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===[[File:HudcaptainV2.png|32px|]] Head of Heads=== When you’re not fighting Revolutionaries, Traitors, Syndicates, and Wizards, you are monitoring the crew. You are at the top of the food chain and possess the ultimate authority over everyone and everything on your station. You are the Judge, the final word, the Big Guy. You have the ultimate veto power over all matters and are the only person who can authorize an execution without a trial. Anyone who questions your authority can technically be tried for mutiny. There really is no way to tell you exactly how to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind: #'''Do not involve yourself when there is somebody else available to do the job.''' Why have a [[Head of Security]] if you're going to involve yourself in every security matter? If there isn't a head for a specific department, promote a new one. It will make your life so much easier. #'''Delegate whenever you can.''' You should never have to do any manual tasks yourself. If someone says 'Captain, there's a plasma leak!' then you should order your [[Chief Engineer]] to fix it. Do not attempt to fix it yourself, as you will put yourself unnecessarily at risk. #'''Follow the [[Chain of Command]].''' You command the Heads. The Heads command their departments. Try not to skip them in the decision-making process as they are the ones who ''should'' know their own departments best. #'''Stay alert.''' You have a big target on your back. It is likely you'll be a prime Traitor target just for your all-access ID. With this in mind, you may want to spend a fair bit of time lounging in the security of the [[Bridge]]. #'''Keep calm and carry on.''' As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a murder spree and the occasional aftermath of an Armageddon against the station, thanks to a range of the above. And it's your job to manage it all. Good luck. ====[[File:Megaphone red.png|32px]] Command & Control==== As such you need strong control over heads. Generally, they would initially trust you, and you should not lose that trust. Those who are assholes from default are better to be demoted, unless they're doing their job well. Most of the time, you will use the Command channel accessed by ":c" to give out commands to the heads. But most of the time shit hits the fan, the telecommunications are severed rendering your hands tied. In this kind of situation, you have 2 variants: * '''Use communications console''' (or intercoms) to relay orders through announcements. This is a solid way to send a message, as announcements are seen by everyone everywhere. But that is the minus, this lacks confidentiality so you can't relay any kind of secret information. * '''Set up a radio system beforehand''' with Command to be prepared for such an event. Generally, you want to get Station Bounced Radios for the entire Command set to a specific frequency that only you know of. Instruct heads that when comms fall down, they must turn on these and listen for your further orders there. This way you can keep in touch even during power and telecoms outputs. But outside of such dramatic events, there are 3 general steps on how to keep C&C: # '''Monitor consoles as they're your eyes,''' you can see where the shit is happening and also use records to manage people. # '''Communicate with heads as they're your hands,''' when something happens somewhere you must tell someone to deal with that. To make sure that they won't slack off, you can get the HoP to check on them. # '''Use holopads,''' during situations when your words are going past someone's ears. As Captain instead of calling on a holopad you're just brute forcing it (if it's not secure), nothing is more threatening than Captain hologram appearing out of nowhere and shouting at you.
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