Cogmap1/Chief Engineer

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Job
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 he the 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

When the round starts, you should immediately open up the locker in your office (located on the bridge) and take out the magnetic shoes. These are a possible traitor objective, so unless you know for a fact that the round is not traitor, do not lose them under any circumstances.

The second thing you should do is go to Engineering, and check whether the engine is being started. By this point, someone will have likely grabbed the Engineering spacesuit and run off to space themselves. If they haven't, put it on, or give it to an Engineer you trust, and start working on the Engine.

Any nearby Engineers should assist you in setting up the emitters and the field generators. Once the engine is in place, place six plasma tanks in the Radiation Collectors.
Start the engine, preferably using the computer, which will warn you if any part of the engine is not set up correctly.
Be sure to weld the doors to the engine after everyone is out, and have the AI bolt them, especially if you suspect the gamemode is traitor or revolution.

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.
However, the Solars seem buggy, and unable to see any of the sun most of the time. Try rotating them, but don't spend an entire round "fixing" the Solars.

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 taking that Engineering space suit and 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 · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
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Research
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Engineering Quartermaster · Miner · Engineer
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