Difference between revisions of "Cogmap1/Chief Engineer"
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== Standing Operating Procedure == | == Standing Operating Procedure == | ||
The first thing you should do is go to Engineering, and check whether the [[engine]] is being started. Without power, the entire station will yell at you and the Captain will probably blame you when he's looking for someone to hang. | |||
Any nearby Engineers should assist you in setting up the emitters and the field generators. Once the engine is in place, place 1 plasma tank in each radiation collector.<br> | |||
Start the engine, preferably using the computer, which will warn you if any part of the engine is not set up correctly.<br> | |||
After setting up the engine, if you haven't already, you should try to set up the Solar Panels. These should be on at all times, even if the engine is running and generating power, because if some idiot and/or traitor manages to let the singularity loose, and it somehow doesn't devour the entire station, you are going to want the station to be powered until the AI can call the shuttle. The solars start out automatically tracking the sun, so simply set the SMES units nearby to have an input of roughly 100k and an output of 70k. Setting the solars should not take you very long. You may also ask the AI to do it while you're setting up the singularity.<br> | |||
For the rest of the round, the Chief Engineer should do rounds of the station, so that he may be available to assist his team if necessary. This means ''not'' wandering off into space. | |||
==Engineering Radio Channel== | ==Engineering Radio Channel== | ||
The Chief Engineer has access to a [[headset]] with a radio channel used solely by the station's [[Engineer|Engineers]], [[Miner|Miners]] and [[Electrician|Electricians]]. The Engineering Headset has a yellow stripe on it. To use it, simply type: | The Chief Engineer has access to a [[headset]] with a radio channel used solely by the station's [[Engineer|Engineers]], [[Miner|Miners]] and [[Electrician|Electricians]]. The Engineering Headset has a yellow stripe on it. To use it, simply type: |
Revision as of 15:48, 18 September 2012
Job |
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Cogmap1/Chief Engineer |
Difficulty |
Medium |
Access |
Chief Engineer
Overview
The Captain starts with an all-access ID. The RD starts with his own private robot army. The HoP starts with money and power. So what makes the Chief Engineer, who starts with only some assorted tools and a pair of magnetic shoes so great? The fact that a good CE can make or break the station, at will.
Equipment
As the head of the Engineering department, the CE will most likely find himself building, repairing, or breaking something at some point during the round. A CE will most likely be carrying
- A fully packed toolbelt, complete with multitool, cable, and his golden wrench
- Optical Meson Scanners, so that he doesn't kill himself while setting up the engine
- Insulated gloves, to keep him safe from all of the doors
hethe traitor hacked- Optionally, these gloves may be electrically charged to become stun gloves.
- His magnetic shoes, which can save him from floating off into space without a jetpack
- The RCD, if he can snag it from EVA before a traitor does.
Duties
As the CE, you have three primary duties: starting and maintaining the engine, starting the backup solars and organizing the station's engineering department. Keep in mind you can have the AI help with this if you are short on Engineering crew or other complications.
Although many Chief Engineers choose to simply take their magnetic shoes and disappear mysteriously (usually into space or into a bottle of Stinkeye's), you should not. Since the entire station will fail without power, and the chance that a traitor or an incompetent engineer may release the singularity, you should personally oversee the starting of the engine.
Standing Operating Procedure
The first thing you should do is go to Engineering, and check whether the engine is being started. Without power, the entire station will yell at you and the Captain will probably blame you when he's looking for someone to hang.
Any nearby Engineers should assist you in setting up the emitters and the field generators. Once the engine is in place, place 1 plasma tank in each radiation collector.
Start the engine, preferably using the computer, which will warn you if any part of the engine is not set up correctly.
After setting up the engine, if you haven't already, you should try to set up the Solar Panels. These should be on at all times, even if the engine is running and generating power, because if some idiot and/or traitor manages to let the singularity loose, and it somehow doesn't devour the entire station, you are going to want the station to be powered until the AI can call the shuttle. The solars start out automatically tracking the sun, so simply set the SMES units nearby to have an input of roughly 100k and an output of 70k. Setting the solars should not take you very long. You may also ask the AI to do it while you're setting up the singularity.
For the rest of the round, the Chief Engineer should do rounds of the station, so that he may be available to assist his team if necessary. This means not wandering off into space.
Engineering Radio Channel
The Chief Engineer has access to a headset with a radio channel used solely by the station's Engineers, Miners and Electricians. The Engineering Headset has a yellow stripe on it. To use it, simply type:
say ":h If I catch you idiots goofing off in space, I'm gonna throw you into the singularity."
This message won't be broadcast over the normal radio channel. However, someone standing close to you can hear messages on the Engineering frequency.
Traitors and Revolutionaries
The CE as a Victim
The Chief Engineer is a target in Traitor mode for a multitude of reasons:
- His magnetic shoes may be a traitor objective.
- Shutting off power to the station may be a traitor objective.
- He has access to high level areas such as the Bridge, EVA, and the Engine.
If it is suspected that it's either a traitor round, it's advised to have the AI bolt the doors to the engine and secure them by welding them closed, and walling them off. The solars and the engine are essentially self-sustaining once set up, so walling the doors gives Security more time to respond if they believe that traitors or revolutionaries are attempting to release the singularity.
The CE as a Traitor: Release the Singularity for Fun and Mass Destruction
As a traitor CE, you can do one of two things, depending on what your objective is. One option is to simply deny the station power by never setting up the engine or solars - which will cause a complete power failure after around 20 minutes.
Another possibility is to start the engine, and once everyone is gone, turn off the field generators and release the singularity toward the station, which will most likely kill absolutely everyone and force the AI (if it still exists) to call the shuttle.
Remember that the singularity is the best hiding place for bodies - toss them in, and nothing can ever recover them.
Another fun thing to try is setting up the emitters near the escape arm, and then turning them on, resulting in a gigantic wall of nearly-unstoppable death.
EVA will be available to take a space suit and prepare a weapon or two in peace. And that RCD sure could help someone suck the air out of the station or hack the AI. With a space suit and RCD, you can go almost everywhere.
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |