From a68330b1b05909c35d227f4fb013c4b48c6e3260 Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Sat, 9 May 2026 11:16:15 -0600
Subject: [PATCH 1/9] Create Command_and_Paperwork.md
---
src/design-proposals/Command_and_Paperwork.md | 331 ++++++++++++++++++
1 file changed, 331 insertions(+)
create mode 100644 src/design-proposals/Command_and_Paperwork.md
diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md
new file mode 100644
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--- /dev/null
+++ b/src/design-proposals/Command_and_Paperwork.md
@@ -0,0 +1,331 @@
+# Command And Security
+
+| Designers | Implemented | GitHub Links |
+|---|---|---|
+| SOP workgroup, written by scrambleking | :x: No | TBD |
+
+## Overview
+
+This document will be covering the reworks to command's intended role and themes, along with security's shift in placements in the second part.
+
+It will also be covering examples of tools and gear that command will receive, and intended paperwork for command personnel.
+
+# Command
+
+The position command currently takes in the game tends more towards being role+ in many cases as apposed to a leading the station and driving forward the late stage capitalist feel of the station.
+This is a result of their tools causing them to be in a Job+ position for one, and their roles being poorly defined as to what "commanding" means in many cases.
+
+In general we hope to better define command figures as a driving force behind productivity in-round, effecting their crew's pay, setting goals and orders, being the final say within their department (though cap can over-rule them), and stepping in only when there is no other choice or to fix mistakes.
+
+Aside from tool based mechanics we also plan to implement various SOP-type paperwork for command roles to fill out.
+None of it would be required on a meta level, and command members may even pay their staff/assistants to fill it out on their behalf, but the NTR/Captain may seek it out and check for validity.
+Additionally this would (As per Station regulations) all be printable from the document printer, and hopefully have fillable form fields.
+
+
+
+Here is a short analysis of the current command tools
+
+1. CMO's gloves
+
+These simply make the CMO a better surgeon, good for the CMO to white knuckle down in an emergency situation.
+This does also make it more likely for a CMO to take over surgeries on their own, or pass out the gloves to others who are doing surgeries.
+Both of these are things we want to avoid as surgery is intended to be a process that is time intensive.
+
+Would fit better on a "designated surgeon" despite how neat they are and less on a commanding/directing figure. Possibly repurpose as a research?
+
+2. CMO's Syringe gun
+
+Strictly used as a weapon, and as a frontline tool.
+
+Even in the "best case scenario" this does not fit the CMO's theme at all.
+
+3. CMO's hypo
+
+While incredibly versatile and useful at treating patients, this does not support doctors, and taking the time to call out the medicines you used negates the time save it provides.
+
+Reworking this to be a recharging tool that will inject a stabilising agent (EG negate aspyx/bloodloss damadge) and purge other chems is recommended.
+
+4. CMO's spare surgery kit
+
+Useful as a spare, but as the CMO is not expected to be doing surgeries, and the tools are printable.
+
+Simply mapping it in surgery would be a better option.
+
+5. RD's explosive resistant suit
+
+Encourages the RD to be the one near the explosion.
+The RD should not be the one near the explosion outside of emergencies.
+Increased slowdown from the suit is recommended, as it discourages casual use of the suit outside of emergencies.
+
+6. RD's lawboard (Ignoring the trust issues and theme issues)
+
+A powerful tool to change borgs to better follow NT's directions.
+Takes too long to effectively use.
+
+Allowing the Borg-console to slowly upload the inserted board remotely to Borgs would be more effective (with a warning to the Borgs).
+
+7. RD's Toolbelt (with tool-drill)
+
+Tooldrill is entirely ineffectual in making RD better at any part of their job.
+The belt itself would be created by the RD anyway, and it being generic means they *can* pass it to others should it be deemed more useful.
+
+Mostly saves resources for early science, but we can remove the tooldrill.
+
+8. RD's Anomaly Locator
+
+Already exists in scientist lockers
+
+Could be replaced with a wide range tracker to better direct the involved anomaly scientists.
+
+9. RD's Hand Teleporter
+
+Slightly useful in anomaly work, usually just used to shortcut the station.
+
+No need to remove for the relevant discussion.
+
+10. CE's tool belt (and tools)
+
+The belt is just a bigger belt, no issue.
+
+The tools are faster, take up less space, and do not run out, simply making them a better engineer.
+
+The tools themselves do not necessarily cause issues on their own, and help out in fixing emergency fuckups enough to not be of too much concern.
+
+11. CE's RCD/RPD
+
+Literally just a better RCD/RPD making them an engineer+.
+
+The current form is irredeemable. (Not recommended for removal until RCD/RPD removal after the UI rework)
+
+See engineering holograms/chalk later for rework possibilities.
+
+12. CE's Suit
+
+The only way to safely fill the singulo's plasma. Less of a criticism of the suit, more of its combination with a singularity engine.
+
+Should not cause an issue overall, good for emergency responses with the SM and Nuke.
+
+13. CE's Boots
+
+Allows for faster response time to situations, no issue with current form.
+
+14. CE's Hand held power console
+
+An excellent example of what can be used for giving directions and having oversight.
+Consider upgrading with the atmospherics computer UI, and possibly Nuke/SM integration.
+
+15. QM's Digiboard
+
+Another excellent example of an oversight tool.
+
+No need for changes, but consider Silo computer integration.
+
+16. QM's Knuckledusters
+
+Allows the QM to win in most un-prepared combats, also allows them to keep fighting when crit.
+
+This is more of an edge case for the QM, as they support their gruffer nature and relation to salvage.
+Removal is not recommended, but consider a small knockback and reduced damage.
+Re-consider in the event of a salvage change.
+
+
+
+## Features to be added
+
+
+
+ CMO (This section may change with the release of status-med)
+
+1. Tools
+
+CMO's gloves and surgical tools can be removed, removing encouragement for the CMO to be conducting surgeries.
+
+The syringe gun can be removed, it is a tool of combat that the CMO has no need for.
+
+CMO's Hypo can be converted into a charged based chemical injector, with the chemical stabilising patients from airloss effects and clearing other existing chems.
+This will allow it to be used to take pressure off of medics quickly, and fix OD mistakes without being oppressive as a healing tool. It also removes its use in combat.
+
+Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels.
+This gives them greater knowledge over their department which assists in providing orders.
+
+2. Paperwork
+
+Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports.
+
+*If insurance is implemented in a greater fashion*: Require the CMO to fill out insurance claims according to the crew's insurance and injuries, reimbursing medical for some cost of care.
+
+Fill out death reports on patients
+
+Sign off on psychiatric reports
+
+Keep a running log of patients that require medicine, and when they received their pills in what doses
+
+
+
+
+
+ RD
+
+1. Tools
+
+The tool-drill can be removed from RD.
+
+Hand held research consoles should be added, this would include a tab of what is researched, by who, and another for data on what sources points have come from, and at what rates.
+This provides them with more data to work off of and be able to direct their researchers with, whether that be designating more people for artifacts, or increasing the number of anomalies.
+
+RD may be granted an upgraded robotics console, allowing them to remotely change individual borg laws with a long delay and warning to said borgs. (This would not work on emagged borgs) Given the removal of the roboticists this would provide the RD with more control over the borgs.
+
+2. Paperwork
+
+Existing paperwork will be kept.
+
+Additional forms for artifacts including source, nodes, and disposal.
+
+Incident Report forms (incase of an anom crit, artifact killing people/destroying the station)
+
+Borg Error Report forms including justification of law changes, or unusual incidents.
+
+
+
+
+
+ CE
+
+1. Tools
+
+Boots, armour and belt (with tools) will be kept.
+
+Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations.
+
+RCD/RPD should be planned for future removal and replaced with a construction chalk/hologram that allows them to make construction blueprints visible to others.
+This will however be delayed until the UI rework.
+This is to decrease the CE’s construction capabilities, but increase their directive power as a command member.
+
+2. Paperwork
+
+Construction permits
+
+Incident reports (Engine Failures, Atmospherics Issues, Gas Leaks). Focused around issues that occur “because of station design or engineering failures”
+
+Damage/Repair reports (Science, Antagonist activities, Meteor impacts, Shuttle impacts). Focused around things outside of engineering’s control
+
+
+
+
+
+ QM
+
+1. Tools
+
+QM’s existing tools work for the current situation they work in, even with the botany transfer.
+
+Slightly change the Knuckledusters to have less damage and a small knockback to cement their place as a defensive tool
+
+Providing the QM with a silo computer link for their digiboard will allow them to have more knowledge over the station’s supply situation for crew direction.
+
+2. Paperwork
+
+Existing paperwork will be kept
+
+Salvage material reports (what materials have salvage delivered to the station and when)
+
+Materials delivery reports (ones that are not ordered)
+
+
+
+## Game Design Rationale
+
+The tool portion has rational sprinkled throughout, but generally their intents are to bring command more in line with a position of authority who have the capability to fix major mistakes by crew, and have better knowledge over how their own departments are operating.
+
+The paperwork portion is intended to provide the command members with a reason and direction for understanding what is going on within their department.
+This maintains authenticity with NT as a larger company, increases RP potential between the command and NTR, and gives reason for command to slow down in how they deal with situations.
+
+## Roundflow & Player interaction
+
+In round this is expected to have an impact on how command players interact with their department and see their jobs.
+As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments.
+Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation.
+
+
+# Security
+
+The state of the HoS/Warden dynamic, and the position of security in general are covered here.
+
+
+
+ General Security (mostly a thematic change)
+
+Security is intended to become more of a direct tool that answers only to the captain.
+To support this change they are being removed from the order of succession and are in lore being made a subsidiary corp to NT.
+
+This means that the captain position holds the contract for the security force, having direct control over them that no other command member or even the NTR holds, cementing the captain’s place as the highest power on the station.
+
+
+
+
+The HoS/Warden dynamic has become greatly stilted and is immensely different from all other command roles on the station.
+
+Generally oversight of the security rooms and officers have come under the purview of the warden, which has also led to them being the person with the most general knowledge of security’s activities through camera monitors and the crew monitoring console.
+
+The HoS on the other hand has always existed as a squad lead role between their prior powerful longarms, and their current recharging pistol encouraging extended combats.
+
+With the exception of the metashield and literal position, there is almost nothing that mechanically encourages the HoS to take charge of the security department and retain general oversight compared to the warden.
