10-25-2017, 10:24 AM
(This post was last modified: 10-25-2017, 10:56 AM by Captain Sheepy. Edited 1 time in total.)
As we know, there really isn't a "right" way to play Head of Personnel, with the Captain having most of the major responsibilities of keeping the station from harm or chaos more or less, you as HoP might have other things to do, if not many seemingly at first. There is a sort of special freedom with the HoP that the rest of the heads may not share that makes it a worth while position to play and there's also a sort of art to getting the most out of it. the crew might definitely very much either appreciate it or come to dread it depending on the circumstances.
This thread is for mainly anyone who has played HoP as much as I have, as a bit of a forum extension of this section on the HoP wiki page, and really for anyone with good ideas, fun concepts, or strategies playing as the station's number one.
Personally, as the title itself suggests, I imagine the HoP to be more civilian, with law and order not necessarily being a major concern. The Captain and HoS can handle that, so focus more on station efficiency and assisting the crew in any way you possibly can. Not that you shouldn't play that way, but personally SecHoP gets kind of boring after a while.
Your PDA might get some of the most usage out of any of the available head positions, especially having the Crew Manifest program pre-installed. Usually when the crew has an issue, they'll express their concern on the radio while everyone else is currently shouting at roughly at the same time, so by all means make a lot of use out of the PDA messenger system. If a crew member has a problem, call them directly and personally, and even tell them "if you need anything, call me on the PDA". This I feel helps establish a more helpful and friendly mode of communication with the crew and the HoP. Even more so, check the manifest and make some calls asking if anyone personally needs assistance. It's good to be there in person to do so, but you can only be in one place at a time. No botanist on the manifest? Offer an open position over the radio, first come first serve. Your PDA of course has all the other programs you're accustomed to, so give those a look from time to time.
By all means, play as a guide. While you patrol around looking for things to get into, you might encounter a player who may not be familiar with the station, or space station 13 for the matter, and may be looking for directions on where to go or what to do. Show them the way, kindly help them familiarize their surroundings, and even especially show them the way to Customs if they need anything. Ask them all sorts of questions like "Do you know how to use your radio/PDA?" or "Is this your first time working in hydroponics?" They'll definitely appreciate it and knowingly, you might be the only person able to fulfill this role as everyone else may prefer to do their own thing. Assign them roles you might feel will be a good start if the one they start out with is either too advanced or they start as a bored staff assistant with nothing to do.
Miscreant? One time on a low-pop round, I printed a bunch or blue and red jumpsuits from the uniform manufacturer and started passing them out. Needless to say, it caused a little chaos. The red and blue jumpsuiters were so into their petty rivalry with each other (and my enjoyment of it), the traitor managed to destroy the station and escape without anyone really even noticing. After all, the blame regarding on what was going on, even with how hectic it all was, ultimately fell on the reds and blues, making them even more paranoid with each other then they were before.
So what do you guys think? Feel free to post anything from anecdotes to helpful advice. What would make HoP better, or playing it better, what you think the HoP should be doing, what you normally do as HoP, etc.
This thread is for mainly anyone who has played HoP as much as I have, as a bit of a forum extension of this section on the HoP wiki page, and really for anyone with good ideas, fun concepts, or strategies playing as the station's number one.
Personally, as the title itself suggests, I imagine the HoP to be more civilian, with law and order not necessarily being a major concern. The Captain and HoS can handle that, so focus more on station efficiency and assisting the crew in any way you possibly can. Not that you shouldn't play that way, but personally SecHoP gets kind of boring after a while.
Your PDA might get some of the most usage out of any of the available head positions, especially having the Crew Manifest program pre-installed. Usually when the crew has an issue, they'll express their concern on the radio while everyone else is currently shouting at roughly at the same time, so by all means make a lot of use out of the PDA messenger system. If a crew member has a problem, call them directly and personally, and even tell them "if you need anything, call me on the PDA". This I feel helps establish a more helpful and friendly mode of communication with the crew and the HoP. Even more so, check the manifest and make some calls asking if anyone personally needs assistance. It's good to be there in person to do so, but you can only be in one place at a time. No botanist on the manifest? Offer an open position over the radio, first come first serve. Your PDA of course has all the other programs you're accustomed to, so give those a look from time to time.
By all means, play as a guide. While you patrol around looking for things to get into, you might encounter a player who may not be familiar with the station, or space station 13 for the matter, and may be looking for directions on where to go or what to do. Show them the way, kindly help them familiarize their surroundings, and even especially show them the way to Customs if they need anything. Ask them all sorts of questions like "Do you know how to use your radio/PDA?" or "Is this your first time working in hydroponics?" They'll definitely appreciate it and knowingly, you might be the only person able to fulfill this role as everyone else may prefer to do their own thing. Assign them roles you might feel will be a good start if the one they start out with is either too advanced or they start as a bored staff assistant with nothing to do.
Miscreant? One time on a low-pop round, I printed a bunch or blue and red jumpsuits from the uniform manufacturer and started passing them out. Needless to say, it caused a little chaos. The red and blue jumpsuiters were so into their petty rivalry with each other (and my enjoyment of it), the traitor managed to destroy the station and escape without anyone really even noticing. After all, the blame regarding on what was going on, even with how hectic it all was, ultimately fell on the reds and blues, making them even more paranoid with each other then they were before.
So what do you guys think? Feel free to post anything from anecdotes to helpful advice. What would make HoP better, or playing it better, what you think the HoP should be doing, what you normally do as HoP, etc.