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  |duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the  [[Supermatter]] doesn't blow up, maintain [[Telecoms]].
  |duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the  [[Supermatter]] doesn't blow up, maintain [[Telecoms]].
  |guides = [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to Telecommunications]]
  |guides = [[Hacking]], [[Guide to construction]], [[Guide to advanced construction]], [[Guide to Telecommunications]]
  |requirements = Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications gets blown up. Know how to repair the station and its machines such as APCs.}}
  |requirements = Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications gets blown up. Know how to repair the station and its machines such as APCs.}}{{Commandreg}}{{Engineering Dept header}}
{{Engineering Dept header}}


Know that guy who builds all the things?  Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure the power flows. Other than directing the workflow of the department, you're also expected to carry out general [[Station Engineer|engineer]]-duties and maintain Telecomms. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the [[Supermatter]] and solars and how to get your charges' moving.
Know that guy who builds all the things?  Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only [[Station Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss your staff around and make sure the power flows. Other than directing the workflow of the department, you're also expected to carry out general [[Station Engineer|engineer]]-duties and maintain Telecomms. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the [[Supermatter]] and solars and how to get your charges' moving.
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===[[File:Clipboard_paper.png]] Overview ===
===[[File:Clipboard_paper.png]] Overview ===
--------
--------Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.
[[File:supermatter_shard.png||thumb|alt=Singularity Chamber|[[Supermatter|Your biggest responsibility]]]]{{Commandreg}}Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.
[[File:supermatter_shard.png||thumb|alt=Singularity Chamber|[[Supermatter|Your biggest responsibility]]]]
 
Delegate tasks to your team
Delegate tasks to your team



Revision as of 21:34, 30 January 2025

ENGINEERING

Chief Engineer

Superiors: Captain
Difficulty: Hard
Guides: Hacking, Guide to construction, Guide to advanced construction, Guide to Telecommunications
Access: All Engineering Departments, Power Equipment, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, Telecommunications, External airlocks, Brig, Mineral Storage
Duties: Coordinate engineering, ensure equipment doesn't get stolen, make sure the Supermatter doesn't blow up, maintain Telecoms.
Minimum requirements: Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications gets blown up. Know how to repair the station and its machines such as APCs.
Minimum Chronological Age: Not defined

Command Policy

As a member of command, you are held to a higher roleplay standard. As such, instances of LRP and violations of the character guidelines will be treated more severely.

General guidelines for all command positions are as follows:

  • You should be competent with your department and aware of its relevant policy.
  • Command equipment and clothing is to only be given as necessitated.
  • Access should not be given out for frivolous reasons.
  • Do not change your job title outside of the titles provided.
  • Access changes are not to be used to promote players to veteran-only roles.

Grounds for Demotion

The following are grounds for demotion:

  • Repeat breaches of relevant departmental policy.
  • Recklessly endangering the crew through an active decision.
  • Multiple minor or major misdemeanors. Minor Felonies and Higher.
  • Long term abandonment of your job, without clocking out. (Dereliction)
  • Refusal of reasonable orders.
  • Usage of equipment or expertise related to their job to commit a crime.

Who Can Demote?

  • All heads can demote subordinates within their own department. In the absence of a Head of Staff, the Captain may demote a member of the department.
  • The captain has the power to demote a head.

Acting Captain

  • For information regarding the acting Captain position, check the Captain job page.
ENGINEERING

Department head:
Chief Engineer
Engineering roles
Guides

Know that guy who builds all the things? Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only Station Engineers, but Atmospheric Technicians as well. Essentially, your job is to boss your staff around and make sure the power flows. Other than directing the workflow of the department, you're also expected to carry out general engineer-duties and maintain Telecomms. To be a good CE it is imperative that you have a good working knowledge of how APCs, SMES cells and power in general works, how to decipher atmospherics, how to efficiently set up the Supermatter and solars and how to get your charges' moving.

Basic skills: The entirety of Engineering, Telecoms and Atmospherics. Communicate with your staff and teach inexperienced team members.
Advanced skills: Advanced optimization of station power sources Atmospherics. Coordinate your team to fix the station once meteors, nuke ops and malfunctioning AIs hit. Be robust enough to deal with rogue Cyborgs and Revolutionaries.

Overview


Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.

Singularity Chamber
Your biggest responsibility

Delegate tasks to your team

Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.

If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.

With Your Powers Combined


There are multiple ways to power the station. Unless you know what you're doing, stick with the default one at first, and get it working as soon as possible. It's hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.

Supermatter

The Supermatter is the default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.

Solar Power

Whilst the supermatter or singularity outputs a lot of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where the solars come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump's getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.

Turbines

Depending on the model of your space station, there might also be a turbine or thermo-electric generator installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.

Atmosia, the Great City-State of Pipes


The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station is getting a steady supply of power and you're confident your team can maintain this and repair any damage to the hull. Your job is done, right? NOT SO FAST, my friend! Haven't you forgotten atmospherics?

Yes, as hard as it is to accept, that convoluted bundle of pipes and its clueless staff are under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. As the CE, you are expected to know the basics of how atmos works, how to optimize it, and then how to keep people from fucking with it. Luckily, that's pretty much it. Again, read the guide and learn it.

All you really have to do with atmos is get acquainted with its staff (you can do this at round start along with your direct minions, as they share the engineering channel), make sure they know how to optimize it (if not, do it yourself - better yet teach them), and then check back in periodically to ensure someone hasn't tampered with it.

Telecommunications


It's your duty to make sure Telecommunications is working and to fix it if it doesn't. If you need help fixing or maintaining it use the Guide to Telecommunications.

...Then What?


Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:

  • Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.
  • Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.
  • Periodically check out atmospherics to make sure nobody's messed it up.
  • Talk to your team. Make sure the station is powered and that holes are being patched up.

Tips

  • Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.
  • Your Advanced Magboots don't just stop you slipping into space, they stop you slipping in general when they're activated and don't slow you down while activated, unlike normal magboots.
  • All that is needed for telecoms is: receiver->mainframe->processor->mainframe->server->broadcaster. Just make sure everything is linked to each other properly and you won't need a hub. Mining and people on the DJ station are unable to communicate though without a hub.
  • CE’s modsuit is fire- and radiationproof, and has a built-in jetpack (to be used with an air tank on the suit storage slot).
  • You can scan pieces of paper with your PDA to add them to your PDA notes.
  • The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don't have to be on the manifest, even.)


Jobs on Nova Sector Station