+
+## Features to be added
+
+#### Panopticon helmet
+
+A hijack of the AI vision system for the wearer to overwatch situations from the comfort of their own office. This should also be provided vision from the bodycams with the same system that is used by borgs to be seen by the AI. The Panopticon helmet will be given to the HoS for easier overview and command from afar, giving them the true “armchair general” feeling during combat and removing the need for them on the front lines for vision.
+
+Theoretically this would provide no more tactical benefit than the existing camera system as it does not have interaction capabilities like the AI.
+
+This helmet can be applied as a separate helmet, or part of HoS’s armoured suit as balance/code permits.
+
+#### Breaching charge
+
+Given to the warden, in situations where higher level security personnel are expected to step up (when you would require breaching charges) the warden will take the position of local squad lead in order to conduct breaches. In these situations the priority of the station itself takes priority over prisoner rights after all.
+
+#### Armour
+
+The HoS’s more light weight and the Warden’s more heavy weight armour will be swapped to further push the feeling that the HoS is not expected to move from security.
+
+#### Weaponry
+
+The HoS’s laser pistol will be changed to have a reduced shot count, no recharge, but higher damage. This will align better with them being in the security department more, being able to easily recharge their weapon, but keeping it special and useful when required.
+
+The Warden’s shotgun can be given a level of structural damage, encouraging a breach and retreat.
+
+
+
+### Paperwork
+
+The HoS (and generally security) will also be getting paperwork, how exciting!
+
+Arrest reports. What happened, what actions were taken and why, evidence. This paperwork is intended to be used in court cases, and for SOP interactions.
+
+Investigation reports. Recording and categorising reports for investigations, these will be used by security if needed in court cases, and for obtaining permits.
+
+Search Permits. Filled out for reasoning and evidence by the Head of Security, these allow for the search of departments.
+
+Weapons Log. A log of who took out what weapons, for what reason, and when they are returned.
+
+Crime reports. Civilian reports of crimes being committed against them. What happened, who did it, ect.
+
+## Roundflow & Player interaction
+
+These changes are intended to have the HoS take over the position as the commander of security, staying within security and having general knowledge of the security situation on station.
+
+The warden on the other hand is placed in more of a second in command position, and on green is expected to work with the service department on getting food for prisoners, work with the fine system, and take reports at the front desk.
+
+
+## Administrative & Server Rule Impact (if applicable)
+
+This should have little to no rule/administration impact as it is focused on RP and player interactions.
+
+## Technical Considerations
+
+Various tools will have to be coded/re-coded as per the tools statements, and the paperwork printer will have to be implemented as per the Station regulations doc.
+
+Additionally implementation of fillable form fields will assist greatly in this.
+
+The various gear mentioned throughout will also need coding, as these hook into existing systems it is unlikely they will need special considerations with the exception of the panopticon helmet.
From 60ea6f8fec60208aa9883d5ddcbbed8a0ad88198 Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Sat, 9 May 2026 23:34:14 -0600
Subject: [PATCH 2/9] Update Command_and_Paperwork.md
Update for clarification
---
src/design-proposals/Command_and_Paperwork.md | 4 ++++
1 file changed, 4 insertions(+)
diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md
index 1469c884..5ca756f7 100644
--- a/src/design-proposals/Command_and_Paperwork.md
+++ b/src/design-proposals/Command_and_Paperwork.md
@@ -246,6 +246,10 @@ In round this is expected to have an impact on how command players interact with
As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments.
Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation.
+As stated before, this paperwork is intended to be upheld in a similar vein as SOP.
+It is meant to guide players who are new to the job, and provide an in-round hook for people to work off of.
+The paperwork being labours and "extra" is mean to encourage some of the more experianced players to get complacent, and the less experianced players to grow weary of it.
+When that begins to happen it provides an optional in-character hook for people to play off of through the new Fines system (See the CCVIP/NTR articles for more).
# Security
From 22fdd15f297615ae9f03235dd7e743f76d581adc Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Sun, 10 May 2026 15:47:44 -0600
Subject: [PATCH 3/9] Update Command_and_Paperwork.md
---
src/design-proposals/Command_and_Paperwork.md | 3 +++
1 file changed, 3 insertions(+)
diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md
index 5ca756f7..524dc575 100644
--- a/src/design-proposals/Command_and_Paperwork.md
+++ b/src/design-proposals/Command_and_Paperwork.md
@@ -148,6 +148,9 @@ This will allow it to be used to take pressure off of medics quickly, and fix OD
Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels.
This gives them greater knowledge over their department which assists in providing orders.
+Room Tags can be added to maps/construction options that alow the CMO (or other staff) to designate rooms per doctor.
+This can be hooked off of the announcement system's displayboard boards with an added labeling UI.
+
2. Paperwork
Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports.
From c25e43e9393152d473737a950d3dee53b2d93f21 Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Thu, 14 May 2026 02:14:52 -0600
Subject: [PATCH 4/9] Update Command_and_Paperwork.md
---
src/design-proposals/Command_and_Paperwork.md | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md
index 524dc575..77275d4c 100644
--- a/src/design-proposals/Command_and_Paperwork.md
+++ b/src/design-proposals/Command_and_Paperwork.md
@@ -327,7 +327,11 @@ The warden on the other hand is placed in more of a second in command position,
## Administrative & Server Rule Impact (if applicable)
-This should have little to no rule/administration impact as it is focused on RP and player interactions.
