NonHuman Heads

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kinnebian
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NonHuman Heads

Post by kinnebian » #773679

This seems to be a recurring and important question this election. What do you think about non-human heads? Would you enable them?
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TheRex9001
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Re: NonHuman Heads

Post by TheRex9001 » #773683

I don’t want a nonhuman captain, hos, or RD, I’m fine with non human CE, and CMO.
Last edited by TheRex9001 on Sun Mar 30, 2025 9:56 pm, edited 1 time in total.
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kinnebian
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Re: NonHuman Heads

Post by kinnebian » #773684

Answering my own question here: While I'm not for it, I'd like to experiment with it because theres definitely demand for it. I wouldn't fully go into it day 1- but putting on non-human heads on sybil or for a weekend would be something I'd like to try. From there we can gauge reception, experiment further.
Of course; with non-human heads comes crewsimov, which is something I like a lot less and want to avoid. However, I'm holding out hope it wont be as massive an issue as I expect- and we might be able to keep with asimov.
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xzero314
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Re: NonHuman Heads

Post by xzero314 » #773778

My opinion on this is a bit complicated but the summary is: Some of them

I like the whole human only and Asimov AI part of the roleplay scenario. I think it creates good stories. There are implications to what sort of company Nanotrasen is and how they conduct their business because of how they only allow human command.

I remember from playing on wall station when that was a thing, and from the non-human heads event.
We did have some issues with Non-human Research Directors and Captains struggling with the Ai being Asimov and not being allowed to change the AI off Asimov despite this being part of their job.
If we had some sort of established policy that the RD is meant to be keeping the ai on asimov and not otherwise changing its laws then a non-human RD could work but otherwise I don't think Non-human RD and Asimov works together.
Such a policy would strangle the RD's freedom as the overseer of the ai so it would need to be debated.

I think the conflict with a non-human HOS and the Ai on Asimov is fine. So I don't mind the HOS or CMO or CE being a non-human head of staff. The HOP is debatable due to being 2nd in command but otherwise should be fine to be non-human.

So I think at minimum the Captain & RD must remain human only. All of this is under the assumption that toggling certain heads being non human is possible. Which I believe it is now.

It would have to be a server based thing too I think so that discussion would have to take place. I think players on Terry have different opinions than players on Manuel so messing with Terry over something people on Manuel want would not work.
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RaveRadbury
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Re: NonHuman Heads

Post by RaveRadbury » #773820

No roundstart non-human heads. If we end up hosting a side/alt server they can do it, but mainline /tg/station is set on this course. I've broken this down further in my thread because I have made it part of my platform. That I have a status quo plank and that the plank is no roundstart non-human heads should say something given that I'm an experimental person naturally. I have explored this topic and experienced it: I do not think it's a good fit for /tg/station.
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Maxipat
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Re: NonHuman Heads

Post by Maxipat » #774086

I'd like to see non-human heads, if not on all servers then we should run a poll on manuel and terry whether they want it implemented or not and how (since config allows for such move). While i am for non-human heads, i can see the argument being made about AI-related heads (CAP and RD) being kept human only, both not to go down the "crewsimov roundstart" rabbithole and to keep their ability to change ai's laws.

We have lots of good non-human players that'd fit the head role but won't play it since the game doesnt let them play their static. I also think it's a good RP venue to explore since human heads will still hold supremacy over asimov, and non-human heads will have to play around it so i can see species conflict arise in command comms maybe (?). Good organic conflict is way better than forced antagonist's one for RP.
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Jackraxxus
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Re: NonHuman Heads

Post by Jackraxxus » #774113

Yea it's the 1 big thing I wanna do.
I've not had the highest opinion of the average head of staff for a while now. I think non-humans could boost that.
I say a lot more in my thread.
iamgoofball wrote:Vekter and MrMelbert are more likely to enforce the roleplay rules Manuel is supposed to be abiding by than Wesoda or Jackraxxus are.
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iansdoor
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Re: NonHuman Heads

Post by iansdoor » #774177

You make some lore changes, then sure. Otherwise, no. We are still an RP server, even if its low roleplay or maybe roleplay.
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Re: NonHuman Heads

Post by Ezel » #774522

Like kinnebian said i'd like to see a attempt on this just expiriment some stuff see what sticks and what doesn't without the AI being on crewimov aswell, pherhaps limiting the Captain/Hop/RD from being able to be a non human, since these roles have highest authority when it comes to leadership or being able to modify the AI other heads would still be able to climb up to acting captain position like the Qm is able to(which already can be a acting captain on rare situations.) i think its atleast a expiriment worth
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