>unironically playing captain to solve problems
that is cringe in and of itself and is in no way based.
But I guess you clicked on this to find out how to actually use your AA ID and authority for more than a fun one round gimmick.
Well you came to the right captain command role main.
First is the general tips you should follow as captain
-
Use your safe, its the best place to keep your spare and other goodies you don’t want other people to put their hands on. Barely anyone thinks to check your safe for the spare and will have to resort to greytiding the HoP for his.
Best of all, it’s emag proof, so you can cuck antags that don’t know how to reset safe codes. -
you don’t need both the disk and the pinpointer, Keep one and give the other to someone who won’t die ten minutes into the round like the Warden as he is bound by dark powers to stay in brig. If none are around put the disk in the safe and keep the pointer on you, or hide the pinpointer in your toilet or something
Why put the disk in the safe you ask?
Because you are the number one target to literally every antag that feels like getting some AA, and the disk is usually on yo dumbass when they feel like killing you.
Plus, you can put a motion sensor right next to the safe that sends a signal to you if anyone gets near your safe or set up a prox sensor on the camera for AI to alert you and bolt down the room.
Why you ask? Nothing gets your crew ratings dropping like abusing your ID to get the best gear to arrest someone, makes you unrobust and also cringe cap.
But mostly because thats the whole point of security itself, sure you can do it when sec is low staffed (Which usually only happens during late night rounds anyway)
but thats not your job, your job is allocating the people to do it for you.
- Never ever give anyone AA unless war crimes are being commited
sure it makes you based and immediately garners the respect of the one who shall not be named
But the whole point of AA is that everyone expects you, as in they know that you can come it at any moment to check up on progress or just to vibe in general locations. What they don’t expect is some greyshirt to come in because you decided to give clown AA and they decided to give everyone AA. Or worse that some greytide/antag has left the ID in a public ID console
It almost always snowballs into everyone annoying the geneticists and massive arrests done by sec and usually forcing a call because someone decided plasmamen should get their own atmosphere.
-
Wanna keep track of all heads? Give them all tracking implants, it really makes corpse retrieval one hundred times easier. With the added benefit of working as a teleport beacon for people to teleport to.
-
For the love of god, set up your own personal cloner for you and the heads. None of you should ever disappear from suit sensors so this should be simple if you got someone checking the suit sensors every now and then
Second MOST problems can be fixed fast
But all problems can be fixed eventually, if the crew is competent
-
SM delammed? You have secondary power sources and can order some more
-
Meteors about to break the station, how about actually doing the station objective. The sat shields are robust and can stop meteors, you only need to order a few to cover vital areas.
The rest of the unvital areas can be repaired by some guy with an RCD. -
Crime too high? Is alien tech researched? Just start brainwashing everyone commiting crime to follow space law, its that simple. (if you feel like being mutinied against)
-
Atmos unbreathable because a certain someone wanted to force a shuttlecall? Just wait for atmos techs to finally learn they can space one tile in the hall to drain the extremely high pressure while also working to cool the temp thanks to fastmos.
To prevent larger damage from a plasmaflood, ask AI and all crew with the access to do it to access the air alarm, and turn off the vents, stopping all flow from the pipes from coming in. Furthermore, allowing the chance to disassemble the vent itself. -
All antagonist problems can always be solved with enough explosives.
Third when to actually call the shuttle
-
When the station is irredeemably fucked without a reason of the doubt
-
Heretic Ascension
-
Cult ritual completion be it blood or cluwne in origin.
-
The shuttle has extra goodies on it that you can use during a clock cult or revolutionary problem in your station sometimes a blob as well.