+The tools throught this document should not be given to non-command members (or even other command members) without serious reasoning for it in round, as with current command item restriction rulings.
+
+For the paperwork, it should not be considered as a primary signal for command ineptitude, as it is intended as a tool for teaching, or otherwise going above in the role. In a "real" scenario involving emergancies such as is emulated in space station, most of the "emergancy" paperwork would not be done minuets after the incident, but rather after the chaos has ended. This is especialy true of the "emergancy report" paperworks, but even for standard paperwork during an emergancy. This however can also be called off by the captain in-round directly through red-alert SOP suspention as listed in the main SOP Workgroup document to further highlight this.
+
+Lastly the HoS will be held to the same standard of all of command when it comes to combat. Just as the captain can give orders to security, but is not to act like a security officer, the HoS too is not to go out and fight without extenuating circumstances otherwise (such as a station ending threat coming to a head, or a low-population station/security force).
## Technical Considerations
From 64554e84b9712130745267f8de93a09a6798c74c Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Mon, 18 May 2026 17:24:13 -0600
Subject: [PATCH 5/9] Update Command_and_Paperwork.md
---
src/design-proposals/Command_and_Paperwork.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md
index 77275d4c..966451a9 100644
--- a/src/design-proposals/Command_and_Paperwork.md
+++ b/src/design-proposals/Command_and_Paperwork.md
@@ -196,7 +196,7 @@ Borg Error Report forms including justification of law changes, or unusual incid
1. Tools
-Boots, armour and belt (with tools) will be kept.
+Boots, armour and belt will be kept. Tools reduced to standard tools with the exeption of an industrial welder and the jaws.
Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations.
From 5c9c69179bb229efb39461eaa1187a0532c75539 Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Sun, 14 Jun 2026 04:12:40 -0600
Subject: [PATCH 6/9] Create Command_Design.md
Oh god your looking here??? Uh, well... I made it... ?
---
src/design-proposals/Command_Design.md | 203 +++++++++++++++++++++++++
1 file changed, 203 insertions(+)
create mode 100644 src/design-proposals/Command_Design.md
diff --git a/src/design-proposals/Command_Design.md b/src/design-proposals/Command_Design.md
new file mode 100644
index 00000000..9634602c
--- /dev/null
+++ b/src/design-proposals/Command_Design.md
@@ -0,0 +1,203 @@
+# Command Design
+
+| Designers | Implemented | GitHub Links |
+|---|---|---|
+| SOP workgroup, written by scrambleking | :x: No | TBD |
+
+## Overview
+
+This document will be covering the wider focus of the command's themes as Leaders, Teachers, and Corporate Elites.
+
+The HoS/Warden dynamic will not be covered in this document given it requires a more indepth rework to how they currently function.
+
+The introduction of HD "the service side of HoP" is covered in https://github.com/funky-station/docs/pull/96.
+
+XO "the second in command/paperwork" side of HoP is covered here.
+
+Additionally this document will be proposing defensive measures for each command member in accordance to their departmental themes as requested in the original document.
+This is to support the "Corporate Elite" themes.
+
+## Background
+
+Currently command work on a level that is verging on being Role+ in many departments.
+This is due to a variety of their tools simply making them better at those given jobs than their work force.
+
+## Features to be added
+
+
+
+ CMO (This section may change with the release of status-med)
+
+### Current Tools
+
+Hypo : Altered, current form does not support a supporting/overview position.
+
+Surgery gloves/Tools : Removed as surgery is a time intensive process that the CMO should not be encouraged to perform.
+
+Syringe Gun : Removed, chemicals are fiercely powerful, even more so if used from a range.
+
+Hand Held Crew Monitor : Altered for additional functionality
+
+### Altered Tools
+
+Hypo (Stabilising Injection) : Altered to inject a new chemical that clears existing chemicals, stops bleeding, and minorly regenerates badly injured patients, with a slightly larger heal on airloss and bloodloss.
+Auto recharges on a time based charge system.
+This provides the CMO with a tool to assist in emergency situations and mistakes without encouraging them to take over medical entirely.
+Additionally this still makes it a potent tool for antagonists to obtain.
+
+### New Tools
+
+Room Tags : An nameplate/displayboard system to designate rooms by number, doctor, ailment, or more.
+
+### Defensive Measures
+
+Hypo (Space Bear Spray) : Alternate mode for the Hypo, also consuming charges.
+The spray is similar to a spray bottle, however the chemicals slow the target on contact for a short amount of time, dealing minor caustic damage and blinding them for a second.
+Given the loss of the Hypo and Syringe Gun as defensive options, the CMO will require a new minor defensive tool which this fulfils.
+
+
+
+
+
+ RD
+
+RD is in a tricky position,
+
+### Current Tools
+
+Tool Drill : Removed, serves no purpose
+
+Portal Device : Altered, currently primarily used to circumvent movement on large maps.
+
+Suit : No Change
+
+### Altered Tools
+
+Portal Device (Recall Device) : Altered for the first placement to lock in a destination, and the second use to place a short term portal to said destination.
+The portal only lasts for a few seconds, allowing others to follow, but no travel back to the initial location, nor for a sustained route.
+Removes using the portal device as a tool to teleport into random locations.
