could appoint a Bridge Chef/Bartender, do ensure their are appropriately checked, mindshielded and are not a threat to your safety. After all, you are one poisoned drink away from a nuclear end to your reign. | |||
== Captain's Expectations == | |||
While you get some powerful equipment, you are expected to abide by your [[Command SOP]] and [[Server rules (Starlight)]]. | |||
Keep your Antique Laser Gun in your office unless on Red. Blue Alert critters may also warrant some stronger self defence. Similarly, keeping your Hardsuit stashed away until it's needed due to breaches and loss of atmosphere and pressure. | |||
As the Captain of the station, you should probably stay '''''on''''' the station. Leaving the station for a trip to the ATS is rarely needed as you have a [[Quartermaster]] and their team. | |||
You should not put yourself into any danger and risk the powerful ID, Door Remote, Antique and jetpack to fall into enemy's hands. | |||
== Faxing and paperwork == | |||
== Tips == | |||
* The Custom Door remote is very useful. Bolt down bridge doors in case you're in danger. Use it to open up doors as you run towards them to not get slowed down from bumping into them. You can also try bolting the doors behind you to buy valuable seconds. | |||
* Hide your Spare ID someplace. Even though you may be tempted to put it in your locker, whatever went through the troubles to get into your office will not mind getting into your locker as well. | |||
* Be communicative and helpful to your crew. Approve their fun shenanigans and, chances are, when troubles arrive, the crew will be more willing to put themselves in danger to help you out and save your life. | |||
* Hiding in the bridge all shift, while it may seem safe, will possibly lock security and helpful crew away from aiding you. Patrol around and spend some time outside the bridge. | |||
* Check in on the manifest at round start to see how well the station is staffed. Speak to HoP to hire more people in shortstaffed departments. | |||
* Visit engineering early on and make sure the CE doesn't kill themselves in the Tesla room by forgetting internals. | |||
Revision as of 01:38, 10 November 2025
| Command | |
|---|---|
| Captain | |
![]() Captain |
Roleplay Difficulty: High |
The Captain. The big boss of the station.
You are the top of the command chain on the station, answering only to Central Command and in some cases, the Nanotrasen Representative. Your duties are very vague and dependant on how the rest of the station is doing. If everything goes well, you're pretty much free do whatever it is you wish, have a responsible drink or two at the bar, visit the chef to try out their gruel, check in on departments, engage with your crew. Your access to everywhere on the station opens a lot of opportunity for roleplay, teambuilding and troubles.
Be the shining beacon of expectation on the station.
Your Superiors
You listen to Central Command. Any faxes or personnel coming from them are your orders. If admins are planning on running an event of sorts, your actions will affect them the most severely. Similarly, as a member of command, you fall under Rule 13 of the Server rules (Starlight).
While the Nanotrasen Representative does rank higher than you, they do not hold any immediate power over you nor do they hold a seat in the line of succession unless special needs are met (such as Central Command intervention). Their advice could save you some troubles, they're the SoP freaks after all.
Getting Started
Just as your title, your office carries a lot of swagger and prestige. Within your locker, you will find a great number of items and gear.
- Sheath and Sabre. A fancy sword with an even fancier red sheath for extra style points. Carry it around for decent self defence or for just a fashion statement.
- Captain's Rubber Stamp. Use this stamp to verify any documents you wish to send to Central Command or elsewhere.
- Custom Door Remote. Unlike other Door Remotes that Heads of Staff get, yours doesn't open anything by itself, rather, it opens every door and airlock that the ID you currently wear has access to. In most cases, since you're carrying your Captain's ID, it will too, have All Access.
- Nuclear Authentication Disk. The most important item in your possession. Used to activate the self destruct Nuclear Bomb present on every station. Losing this disk will not only end the station but every life present on it along with your career.
- Spare ID. A backup for when you lose yours. Will most likely be stolen by the time you need it.
- Captain's Headset. A headset for true omnipresence, with access to every single station channel except binary.
- Captain's Golden Jetpack. A very effective jetpack that is compact enough to fit in your backpack with just a 2x2 size.
- Captain's Armored Hardsuit. If the station is not doing well with keeping it's atmosphere, don this moderately armored suit to prevent your internal organs becoming external.
- Antique Laser Gun. A self recharging laser gun capable of dishing out powerful shots. Locked in a glass display case.
Your Duties
Your duties can be compacted into one sentence. Keep the station running.
Now, this does not mean you have to micromanage and do everything yourself, that's why so many heads of staff were hired. Check in on your command personnel. If your lights are flickering, see with the Chief Engineer on what's taking so long for the power. Heard a loud boom and crew is blaming the Science Department? Ask your Research Director what's going on. Medical is getting swamped with injured? Coordinate the Chief Medical Officer and Head of Personnel on whether or not they need extra hands.
Managing Command
Hiring and firing of the Command Staff, i.e. Chief Engineer, Research Director, Head of Personnel, falls onto you. If someone comes to you with a report of your subordinates not following their SoP or disregarding their duties, you may see to their demotion. Likewise, if a department does not have a Head, you may seek out and appoint a new, temporary one. As the Captain, it is your decision on who will get promoted. While the promotions are Head of Personnel's duties, only your ID can grant accesses needed to Head's offices. Speak to the Head of Security or Warden to get your hands on a mindshield implant for the new department boss.
However, firing a Head of Security and hiring a new one is not as straightforward. In this case, contacting Central Command via faxing is advised.
Line of Succession
Even though you're the top of the food chain, it's called a food chain for a reason. Your actions may invoke a vote-of-no-confidence and lose you your position. Whether it be a vote that casts you out, death or simply cryoing, there is a line of succession. It is not a guideline on how it should be done, but rather how it could.
