SS14 Username: Cabbage9685
Do you understand the level of roleplay expected from HRP WL roles?: Indeed I do, some the roles currently present such as Ambassador, Synthetic and WJ for example are all roles that are roleplay intensive. All requiring decent lore knowledge with Synthetic and WJ in particular requiring a persistent adherence to SOP, marine law and UCMJ from the beginning to the end of the round.
Which job are you most interested in? Why is it considered a HRP WL role and what do you believe is expected of you playing it?: I am most interested in Synthetic and Working Joe, having been playing Synthetic for 15 hours in the short period since I've joined the server till it has become a HRP WL only role.
Firstly, I believe Synthetic is considered a HRP Whitelist role due to them being vastly intelligent machines strictly bound by their laws, it's many mechanical strengths allowing it to easily have very positive and negative impacts on the round's story and the enjoyment of the players.
I myself have witnessed and been the person affected by synthetics violating their laws, seen working joes get into brawls with marines without much reason, and have myself been RR'd after a synthetic had initiated a fight with me trying to sneak around marines without being a threat.
Even aside from blatant actions that may negatively effect the round, there are many ways a Synthetic, even by doing one's own specialized job as a Synth can take away from other's experiences, care should be given into not stealing the work of other doctors/engineers etcetera. It doesn't feel good when a Synth butts in to ask to take over a surgery someone might be doing to do it more efficiently, or otherwise just suture someone to full health and sprint away.
With that said, Synthetics are not meant to be the protag, they are supporting roles attached to army units, or colony synthetics built to supplement their departments. Synths are (if not friendly,) passive and unthreatening, despite having vast differences in personality between eachother, frequently, they are comforting presences that stressed soldiers and POWs alike can turn to, to vent their frustrations or simply spend minutes on end interacting with, which is what I'm aiming for.
Synthetics in general are highly capable machines who are unaffected by pain or the mental stress of combat, possessing ingame skills vastly superior to most humans on all fronts (including medical, engineering, piloting and melee, aswell as IC being walking databases) and should be played by someone with matching mechanical knowledge, which I regard myself as comfortable in performing.
On the topic of Seegson Working Joes while I'm here
Working Joes are synthetics that I adore perhaps even more than third-generations, they are built as menial, low-cost laborers, working low complexity industrial, janitorial and administrative tasks (such as staffing help desks like the personification of an automated phone call), all while spouting their taglines. These synths are basic, lacking the artificial intelligence and skills of their peers as well as being dependent on central AIs to direct them.
I believe WJs are a HRP role as they are by comparison from humans and Synthetics, highly restricted in their capabilities.
Amongst my expectations as a Joe I should not be performing tasks that require anything more than basic problem solving skills, such as janitorial work, moving cargo or executing the orders of my central AI, and shutting down when out of it's communication range.
Additionally, I as a Joe should not be fighting and should seek to have no impact on the round, to only speak through my WJ voicelines and be indistinguishable to my other Joes.