Difference between revisions of "Mechanic"
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During an emergency, a mechanic may be pressed to start manufacturing weapons and [[thermals]] en masse. On slow rounds, the Mechanic has a great deal of freedom to choose what they want to build, or how they want to deck out their lab. Some Mechanics set up a public shop to hawk their wares, trading for cash or blueprints. Others will wall up their lab and ravenously attack anyone who attempts to nose into their business. Still others may use their Tech storage access to take the time to experiment with the finer points of [[ThinkDOS]]. | During an emergency, a mechanic may be pressed to start manufacturing weapons and [[thermals]] en masse. On slow rounds, the Mechanic has a great deal of freedom to choose what they want to build, or how they want to deck out their lab. Some Mechanics set up a public shop to hawk their wares, trading for cash or blueprints. Others will wall up their lab and ravenously attack anyone who attempts to nose into their business. Still others may use their Tech storage access to take the time to experiment with the finer points of [[ThinkDOS]]. | ||
== Crew Objectives == | |||
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a mechanic, you can expect to see the following:<br> | |||
'''Have at least ten items scanned and researched in the ruckingenur at the end of the round'''<br> | |||
Chances are you will do this anyway, but if not, just scan some random items, put them in the ruckingenur, and remember to research them too. | |||
'''Ensure that there are at least two teleporters on the station level at the end of the round, excluding the science teleporter'''<br> | |||
Clear and simple: Make another teleporter. Might want to make a couple incase [[Staff Assistant|some]] [[Nuclear Operative|jerks]] came along to ruin you're fun. Getting the required access to the teleporter is easy to hard depending on the HoP, but usually it's easy to get access when you need to scan something. | |||
== Syndicate Mechanic == | == Syndicate Mechanic == |
Revision as of 22:04, 15 January 2014
Mechanics are part of the Engineering department and start in the Electronics Lab. Their function is to build and repair complex machinery on the station. They may also be charged with internal repairs; after a bombing, engineers may patch up a hull breach while mechanics fix the damaged wiring and power systems. Mechanics should have a good familiarity with the more technical aspects of the station, including building and repairing computers and wiring.
Mechanic's Gear
They begin with an Electrical Toolbox, a device analyzer, a soldering iron, and insulated gloves. Additional equipment including extra pairs of gloves are available in their lockers. Their office contains two vending machines that dispense electrical components and 3 irreplaceable ruckingenur kits.
The Device Analyzer
The Device Analyzer is the crucial piece of equipment for the Mechanic. It can scan valid objects or machinery and store a temporary blueprint of that item, which can be added to your database by using the analyzer on the ruckingenur kit. The analyzer can only hold one of these types of blueprints at a time, so if you are going to scan a complex item that has multiple components (such as the cloner), bring a second analyzer with you.
- Alternatively, hold on to your Mechanics PDA. Scanning a machine with it will send the blueprint straight to the ruckingenur kits.
The second function of the analyzer is that it can store schematics of devices to build, once they have been researched. There is no limit to how many schematics an analyzer can hold. Pop in a data module from a ruckingenur kit and use the analyzer in your active hand to bring up a list of all stored schematics.
The Device Analyzer can scan a lot of things, including weapons, circuit boards, vending machines, certain machinery, even some things you wouldn't reasonably expect to be made of electronic components. Experiment!
R&D
File:Ruckingenur.png Once an item is in the database, select it to begin research. The process takes about 2 minutes, and each ruckingenur kit can only research 1 item at a time (though they all draw from the same database). The Mechanic begins with several items already in the database, including the device analyzer, which is handy for making backups. When the kit completes its research, it will ding noticeably. The Mechanic can now produce two items from the kit: a data-module, which puts the schematics of the item into their device analyzer, and a frame, which will eventually become the completed item. Alternatively, it can create a blueprint for the Reverse-Engineering Fabricators.
Using the list of items in the schematics, dispense those items from the vendotron. You can then quickly add all of those items to your frame by clicking and dragging one of them onto it, which will begin to move them all at once. You can double-check your work by clicking a frame in your active hand to bring up a list of all components on it, and an option to remove individual ones. Nothing will happen if you do this before adding any components.
File:Boxframe.png With a frame full of all necessary components in hand, solder it once to secure it, then use the frame in your active hand. If you added the right parts you will get a deployable box-frame, if not, you will get an error message-- solder it to unsecure and try again. To finish the project, solder the box-frame once more. Keep in mind that certain items once deployed can never be moved-- things like a cloning vat. Make sure the frame is in the right place before finishing it!
The Fun Part
The best part of this job is the aspect of creativity. Using all the available scannable equipment and their technical know-how, you can create anything your tiny spaceman brain can conjure up! Like a disposals that lights Scum on fire. You can even re-route disposals and travel through the station on the disposal network! Your imagination is your limit, sit back and think carefully because a creative Mechanic should be feared.
Stuff to Do
A good Mechanic can help the station by backing up vital parts that will help the crew out during an emergency. One of the most common mechanic's constructions is a second cloner, useful due to the main Genetics lab's propensity to being bombed. Mechanics can also make a copy of the Teleporter, assuming a head clears them access to use it. Mechanics start with most everything needed for hacking so they can break in and grab scans of whatever they want anyway.
During an emergency, a mechanic may be pressed to start manufacturing weapons and thermals en masse. On slow rounds, the Mechanic has a great deal of freedom to choose what they want to build, or how they want to deck out their lab. Some Mechanics set up a public shop to hawk their wares, trading for cash or blueprints. Others will wall up their lab and ravenously attack anyone who attempts to nose into their business. Still others may use their Tech storage access to take the time to experiment with the finer points of ThinkDOS.
Crew Objectives
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a mechanic, you can expect to see the following:
Have at least ten items scanned and researched in the ruckingenur at the end of the round
Chances are you will do this anyway, but if not, just scan some random items, put them in the ruckingenur, and remember to research them too.
Ensure that there are at least two teleporters on the station level at the end of the round, excluding the science teleporter
Clear and simple: Make another teleporter. Might want to make a couple incase some jerks came along to ruin you're fun. Getting the required access to the teleporter is easy to hard depending on the HoP, but usually it's easy to get access when you need to scan something.
Syndicate Mechanic
A traitor Mechanic often doesn't need to act too differently from normal to succeed. Even in the best of times, mechanics are megalomaniacs that enjoy nothing more than getting a scan on a security taser or the Captain's e-gun and gleefully using their new toy. Being a traitor just means that they're perfectly justified in blocking off hallways with slot machines and distributing bombs that they know nobody will use responsibly. Access to as many tools as they could ever want also makes them prime candidates to corrupt the AI, or to make terrible, inappropriate use of stun gloves.
In addition to these perks, they also have a unique item: a syndicate device analyzer that can copy a couple things a regular analyzer can't, like traitor items or the crusher. Copying things that people often consider fun, like the Fake Mustache, is a pretty effective way to make the entire station devolve into a bunch of fuck-offs who couldn't care less that you're a traitor.
Supplementary Video
{{#widget:YouTube|id=eZ9Xk0Lln5Y}}
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 |