- Captain (that's you)
- Head of Personnel
- Heads of Staff
- Regular Crew
In most cases, it is the Head of Personnel that gets appointed as the new captain. Should they refuse, another command memeber will take their place. While the Head of Security is in the Heads of Staff category, they typically have other duties to attend to and rarely step up to the new position.
If all else fails, very rarely, a random crewmate will be appointed as the new captain.
Communications Console
Since you will be spending most of your time within the bridge, you will have easy access to the Communications Console. This console is your true control over the station. The utility of this console is vast, not just for you but for your entire command team.
Announcements
Communicate with your crew in a very ear-catching manner. A loud 'Public Announcement' sound will play catching everyone's attention to what you have to say. Greet your crew at the start of the shift, lay out a gameplan. Promote the Chef's cooking, invite people to DnD or the Bartender's bar. Warn about a dangerous criminal or approaching shuttles/meteors. Call a vote or make a joke. While you can announce whatever you please, as the captain, you're expected to adhere to certain standards.
Alert Levels
Some situations call for an alert level change. Ensure you have plenty of information to avoid over escalating or embarrassing yourself. Speak to the respective command member on whether the alert is necessary or not. While anyone can change the alert level, this should be run past you in most cases.
When and why should you change the alert level? Changing the alert level will not only let the crew know that the flow of their shift is changing, but what they should focus towards and how they will act. Most notably, it will affect security as higher alerts give them more freedom in performing their duties.
Upon changing the alert level, it's customary to follow up with additional information with an announcement. You may choose whether or not to. Except when changing to Red Alert, in which case you must provide a reason.
Green
The starting alert. Returning to this alert after all threats have been dealt with is recommended to indicate the station is running nominally. Under this alert, you are expected to leave your Antique Laser Gun behind.
Blue
Elevating to Blue Alert helps security perform their duties more efficiently. Typically called when Syndicate Contraband was confirmed, changeling fluids next to a hollowed corpse were found, multiple crew were killed. Anything that would disrupt station productivity or introduce danger to multiple crew members.
Red
With Red Alert, armory access is granted to all security, it indicates a threat to the entire station. Threats such as confirmed Revolutionaries, Syndicate Nuclear Operatives, Space Dragons and dangerously violent Wizards. You must make a follow up announcement to let the crew know what the exact threat is.
With the dangers that come with the Red Alert, you are allowed to finally pull that Antique Laser Gun with you. But with your gear and importance, you are expected not to put yourself in any danger. Let the security team deal with whatever threat there is and stick close to the Bridge. If you have a Blue Shield Officer, stick with them. Going out in a blaze of glory is as cool as it is foolish.
Orange
I forgor
Yellow
Communicate with the Chief Engineer on whether or not the situation is dire enough for this alert.
Meteors causing breaches, pipes letting frezon and tritium into the atmosphere or engineering simply forgot to setup power? This alert will let the crew know what areas to avoid. Engineering will have easier time getting into places during yellow alert since most crew will let them into areas if it's apparent they're there to fix something.
Violet
Called when a confirmed zombie outbreak is happening. Crew will know that the cries over comms are real and to not hug every person they bypass in the hallways. Ensure the Chief Medical Officer is aware of the situation and that they know about Romerol and Ambuzol. Staying within the Bridge is highly recommended.
Delta
The security team has failed to prevent the nuke from arming. This alert is triggered on it's own when the Nuclear Authentication Disk is used to activate the nuke. You don't have to worry about this once since if the Nukies got the Disk, you're probably dead someplace.
Bridge
The Bridge holds most, if not all, station's consoles for information and action.
Manage the station's finances and shift what percentage each department's budget will get, check in on the station's power and atmos grids then yell at the CE on why their engineers are sleeping on the job. Whenever a problem arises, your best course of action would be to check in on a console or two, delegate your work and only intervene if absolutely necessary and safe.
As the second most secure department on the station, rivalled only by Security, access to this department lies only within the heads of staff. Being such a secured area, only you can authorize and grant access to it. While you could appoint a Bridge Chef/Bartender, do ensure their are appropriately checked, mindshielded and are not a threat to your safety. After all, you are one poisoned drink away from a nuclear end to your reign.
Captain's Expectations
While you get some powerful equipment, you are expected to abide by your Command SOP and Server rules (Starlight).
Keep your Antique Laser Gun in your office unless on Red. Blue Alert critters may also warrant some stronger self defence. Similarly, keeping your Hardsuit stashed away until it's needed due to breaches and loss of atmosphere and pressure.
As the Captain of the station, you should probably stay on the station. Leaving the station for a trip to the ATS is rarely needed as you have a Quartermaster and their team.
You should not put yourself into any danger and risk the powerful ID, Door Remote, Antique and jetpack to fall into enemy's hands.
Faxing and paperwork
Tips
- The Custom Door remote is very useful. Bolt down bridge doors in case you're in danger. Use it to open up doors as you run towards them to not get slowed down from bumping into them. You can also try bolting the doors behind you to buy valuable seconds.
- Hide your Spare ID someplace. Even though you may be tempted to put it in your locker, whatever went through the troubles to get into your office will not mind getting into your locker as well.
- Be communicative and helpful to your crew. Approve their fun shenanigans and, chances are, when troubles arrive, the crew will be more willing to put themselves in danger to help you out and save your life.
- Hiding in the bridge all shift, while it may seem safe, will possibly lock security and helpful crew away from aiding you. Patrol around and spend some time outside the bridge.
- Check in on the manifest at round start to see how well the station is staffed. Speak to HoP to hire more people in shortstaffed departments.
- Visit engineering early on and make sure the CE doesn't kill themselves in the Tesla room by forgetting internals.

