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Command management overhaul#92

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masterelzoi wants to merge 9 commits into
funky-station:mainfrom
masterelzoi:command-overhaul
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Command management overhaul#92
masterelzoi wants to merge 9 commits into
funky-station:mainfrom
masterelzoi:command-overhaul

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@masterelzoi
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A design doc about reformatting command items and tools to be more command oriented, and not job+ tools

@mikethememer
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I think the first comment I want to make is that this largely conflicts with TOT steal objectives as those high valuable items can be useful to the tot besides being important to steal. I don't see this being the case for a lot of those items and they only sabotage the crew if taken away.
Additionallt medhud kill is questionable for medical doctors and if CMO isn't there or the tablet is stolen it's effectively useless.

@mikethememer
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Adding more onto that, things like CE marking station beacons and CMO priority don't serve a purpose because same can be achieved with command member using their department comms and screaming into them for people to do certain things or just saying it in person, and instead of doing that CE or CMO just setting things via a tablet just... decreases the amount of actual character to character interaction between the head and their department.

@masterelzoi
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Adding more onto that, things like CE marking station beacons and CMO priority don't serve a purpose because same can be achieved with command member using their department comms and screaming into them for people to do certain things or just saying it in person, and instead of doing that CE or CMO just setting things via a tablet just... decreases the amount of actual character to character interaction between the head and their department.

The issue is they are not doing that. Command members right now can scream at people if they want. They don't. Its why its an issue to begin with. The reason these things are being given is to actually prompt the player with communication and incentivise management. If command players always shouted at people on comms to do things this wouldn't be an issue that needs addressing at all. Additionally, a person talking less doesn't necessarily mean they are interacting with them less. When orders are clear it makes it even easier to generate conflict when they are disobeyed, and allows staff to contest heads of departments on their clear decisions easier.

I think the first comment I want to make is that this largely conflicts with TOT steal objectives as those high valuable items can be useful to the tot besides being important to steal. I don't see this being the case for a lot of those items and they only sabotage the crew if taken away. Additionallt medhud kill is questionable for medical doctors and if CMO isn't there or the tablet is stolen it's effectively useless.

That is true and i forgot to mention it in the technical considerations, which i will do. I don't think the traitor needs to be using the things they steal however. It's rare for traitors to actually use the hand teleporter or RD hardsuit. Traitors get more than enough of their own gear to use. Generally speaking antags should have the options to complete their plans without relying on crew gear. Additionally if the tablet goes missing and the crew become more disorganised that's a good thing. High value items going missing and causing lots of issues as a result is good for the environment of a disaster sim. In a large portion of cases, when a syndicate steals an item, nobody really feels the impact of it besides the person it is stolen from, it being bigger in scope and affecting departments on a larger scale I think is more interesting

@pirakaplant
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pirakaplant commented Apr 22, 2026

I think this is really good! Personally I would say that the CE can keep their advanced magboots, since it's a piece of protective equipment rather than something like the advanced tools that encourage them to be an engineer+ (and command equipment ensuring their safety from workplace accidents compared to crew equipment is good thematically imo).

One quick addendum on the CMO item. I don't know how to feel about it implying the addition of a machine that makes changes to chemist gameplay that fall outside the scope of this PR (which otherwise focuses on command gameplay), and I have a few issues with its implied implementation.

@masterelzoi
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I think this is really good! Personally I would say that the CE can keep their advanced magboots, since it's a piece of protective equipment rather than something like the advanced tools that encourage them to be an engineer+ (and command equipment ensuring their safety from workplace accidents compared to crew equipment is good thematically imo).

One quick addendum on the CMO item. I don't know how to feel about it implying the addition of a machine that makes changes to chemist gameplay that fall outside the scope of this PR (which otherwise focuses on command gameplay), and I have a few issues with its implied implementation.

This was a thing i was a little torn on. Honestly it can be cut as the main stay of the CMO was holoband projector. Imma wait for some more comments to flood in and when I've got free time tomorrow push some updates. got a bunch of good feedback so far so will be updating some stuff. Also forgot to remove the syringe gun lmao (not that it ever worked lol)

@masterelzoi masterelzoi changed the title Command overhaul Command management overhaul Apr 22, 2026
@jackel234
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ELZOI WAIT YOU'RE DELETING TEMPLATE.MD!!!!
WAITT YOU GOTTA FIX IT!!!
image

@Huhm-1
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Huhm-1 commented Apr 22, 2026

Look at my juniormin deleting the template. Typical juniormin behavior.

@masterelzoi
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ELZOI WAIT YOU'RE DELETING TEMPLATE.MD!!!! WAITT YOU GOTTA FIX IT!!! image

I FIXXED IT

@RangerXVII
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I think there are at least 3 different design docs just trying to sneak in a medhud removal. Making the holoband projector an addition to the medical hud interface, (like RMC again,) would keep the functionality of it, while not crippling a doctor's ability to function in a very crowded medbay without a competent CMO. It affects the entire medical department instead of just the CMO which is kind of out of scope, I think.

