Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 03/07/2017 in all areas

  1. Welcome to our new forum! We are very excited to announce our brand new forum, sponsored by our lovely patreons! This forum will serve as the new home of the paradise community, it has a lot of new features which we hope you'll enjoy! There might be some bugs or errors, if so then please PM me either here or on discord, so we can work 'em out. I am still working on adding, tweaking and fixing things, so be on the lookout for changes! The white default theme will be changed as soon as we've got a personalized one that fits paradise!
    1 point
  2. A drawing of an IPC named NECROMANCER Just hang on tight the doctor will be with in you in a moment.
    1 point
  3. 1 point
  4. Here's my thoughts on it. The XO WOULD be a command position, HAVE the authority of the captain, EXCEPT where the captain has judged. Full access, full comms, full authority; except where executions or certain things require the captain himself (or acting captain). The XO will likely be a boring job most of the time. But, when it rains, it pours. I accept that Paradise is NOT Colonial Marines, but I have played captain a few times where I really REALLY wished I had a second in command to handle some of the chaos. Here's what I believe the benefits of that position will be: - There's now clearly two commanding officers. Para is often chaos. This might help stabilize some of it. - They share the load, and the responsibilities. - Captain can attend executions more freely like he is supposed to. - Can make an SoP that requires one of the two commanding officers to remain on the bridge at all times, with nuke disk under guard. If you have a really coked out captain that likes to walk everywhere, then the disk is always in a predictable place. - Frees up the captain a bit to move about the station without carrying the disk on him at all times. An XO would also make it reasonable to possibly consider whitelisting the captain, and requiring him to follow SoP. His presence will carry a lot more weight as a result. His word and orders would mean much more than it does now. To make a point, on CM (again, I accept that this is not CM, it's para, but hear me out), I walked into a room where there was trouble going on. The MPs had called me there. My presence alone carried a TON of weight, and immediately the issues quieted down. When I spoke, people intently listened, and the issue was de-escalated. As for the HoP: they need to stay at their post, or be checking if cargo and service are operating properly. I wish we could expand this position a little bit more with background checks and such too so that there would be a bit more of a 'game' to people trying to transfer to other departments or claim they are someone else. I really think this warrants some playtesting at least, to see what it would do in rounds. I intend to playtest an XO a few times, asking admins if I may promote someone, or they can be sent in an official manner from CC, to test the dynamics.
    1 point
  5. Ultimately a needless role that's going to mitigate the roles/responsibilities of the Captain/HoP and requires modification to the well-established Chain of Command that's been successfully implemented on the server for over two years. It's also another armed person on the bridge which is going to make business exceptionally harder for antags. This is going to be a job with little to do that will ultimately result in the XO validhunting people via cameras, something we want to tamp down on (not encourage). There's really no need to inform anyone about issues, as most issues bubble up within a department and are handled by that departmental head or are so explicitly obvious that they're either well known or are immediately echoed on command comms by 3-4 people. The argument about the HoP is also moot. The HoP stands at a desk and says "yes/no" to a few people before clicking a few buttons and giving them their ID back. Head of Personnel is in fact one of the ideal jobs to *learn* Command in the first place. If people want to learn about Command they can * Intern as an assistant * Read one of the hundred guides on the forums * Read the wiki, which contains all the information you need * Ghost and watch how command operates * Play in a minor head position like CE, CMO, or RD. tl;dr - mitigates the existing roles, powers and responsibilities of command members and makes life harder for antags
    1 point
  6. A drawing of a space elf who will be a part of a comic I'm slowly working on comic page: Ooh Dreeeamweeaver, I believe you can reach the morning liiiight Elliot throwing Jonah over a table
    1 point
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use