+Removes the use of it in circumventing the design of large maps.
+
+Additionally, change anomalies to automatically "unanchor" when going critical. Allowing a prepared RD to "recall them" away from (or into) dangerous locations.
+
+### New Tools
+
+Hand Held Research Console : A research console that is hand-held, allowing the RD to research from wherever they are.
+Add a separate tab with functionality to track where points are being generated, possibly in graph form.
+
+### Defensive Measures
+
+Recall portal and Suit are judged as enough defence.
+
+
+
+
+
+ CE
+
+### Current Tools
+
+Advanced Tools : Removed, no advantage aside from allowing them to just be a better engineer
+
+CE Belt : No Change, it's just a large belt, no shame in storage room
+
+CE Suit : Additional Functionality
+
+CE Boots : No change, getting to the scene faster to direct engineers is within theme
+
+RCD/RPD : No change, Removed on RCD/RPD overall removal
+
+Handheld Power Monitor : Altered for additional functionality
+
+### Altered Tools
+
+Handheld Power Monitor (Handheld Engineering Monitor) : Additional tabs added for atmos, nuclear reactor, and supermatter monitoring.
+
+### New Tools
+
+Construction Projector : Shares placed blueprints as Holograms.
+Marks items for demolition.
+Allows the CE to effectively direct construction projects.
+
+Remote Cell Charger : Allows the CE to slowly recharge cells in the area.
+Perfect for battery based tools and workplace lights.
+
+### Defensive Measures
+
+Fulfilled by the atmos axe
+
+
+
+
+
+ QM
+
+### Current Tools
+
+Digiboard : Altered for additional functionality
+
+Suit : Unchanged
+
+### Altered Tools
+
+Digiboard : Add silo monitor link capabilities.
+
+### Defensive Measures
+
+Satisfied by knuckle dusters
+
+
+
+
+
+ XO
+
+Extra note:
+The Executive Officer (XO) is the second in command/paperwork side of HoP, split to a separate role with oversight of the Legal minor department involving the altered Magistrate and IAA positions, along with lawyers.
+They generally have a strong connection to the contract-law the station runs on, and accordingly support the station as HoP had previously done before.
+They additionally have technical jurisdiction over the Assistants on the station, though they are not part of the Legal department.
+
+### Current Tools
+
+They will generally inherit all the tools of the HoP, which are appropriately within the theme given their position.
+
+
+
+
+
+ Captain/CL (NTR)
+
+Extra Note:
+In order to better support the Captain being in charge of the station and the Corporate Liaison (CL, previously NTR) just visiting for inspection we plan on the following changes.
+First is that the CL will have their own shuttle that they came/come in on instead of their own room/rooms on the station.
+
+### Current Tools
+
+These are appropriately within the theme given their position.
+
+
+
+## Game Design Rationale
+
+Reasoning is scattered within the relevant parts, but overall this is to support the idea that command personnel are there to command, teach, and overwatch the common workers.
+Should there be a horrific mistake command should generally be able to step in if required to stop a mistake from becoming even worse.
+These themes are also reinforced in https://github.com/funky-station/docs/pull/112 with the various paperworks there.
+
+The intent of the "defensive item" modifications are to highlight that NT care far more about command over the common crew without providing a level of power that would encourage valid hunting.
+
+## Roundflow & Player interaction
+
+Through these modifications command members should be placed into a more focused position for taking command over their departments instead of taking the jobs of their employees.
+Additionally it should help assist them in being the focus on training as it is far more efficient to teach the new players how to do things in your department as opposed to doing it yourself.
+
+## Administrative & Server Rule Impact (if applicable)
+
+The overall administrative impact should not be overly changed from existing systems.
+
+Rule wise considerations will have to be made for command properly commanding and teaching new players, but these rules do already exist to an extent and so any changes will likely be minor.
+
+# Technical Considerations
+
+UI elements will need to be modified for the various hand held console modifications.
+
+This should not noticeably impact server performance.
From d562b0170f8241f2086e32b13ac7830bfbc3bb7e Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Sun, 14 Jun 2026 04:13:19 -0600
Subject: [PATCH 7/9] Delete src/design-proposals/Command_and_Paperwork.md
---
src/design-proposals/Command_and_Paperwork.md | 342 ------------------
1 file changed, 342 deletions(-)
delete mode 100644 src/design-proposals/Command_and_Paperwork.md
diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md
deleted file mode 100644
index 966451a9..00000000
--- a/src/design-proposals/Command_and_Paperwork.md
+++ /dev/null
@@ -1,342 +0,0 @@
-# Command And Security
-
-| Designers | Implemented | GitHub Links |
-|---|---|---|
-| SOP workgroup, written by scrambleking | :x: No | TBD |
-
-## Overview
-
-This document will be covering the reworks to command's intended role and themes, along with security's shift in placements in the second part.
-
-It will also be covering examples of tools and gear that command will receive, and intended paperwork for command personnel.
-
-# Command
-
-The position command currently takes in the game tends more towards being role+ in many cases as apposed to a leading the station and driving forward the late stage capitalist feel of the station.
-This is a result of their tools causing them to be in a Job+ position for one, and their roles being poorly defined as to what "commanding" means in many cases.