@masterelzoi
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I think there are at least 3 different design docs just trying to sneak in a medhud removal. Making the holoband projector an addition to the medical hud interface, (like RMC again,) would keep the functionality of it, while not crippling a doctor's ability to function in a very crowded medbay without a competent CMO. It affects the entire medical department instead of just the CMO which is kind of out of scope, I think.

I think that's a good thing. Command members don't always have to be perfect IC and that is a perfect opportunity for conflict to be driven with. Command and staff should be communicating more. This also isn't a removal it is just changing its functionality to encourage more interaction between cmo and their staff

@A-Loose-Goose
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A-Loose-Goose commented Apr 23, 2026

I like most of this, but one thing I thought about, the removal of CE’s boots and CMOs Hypospray…That leaves nothing for Syndies to steal from the CE or CMO. At all. Yeah you can have them steal the Holoband projector in return for this, but CE doesn’t really have anything that could be argued as a steal objective. Syndies only caring about you to turn you into a fine red paste as a Command Member isn’t a good idea imo. I think something would need to be added in compensation. Maybe a steal objective for the Advanced RCD or RPD?

@masterelzoi
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masterelzoi commented Apr 23, 2026

I like most of this, but one thing I thought about, the removal of CE’s boots and CMOs Hypospray…That leaves nothing for Syndies to steal from the CE or CMO. At all. Yeah you can have them steal the Holoband projector in return for this, but CE doesn’t really have anything that could be argued as a steal objective. Syndies only caring about you to turn you into a fine red paste as a Command Member isn’t a good idea imo. I think something would need to be added in compensation. Maybe a steal objective for the Advanced RCD or RPD?

It could easily be made the CE's hard suit imo. But the experimental also work! That is somewhat outside the scope of the PR, and personally i kinda think steal objectives suck, especially as thief is a literal antag in of itself. Reformatting those objectives are kinda minor anyway though and is now included in the technical coniderations.

@A-Loose-Goose
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Yeah that was mostly just concern for the consequences this might bring, not much else. Otherwise, awesome concept.

@KittyCat432
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My biggest concern is for the CMO's item
It seems useless to me and most likely wont be used for one simple reason

The CMO still has to scan people to mark them as a priority when a doctor could do the scanning themselves

So then the medhud removal becomes pointless as your not giving cmo the option to better get the info needed to mark someone, the holoband projector part could be instead of a radial UI its an addition onto a health scanner that the item has and also make it so that the item has a faster scanning speed so that its actually incentived to use it instead of just letting doctors scan everyone themselves then they decide.

@masterelzoi
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My biggest concern is for the CMO's item It seems useless to me and most likely wont be used for one simple reason

The CMO still has to scan people to mark them as a priority when a doctor could do the scanning themselves

So then the medhud removal becomes pointless as your not giving cmo the option to better get the info needed to mark someone, the holoband projector part could be instead of a radial UI its an addition onto a health scanner that the item has and also make it so that the item has a faster scanning speed so that its actually incentived to use it instead of just letting doctors scan everyone themselves then they decide.

You make a good point, will include your changes

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I like half of what this document is. The emphasis on giving command more tools to command is great and would benefit the game a lot I think.

The other half that I don't particularly like is the removal/nerfing of some command objects. I don't currently see enough justification to convince me it's necessary that some of these items absolutely need to go for command players to be encouraged to lead their departments.
While this is a roleplaying game, it is still a game. I don't think we should be removing these items just because they aren't purely administrative tools. It comes at a cost to traitor objectives, the value of the roles as targets and the overall enjoyment of the roles these items are being stripped from.


## Features to be added

- All Command members: RMC-style megaphone. This item would be mapped into Command lockers. It simply makes Command members text bigger when held, allowing staff to more clearly see what command members are saying.
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This is neat. It'll definitely make what command members' are saying stand out more, which should alleviate some of the "Nobody ever listens" problems people sometimes experience as command.


- All Command members: RMC-style megaphone. This item would be mapped into Command lockers. It simply makes Command members text bigger when held, allowing staff to more clearly see what command members are saying.
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- CMO: "Medical overseer tablet." This item is contingent on others existing, but it would replace the hypospray. This would allow for two things. It would be a handheld crewmon (which the cmo already has access to). Additionally it functions as the "Holoband projector". This allows you to triage patients. Medhuds (for crew) instead of seeing healthbar status, would see patient priority assigned by the CMO. High priority, low priority, cryo, surgery, morgue, infected. It functions as a medical scanner with an increased scanning speed. On the patient, it allows for a dropdown menu on the scanned status to triage them (similar to wanted level dropdown). The holoband projector would also include the option to remove their status once treated on the medhud. Remove the syringe gun. (nukie agent visor left unchanged)
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An administrative tool like this would be awesome for the CMO.
I'd like to see some reasoning/explanation as to why the hypospray and syringe gun is simply being removed as opposed to being replaced with tools that are more interesting and not necessarily job+ like the hypospray is.

