Head of Personnel: Difference between revisions

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=== Departmental Management ===
=== Departmental Management ===
You're <s>supposed to be</s> in charge of the civilian and supply departments. Nobody in these departments is going to listen to whatever stupid orders you give, but feel free to befriend the quartermaster by opening secure crates for them, smoke weed with the botanists, or take a relaxing break on the mining asteroid.
You're <s>supposed to be</s> in charge of the civilian and supply departments. Nobody in these departments is going to listen to whatever stupid orders you give, but feel free to befriend the quartermaster by opening secure crates for them, smoke weed with the botanists, or take a relaxing break on the mining base.


=== Acting Captain ===
=== Acting Captain ===


If the real Captain is KIA, MIA, or simply never arrives, the Chain of Command dictates that it is your job to <s>start a massive civil war against Security with your buddies in Cargo </s> step up and assume the position until they return. If this is the case at the start of the round, it is typically wise to make your first order of business the securing of the important items inside the [[Captain's Quarters]]: The Captain's Spare ID, the Nuclear Authentication Disk, and the corresponding Pinpointer. Picking up the Hand Teleporter never hurt anybody as well, considering it makes for a powerful escape tool in emergency situations. Do not forget that you will, in fact, need to up your access (Preferably to Captain levels) to do so. The Pinpointer is often best left in the hands of the Head of Security or the Warden, so that they can find your battered corpse or the perpetrator of your murder - Or track you down, if you give them reason.
If the real Captain is KIA, MIA, or simply never arrives, the Chain of Command dictates that it is your job to <s>start a massive civil war against Security with your buddies in Cargo </s> step up and assume the position until they return. If this is the case at the start of the round, it is typically wise to make your first order of business the securing of the important items inside the [[Captain's Quarters]]: The Captain's Spare ID, the Nuclear Authentication Disk, and the corresponding Pinpointer. Picking up the Hand Teleporter never hurt anybody as well, considering it makes for a powerful escape tool in emergency situations. Do not forget that you will, in fact, need to up your access (Preferably to Captain levels) to do so. The Pinpointer is often best left in the hands of the Head of Security or the Warden, so that they can find your battered corpse or the perpetrator of your murder - Or track you down, if you give them reason.
Don't take too long to secure the Captain's items, or else either the Head of Security or some Assistant will take the mandate of Acting Captain upon themselves. Either way its a fight you'll have a hard time winning.


=== Crew Relations ===
=== Crew Relations ===
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== Gangs ==
== Gangs ==
You have the ability to mass produce all-access IDs, and you do not start the round loyalty implanted. As a result of this, you are a prime target for conversion. As soon as you hear that a gang has been discovered, move your ID console to security and get yourself implanted, assuming security hasn't been made [[Gangs|an offer they can't refuse]].
You have the ability to mass produce all-access IDs, and you do not start the round loyalty implanted. As a result of this, you are a prime target for conversion. As soon as you hear that a gang has been discovered, move your ID console to security and get yourself implanted, assuming security hasn't been made [[Gangs|an offer they can't refuse]].
It is in your best interest to cooperate with security early on, as Gangs tend to bring out the worst in security, and being on their side early on can spare you a lot of pain later on. Unless of course you've already plegged your allegiance to a gang.


== Revolution ==
== Revolution ==
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==Tips==
==Tips==
* As a fail-safe, you can remove your own ID console access after granting it to a special blank card. This should slow people down who attempt to use your stolen ID to hand out all-access.
* As a fail-safe, you can remove your own ID console access after granting it to a special blank card. This should slow people down who attempt to use your stolen ID to hand out all-access.
* A good tactic is to have three ID cards on you. One ID is you general ID card (but with ID Console access removed), a second blank card is your hidden all access ID card (with ID Console access removed), and the final card is you actual ID Console access card. Hide or place your two special access cards somewhere (one of your ID Card boxes helps) and shuffle the deck. This will make it extremely hard for anyone who killed you to figure out which card is the all access.
* You can heal Ian by applying bruise packs to him.
* You can heal Ian by applying bruise packs to him.


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*Voice Changer can allow you to  fake any kind of crisis if the AI isn't a problem. Come up with 5 names, switch between the IDs, have them yelling about nuclear ops/wizard/blob for a quick shuttle call.
*Voice Changer can allow you to  fake any kind of crisis if the AI isn't a problem. Come up with 5 names, switch between the IDs, have them yelling about nuclear ops/wizard/blob for a quick shuttle call.
*If you manage to become a Captain, buy a Emag, swipe it along the communications console and send a message to the Syndicate for special Captain Traitor objectives.
*If you manage to become a Captain, buy a Emag, swipe it along the communications console and send a message to the Syndicate for special Captain Traitor objectives.
*If you depose the Captain you can all but put Security under your thumb. But be wary to not get on the nerves of the Head of Security, he's the only person on station who would dare to confront the Captain and win.
*Buying a syndicate Encryption Key can be an easy way to cause chaos, as the HoP speaking with other syndicates and giving them all access can easily let them take over the station.
*Buying a syndicate Encryption Key can be an easy way to cause chaos, as the HoP speaking with other syndicates and giving them all access can easily let them take over the station.
*Don't be too obvious in giving other traitors/antags all access. The moment security/the Captain finds someone will all access they will instantly figure out who gave it to them, AKA you!
{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]
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