-
-In general we hope to better define command figures as a driving force behind productivity in-round, effecting their crew's pay, setting goals and orders, being the final say within their department (though cap can over-rule them), and stepping in only when there is no other choice or to fix mistakes.
-
-Aside from tool based mechanics we also plan to implement various SOP-type paperwork for command roles to fill out.
-None of it would be required on a meta level, and command members may even pay their staff/assistants to fill it out on their behalf, but the NTR/Captain may seek it out and check for validity.
-Additionally this would (As per Station regulations) all be printable from the document printer, and hopefully have fillable form fields.
-
-
-
-Here is a short analysis of the current command tools
-
-1. CMO's gloves
-
-These simply make the CMO a better surgeon, good for the CMO to white knuckle down in an emergency situation.
-This does also make it more likely for a CMO to take over surgeries on their own, or pass out the gloves to others who are doing surgeries.
-Both of these are things we want to avoid as surgery is intended to be a process that is time intensive.
-
-Would fit better on a "designated surgeon" despite how neat they are and less on a commanding/directing figure. Possibly repurpose as a research?
-
-2. CMO's Syringe gun
-
-Strictly used as a weapon, and as a frontline tool.
-
-Even in the "best case scenario" this does not fit the CMO's theme at all.
-
-3. CMO's hypo
-
-While incredibly versatile and useful at treating patients, this does not support doctors, and taking the time to call out the medicines you used negates the time save it provides.
-
-Reworking this to be a recharging tool that will inject a stabilising agent (EG negate aspyx/bloodloss damadge) and purge other chems is recommended.
-
-4. CMO's spare surgery kit
-
-Useful as a spare, but as the CMO is not expected to be doing surgeries, and the tools are printable.
-
-Simply mapping it in surgery would be a better option.
-
-5. RD's explosive resistant suit
-
-Encourages the RD to be the one near the explosion.
-The RD should not be the one near the explosion outside of emergencies.
-Increased slowdown from the suit is recommended, as it discourages casual use of the suit outside of emergencies.
-
-6. RD's lawboard (Ignoring the trust issues and theme issues)
-
-A powerful tool to change borgs to better follow NT's directions.
-Takes too long to effectively use.
-
-Allowing the Borg-console to slowly upload the inserted board remotely to Borgs would be more effective (with a warning to the Borgs).
-
-7. RD's Toolbelt (with tool-drill)
-
-Tooldrill is entirely ineffectual in making RD better at any part of their job.
-The belt itself would be created by the RD anyway, and it being generic means they *can* pass it to others should it be deemed more useful.
-
-Mostly saves resources for early science, but we can remove the tooldrill.
-
-8. RD's Anomaly Locator
-
-Already exists in scientist lockers
-
-Could be replaced with a wide range tracker to better direct the involved anomaly scientists.
-
-9. RD's Hand Teleporter
-
-Slightly useful in anomaly work, usually just used to shortcut the station.
-
-No need to remove for the relevant discussion.
-
-10. CE's tool belt (and tools)
-
-The belt is just a bigger belt, no issue.
-
-The tools are faster, take up less space, and do not run out, simply making them a better engineer.
-
-The tools themselves do not necessarily cause issues on their own, and help out in fixing emergency fuckups enough to not be of too much concern.
-
-11. CE's RCD/RPD
-
-Literally just a better RCD/RPD making them an engineer+.
-
-The current form is irredeemable. (Not recommended for removal until RCD/RPD removal after the UI rework)
-
-See engineering holograms/chalk later for rework possibilities.
-
-12. CE's Suit
-
-The only way to safely fill the singulo's plasma. Less of a criticism of the suit, more of its combination with a singularity engine.
-
-Should not cause an issue overall, good for emergency responses with the SM and Nuke.
-
-13. CE's Boots
-
-Allows for faster response time to situations, no issue with current form.
-
-14. CE's Hand held power console
-
-An excellent example of what can be used for giving directions and having oversight.
-Consider upgrading with the atmospherics computer UI, and possibly Nuke/SM integration.
-
-15. QM's Digiboard
-
-Another excellent example of an oversight tool.
-
-No need for changes, but consider Silo computer integration.
-
-16. QM's Knuckledusters
-
-Allows the QM to win in most un-prepared combats, also allows them to keep fighting when crit.
-
-This is more of an edge case for the QM, as they support their gruffer nature and relation to salvage.
-Removal is not recommended, but consider a small knockback and reduced damage.
-Re-consider in the event of a salvage change.
-
-
-
-## Features to be added
-
-
-
- CMO (This section may change with the release of status-med)
-
-1. Tools
-
-CMO's gloves and surgical tools can be removed, removing encouragement for the CMO to be conducting surgeries.
-
-The syringe gun can be removed, it is a tool of combat that the CMO has no need for.
-
-CMO's Hypo can be converted into a charged based chemical injector, with the chemical stabilising patients from airloss effects and clearing other existing chems.
-This will allow it to be used to take pressure off of medics quickly, and fix OD mistakes without being oppressive as a healing tool. It also removes its use in combat.
-
-Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels.
-This gives them greater knowledge over their department which assists in providing orders.
-
-Room Tags can be added to maps/construction options that alow the CMO (or other staff) to designate rooms per doctor.
-This can be hooked off of the announcement system's displayboard boards with an added labeling UI.
-
-2. Paperwork
-
-Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports.
