- watch over the security of the brig and armory
- command all your officers
- keep a watch for specialized problems (such as those brought up in command chat)
- and you need to be doing officer work yourself (more often than not) because some of your officers can't get a damn thing done.
There are two roles that are solely considered command: the head of personnel (HoP) and the captain. The captain is very similar to the HoS in that they have a lot to do; specifically, the captain is supposed to
- make sure each and every department is doing their job
- if the AI doesn't know who to inform of emergencies the captain points them in the right direction
- the captain is supposed to make sure the AI is safe and help the RD reprogram them if they go rogue
- the captain is supposed to keep a watch on telecomms
- the captain is supposed to keep the station informed of ongoing events
- the captain is supposed to change alert levels when necessary
- the captain is supposed to call and recall the shuttle at their discretion (with input from the rest of the crew)
- the captain is supposed to get the ball rolling on the station goal
- and the captain is supposed to give authorization for certain actions that departments or individuals might make (especially Cargonia and Sectopia).
But, many of you may be wondering, what about that second Command role that already exists, the HoP? Well, the HoP has a very specific job as second in command: managing the jobs of the station and the access of individuals, as well as making sure the more mundane aspects of the station are running smoothly. This lifts virtually nothing from the captain's shoulders, as the service department is almost always doing their job properly, civilians don't really need to do their jobs all things told, and cargo is so incredibly self sufficient that they often don't need anybody to check on them at all. The HoP altering jobs and access is their primary function to the captain, and it can be life saving to have them on hand in a shift with lots of demotions, promotions, and job changes; while a good HoP can fill some of the roles that a bridge officer would, this can be said of almost any role, and as it's not their primary function and eats a lot of time from their actual jobs, it's not a true substitute for the would-be Comms Officer (or Bridge Officer, if you prefer).
For me, and many other captain players that I've spoken to, this role would be a welcome addition to Command, obviously as the lowest on the totem pole of the three but a worthwhile Nanotrasen employee nonetheless. It would make the captain's job infinitely easier, and in most cases far more fun, and it would be a fun contrast to the Syndicate's own Comms Agent, as well as allow for a unique roleplaying experience that most other jobs just can't give you (I mean, come on, it would be so fun to play a radio-host-esque character).
If you think this would be a good addition the the station manifest, or at least worthwhile for the admins to consider, please vote in the poll below! If you have any feedback so that I can amend or make my proposal better in the future, please let me know. Thank you for your time.