Quartermaster: Difference between revisions

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  |guides = [[Command Policy]]
  |guides = [[Command Policy]]
  |requirements = Try to get some bounties completed and make sure your hard-earned credits aren't wasted.
  |requirements = Try to get some bounties completed and make sure your hard-earned credits aren't wasted.
  |Minimum Chronological Age = 25
  |Minimum Chronological Age = 30
}}
}}
{{Cargo Dept header}}{{Cargogreg}}
{{Cargo Dept header}}{{Cargogreg}}

Revision as of 21:25, 16 February 2025

SUPPLY

Quartermaster

Superiors: FTU Officials
Difficulty: Medium
Guides: Command Policy
Access: Cargo Bay, Quartermaster's Office, Delivery Office, Mining Station, Mining EVA, Maintenance, Mineral Storage
Duties: Paperwork, order stuff, paperwork, send your underlings to collect crates, paperwork, coordinate mining, paperwork...
Minimum requirements: Try to get some bounties completed and make sure your hard-earned credits aren't wasted.
Minimum Chronological Age: 30

SUPPLY

Department head:
Quartermaster
Supply roles
Guides
Cargo Policy

Department Standards: The Quartermaster can lay out additional standards for the department, within reason.

  • Orders, legal or illegal are an IC issue, unless breaking another rule. (see: cargo setting up their own SM.)
  • The Cargo/Supply department are not formal employees of NT, they are temporary-contractors from the FTU, filling in for the Cargo Department.
  • As cargo, you shouldn't be refusing orders without a justifying IC reason.
  • Cargo is still under Corporate Regulations while on NT Property.

As a Quartermaster, your primary job is to order equipment to help keep the station running. Make sure credits aren't wasted, kick the clown out, and make sure your Cargo Techs aren't getting into trouble - and pull their arses out of the fire when they do. You have three helpers to help you redistribute things throughout the station. You also have authority over mining, and should try and coordinate the Shaft Miners to meet the needs of the station -- primarily, this means passing on requests from Robotics, Research, and Engineering.

Supply Shuttle Console

"Who the hell blew all our credits on Wizard Costumes?"

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.

The Cargo Bay and your office is filled with paper, paper and more paper. Most importantly, there is a console to order items. Everything that people will expect you to order that cannot be procured from the autolathe will show up on the Supply Shuttle once it arrives at CentCom.

Each order will produce a requisition form, which is usually best just shoved in the adjacent filing cabinet and forgotten until Security kicks down your door demanding to know who flooded the station with shotguns and clown outfits. Try and make sure that you know who ordered what. Your console and the one in the Cargo Office are ID-locked, requiring Cargo Bay access to function, meaning that only your subordinates (Cargo Technicians) and Superiors (Captain) can order stuff unless they somehow got access.

Cargo Budget

You have a cargo budget card in your bag. You can insert cash directly into the card and the money will go to the cargo budget, but you cannot take cash out of it or use it to buy privately. Every order on your console requires you to spend credits. The pool of credits is also used for other station purchases, such as custom shuttles, and to fund large station projects. As the QM, it is your job to make sure the station has enough credits to do so. To withdraw physical cash you must use the a machine in the vault. Keep in mind that if the credits aren't spent, it all goes to NT.

Check out the Supply Crates page for details about how to make money.

Direct Deposit, Direct Theft

The Vault contains a machine that accepts physical space cash and coins and adds it to the cargo budget's total credits. This machine can also be robbed by unsavory individuals, causing you to lose credits, but there will be a loud warning ("Unauthorized credit withdrawal") if this happens. The Quartermaster can enter the vault by using the supply door remote, found in the QM's locker.

Crates

Crates are the lifeblood of your department. Ideally, you'll be ordering quite a few of them. These can be delivered via MULEbot, via the mail office, via people picking them up, or your loyal workforce delivering them themselves.

There are very few jobs who will require a crate early into the round, so until something special happens or their progress gates are met, you'll have the pool of cash to play with all to yourself. This includes the Autolathe. While you start with no materials, Auxiliary Tool Storage is just a ten-second walk away and will keep the lathe running for quite some time if you get all the metal and glass.

Crates For You

You start with quite a few credits, so here are some good first choices for the prepared Quartermaster:

  • Insulated Gloves
  • Engineering Equipment
  • Metal/Glass
  • Brute Medkits
  • Standard Medkits

Crates For Everyone Else

Eventually, you'll get a feel for what different people want. The Roboticist will almost always want either metal and glass, while the Virologist will perhaps want a Virus crate. The Bartender might want to borrow a circular saw for his shotgun, and the Botanist might want seeds.

One of the marks of a good Quartermaster is the ability to anticipate someone's order and have it ready for them. If you just hand out everything to everyone, you are a security risk. Use your own judgement - an Assistant should not have an RCD, but an Engineer definitely should. Likewise, the clown should not have a combat shotgun, but Security can have one if they want it.

Other Stuff

Tips

  • If you're riding a MULEbot, you can't get facehugged.
  • Packaging paper allows you to wrap things up and put them in your backpack when they wouldn't otherwise fit, like space suits!

Requisition Me a Beat(ing)

"Fun is Contraband. And we're all about contraband."

Many members of the station know that the QM can make things they aren't supposed to, and most security officers will overlook a little recreational hacking. Hack the Autolathe to make nifty toys like RCDs and Flamethrowers. You don't even need a multitool for this. Just snip and fix till you find the one that turns off the blue light - Remember your rubber gloves, because the green light makes it shock you.

It's common for the Quartermaster to, at the very least, enable the MULEbots' nonstandard cargo and speed the motor up, though you can also upgrade the power cell if you have spares. The MULE is one of your best tools as a Quartermaster, and can make your life (and subsequently the lives of the rest of the crew) so much better.

See here how to use a MULEbot.

There's also a certain way to open crates you shouldn't, if you can get your hands on it.

Being a good quest giver

As a Quartermaster, your meta-job is to provide others around you with something to do. You are a department head. You should delegate as many tasks as you can instead of doing everything yourself. If done properly, it actually makes your life easier, and others' lives more interesting. You should oversee the process and possibly rewards them for being good at it.

Here are some tasks worth delegating:

  • Unloading the cargo shuttle when it arrives. Look at what has been delivered so that nothing gets stolen, and watch your Cargo Technicians unload everything. Rip shipping manifests and stamp them -- for the sake of security, it's better to do the paperwork yourself
  • If a miner gets downed, send somebody to fetch a miners' body. A miner is considered down if they don't respond to radio for more than a few minutes after entering lavaland. It's a good idea to always tell your miners to take a GPS and rename it to their name.

Stay active in the Supplies radio channel. Make sure you always know what your people are doing.

Jobs on Nova Sector Station