-
-*If insurance is implemented in a greater fashion*: Require the CMO to fill out insurance claims according to the crew's insurance and injuries, reimbursing medical for some cost of care.
-
-Fill out death reports on patients
-
-Sign off on psychiatric reports
-
-Keep a running log of patients that require medicine, and when they received their pills in what doses
-
-
-
-
-
- RD
-
-1. Tools
-
-The tool-drill can be removed from RD.
-
-Hand held research consoles should be added, this would include a tab of what is researched, by who, and another for data on what sources points have come from, and at what rates.
-This provides them with more data to work off of and be able to direct their researchers with, whether that be designating more people for artifacts, or increasing the number of anomalies.
-
-RD may be granted an upgraded robotics console, allowing them to remotely change individual borg laws with a long delay and warning to said borgs. (This would not work on emagged borgs) Given the removal of the roboticists this would provide the RD with more control over the borgs.
-
-2. Paperwork
-
-Existing paperwork will be kept.
-
-Additional forms for artifacts including source, nodes, and disposal.
-
-Incident Report forms (incase of an anom crit, artifact killing people/destroying the station)
-
-Borg Error Report forms including justification of law changes, or unusual incidents.
-
-
-
-
-
- CE
-
-1. Tools
-
-Boots, armour and belt will be kept. Tools reduced to standard tools with the exeption of an industrial welder and the jaws.
-
-Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations.
-
-RCD/RPD should be planned for future removal and replaced with a construction chalk/hologram that allows them to make construction blueprints visible to others.
-This will however be delayed until the UI rework.
-This is to decrease the CE’s construction capabilities, but increase their directive power as a command member.
-
-2. Paperwork
-
-Construction permits
-
-Incident reports (Engine Failures, Atmospherics Issues, Gas Leaks). Focused around issues that occur “because of station design or engineering failures”
-
-Damage/Repair reports (Science, Antagonist activities, Meteor impacts, Shuttle impacts). Focused around things outside of engineering’s control
-
-
-
-
-
- QM
-
-1. Tools
-
-QM’s existing tools work for the current situation they work in, even with the botany transfer.
-
-Slightly change the Knuckledusters to have less damage and a small knockback to cement their place as a defensive tool
-
-Providing the QM with a silo computer link for their digiboard will allow them to have more knowledge over the station’s supply situation for crew direction.
-
-2. Paperwork
-
-Existing paperwork will be kept
-
-Salvage material reports (what materials have salvage delivered to the station and when)
-
-Materials delivery reports (ones that are not ordered)
-
-
-
-## Game Design Rationale
-
-The tool portion has rational sprinkled throughout, but generally their intents are to bring command more in line with a position of authority who have the capability to fix major mistakes by crew, and have better knowledge over how their own departments are operating.
-
-The paperwork portion is intended to provide the command members with a reason and direction for understanding what is going on within their department.
-This maintains authenticity with NT as a larger company, increases RP potential between the command and NTR, and gives reason for command to slow down in how they deal with situations.
-
-## Roundflow & Player interaction
-
-In round this is expected to have an impact on how command players interact with their department and see their jobs.
-As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments.
-Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation.
-
-As stated before, this paperwork is intended to be upheld in a similar vein as SOP.
-It is meant to guide players who are new to the job, and provide an in-round hook for people to work off of.
-The paperwork being labours and "extra" is mean to encourage some of the more experianced players to get complacent, and the less experianced players to grow weary of it.
-When that begins to happen it provides an optional in-character hook for people to play off of through the new Fines system (See the CCVIP/NTR articles for more).
-
-# Security
-
-The state of the HoS/Warden dynamic, and the position of security in general are covered here.
-
-
-
- General Security (mostly a thematic change)
-
-Security is intended to become more of a direct tool that answers only to the captain.
-To support this change they are being removed from the order of succession and are in lore being made a subsidiary corp to NT.
-
-This means that the captain position holds the contract for the security force, having direct control over them that no other command member or even the NTR holds, cementing the captain’s place as the highest power on the station.
-
-
-
-
-The HoS/Warden dynamic has become greatly stilted and is immensely different from all other command roles on the station.
-
-Generally oversight of the security rooms and officers have come under the purview of the warden, which has also led to them being the person with the most general knowledge of security’s activities through camera monitors and the crew monitoring console.
-
-The HoS on the other hand has always existed as a squad lead role between their prior powerful longarms, and their current recharging pistol encouraging extended combats.
-
-With the exception of the metashield and literal position, there is almost nothing that mechanically encourages the HoS to take charge of the security department and retain general oversight compared to the warden.
-
-## Features to be added
-
-#### Panopticon helmet
-
-A hijack of the AI vision system for the wearer to overwatch situations from the comfort of their own office. This should also be provided vision from the bodycams with the same system that is used by borgs to be seen by the AI. The Panopticon helmet will be given to the HoS for easier overview and command from afar, giving them the true “armchair general” feeling during combat and removing the need for them on the front lines for vision.
-
-Theoretically this would provide no more tactical benefit than the existing camera system as it does not have interaction capabilities like the AI.
-
-This helmet can be applied as a separate helmet, or part of HoS’s armoured suit as balance/code permits.