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- CMO: "Medical overseer tablet." This item is contingent on others existing, but it would replace the hypospray. This would allow for two things. It would be a handheld crewmon (which the cmo already has access to). Additionally it functions as the "Holoband projector". This allows you to triage patients. Medhuds (for crew) instead of seeing healthbar status, would see patient priority assigned by the CMO. High priority, low priority, cryo, surgery, morgue, infected. It functions as a medical scanner with an increased scanning speed. On the patient, it allows for a dropdown menu on the scanned status to triage them (similar to wanted level dropdown). The holoband projector would also include the option to remove their status once treated on the medhud. Remove the syringe gun. (nukie agent visor left unchanged)
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- Science: Research tablet: The Research Director can flag research to be researched as it becomes available, this notifies scientist that the RD wishes this particular research to be unlocked. Research tablet can remotely access things to be researched. Scientists can choose other researches regardless of what is marked, but the mark always shows while it is available. Reduce RD hardsuit explosion resist to 25%
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Again, really cool administrative tool.
I'd like to see an explanation as to why the RD hardsuit, which is already a pretty abysmal tool as far as command toys go, is having its explosion resistance nuked. The slowdown alone makes it so that I rarely see this thing outside of an RD's locker.

_________________________________________________________________________________________________________________________________________
- Science: Research tablet: The Research Director can flag research to be researched as it becomes available, this notifies scientist that the RD wishes this particular research to be unlocked. Research tablet can remotely access things to be researched. Scientists can choose other researches regardless of what is marked, but the mark always shows while it is available. Reduce RD hardsuit explosion resist to 25%
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- Engineering: A handheld Atmos monitoring console alongside their power handheld monitoring console. Kill advanced magboots. Kill CE roundstart advanced tools. Chief engineer designation tablet. Functions similarly to a Wanted PC, instead using station beacons as selectable options. It says a message on the comms such as "CE has designated (X beacon) area for repairs. Engineers are to report to the area."
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Cool administrative tools.
I'd like to see reasoning for the magboots. The tools I imagine are pretty self evident: they're just straight upgrades above what everyone else gets while not being particularly interesting, which I agree with. Correct me i I'm wrong on that.

_________________________________________________________________________________________________________________________________________
- Engineering: A handheld Atmos monitoring console alongside their power handheld monitoring console. Kill advanced magboots. Kill CE roundstart advanced tools. Chief engineer designation tablet. Functions similarly to a Wanted PC, instead using station beacons as selectable options. It says a message on the comms such as "CE has designated (X beacon) area for repairs. Engineers are to report to the area."
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- Cargo: mostly fine. Resource monitoring console, linked to silos (already approved PR upon inspection), however this could be included as a second tab on the digiboard.
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I've seen some people express wanting this to manage resources better. I'm a little on the fence about it, as I think this discourages communication between QM and other heads of staff.

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- Cargo: mostly fine. Resource monitoring console, linked to silos (already approved PR upon inspection), however this could be included as a second tab on the digiboard.
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- Security: wt55 would be removed. Head of Security mask (replaces swat mask) includes a toggleable megaphone, which makes the HoS's text bigger than other peoples allowing it to be identified easier, functions like the handheld ones mentioned above. It also has a unique whistle sound effect to help rally secoffs. The HoS is given a security overseer tablet. This would have a device that allows you to announce things to sec on sec comms only with a loud notification sound, and have a portable wanted list console.
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I agree very much with the removal of the WT550. Beyond it being a disgusting weapon (a job+ item as you said), it also had very weird edge-case rules because it was technically not an armoury weapon.

The mask is... fine? I don't really like encouraging items that cover the faces/features of members of command as I think it clashes a lot with what they are meant to be. I think leaders should be very easily identifiable visually and not hide their identities, outside of emergencies. I'd like to see it recontextualized as a neck item maybe.

_________________________________________________________________________________________________________________________________________
- Security: wt55 would be removed. Head of Security mask (replaces swat mask) includes a toggleable megaphone, which makes the HoS's text bigger than other peoples allowing it to be identified easier, functions like the handheld ones mentioned above. It also has a unique whistle sound effect to help rally secoffs. The HoS is given a security overseer tablet. This would have a device that allows you to announce things to sec on sec comms only with a loud notification sound, and have a portable wanted list console.
_________________________________________________________________________________________________________________________________________
- Service: Service techfab to be added. It is only in the HoP's office, to allow more central coordination of service.
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Considering the many documents up planning the separation of HoP from service, this is probably unnecessary or should be relocated.

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9 participants