-
-#### Breaching charge
-
-Given to the warden, in situations where higher level security personnel are expected to step up (when you would require breaching charges) the warden will take the position of local squad lead in order to conduct breaches. In these situations the priority of the station itself takes priority over prisoner rights after all.
-
-#### Armour
-
-The HoS’s more light weight and the Warden’s more heavy weight armour will be swapped to further push the feeling that the HoS is not expected to move from security.
-
-#### Weaponry
-
-The HoS’s laser pistol will be changed to have a reduced shot count, no recharge, but higher damage. This will align better with them being in the security department more, being able to easily recharge their weapon, but keeping it special and useful when required.
-
-The Warden’s shotgun can be given a level of structural damage, encouraging a breach and retreat.
-
-
-
-### Paperwork
-
-The HoS (and generally security) will also be getting paperwork, how exciting!
-
-Arrest reports. What happened, what actions were taken and why, evidence. This paperwork is intended to be used in court cases, and for SOP interactions.
-
-Investigation reports. Recording and categorising reports for investigations, these will be used by security if needed in court cases, and for obtaining permits.
-
-Search Permits. Filled out for reasoning and evidence by the Head of Security, these allow for the search of departments.
-
-Weapons Log. A log of who took out what weapons, for what reason, and when they are returned.
-
-Crime reports. Civilian reports of crimes being committed against them. What happened, who did it, ect.
-
-## Roundflow & Player interaction
-
-These changes are intended to have the HoS take over the position as the commander of security, staying within security and having general knowledge of the security situation on station.
-
-The warden on the other hand is placed in more of a second in command position, and on green is expected to work with the service department on getting food for prisoners, work with the fine system, and take reports at the front desk.
-
-
-## Administrative & Server Rule Impact (if applicable)
-
-The tools throught this document should not be given to non-command members (or even other command members) without serious reasoning for it in round, as with current command item restriction rulings.
-
-For the paperwork, it should not be considered as a primary signal for command ineptitude, as it is intended as a tool for teaching, or otherwise going above in the role. In a "real" scenario involving emergancies such as is emulated in space station, most of the "emergancy" paperwork would not be done minuets after the incident, but rather after the chaos has ended. This is especialy true of the "emergancy report" paperworks, but even for standard paperwork during an emergancy. This however can also be called off by the captain in-round directly through red-alert SOP suspention as listed in the main SOP Workgroup document to further highlight this.
-
-Lastly the HoS will be held to the same standard of all of command when it comes to combat. Just as the captain can give orders to security, but is not to act like a security officer, the HoS too is not to go out and fight without extenuating circumstances otherwise (such as a station ending threat coming to a head, or a low-population station/security force).
-
-## Technical Considerations
-
-Various tools will have to be coded/re-coded as per the tools statements, and the paperwork printer will have to be implemented as per the Station regulations doc.
-
-Additionally implementation of fillable form fields will assist greatly in this.
-
-The various gear mentioned throughout will also need coding, as these hook into existing systems it is unlikely they will need special considerations with the exception of the panopticon helmet.
From c672b5ddb6fbf651289d8105ce288dc8aad33b31 Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Sun, 14 Jun 2026 11:25:21 -0600
Subject: [PATCH 8/9] Update Command_Design.md
---
src/design-proposals/Command_Design.md | 1 +
1 file changed, 1 insertion(+)
diff --git a/src/design-proposals/Command_Design.md b/src/design-proposals/Command_Design.md
index 9634602c..c1e41aa2 100644
--- a/src/design-proposals/Command_Design.md
+++ b/src/design-proposals/Command_Design.md
@@ -170,6 +170,7 @@ They will generally inherit all the tools of the HoP, which are appropriately wi
Extra Note:
In order to better support the Captain being in charge of the station and the Corporate Liaison (CL, previously NTR) just visiting for inspection we plan on the following changes.
First is that the CL will have their own shuttle that they came/come in on instead of their own room/rooms on the station.
+Second is having the CL come in later in the shift, possibly as a guaranteed event role, to better represent in game how they do not always exist.
### Current Tools
From 4912d47072a8f465a24659705500cdd8429bca6c Mon Sep 17 00:00:00 2001
From: Scrambledking <118861382+Scrambledking@users.noreply.github.com>
Date: Sun, 14 Jun 2026 12:03:04 -0600
Subject: [PATCH 9/9] Update Command_Design.md
---
src/design-proposals/Command_Design.md | 2 ++
1 file changed, 2 insertions(+)
diff --git a/src/design-proposals/Command_Design.md b/src/design-proposals/Command_Design.md
index c1e41aa2..9fd5c0cb 100644
--- a/src/design-proposals/Command_Design.md
+++ b/src/design-proposals/Command_Design.md
@@ -155,6 +155,8 @@ Satisfied by knuckle dusters
Extra note:
The Executive Officer (XO) is the second in command/paperwork side of HoP, split to a separate role with oversight of the Legal minor department involving the altered Magistrate and IAA positions, along with lawyers.
They generally have a strong connection to the contract-law the station runs on, and accordingly support the station as HoP had previously done before.
+In line with their paperwork and Contract/Legal themes, they still retain the standard duties you would normaly recognise as being within the old HoP's perview, such as setting access and firing/hiring individuals.
+
They additionally have technical jurisdiction over the Assistants on the station, though they are not part of the Legal department.
### Current Tools