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>Sneakyranger
м (Updated the page to make sense with the horizon, notably removing mention of pre-made solar panels as well as other minor fixes.)
>William Murdoch
м (Added link to Guide to Faxes)
 
(не показано 6 промежуточных версий 4 участников)
Строка 4: Строка 4:
|stafftype = ENGINEERING & COMMAND
|stafftype = ENGINEERING & COMMAND
|imagebgcolor = #FFB600
|imagebgcolor = #FFB600
|img = Generic_ce.png
|img = Chiefengineer-nbt.png
|jobtitle = Chief Engineer
|jobtitle = Chief Engineer
|access = Robotics and Mech Bay, Engineering, Atmospherics, Chief Engineers Office, Research, Medical, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecoms Relay, External Airlocks
|access = Mech Bay, Engineering, Atmospherics, Chief Engineers Office, Medical, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecomms Relay, External Airlocks
|difficulty = Hard
|difficulty = Hard
|qualifications = At least 30 years of age, 10 years experience in engineering-related field, Doctorate of Engineering (or equivalent).
|qualifications = At least 30 years of age, 10 years experience in engineering-related field, Doctorate of Engineering (or equivalent).
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]
|superior = [[Captain]]
|superior = [[Captain]]
|duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the supermatter doesn't explode, maintain the [[AI]] and [[Telecommunications]], <s>hold pizza parties in the break room</s>.
|duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the supermatter doesn't explode, maintain [[Telecommunications]], <s>hold pizza parties in the break room</s>.
|guides = <!--[[Guide to Engineering]]--> [[Hacking]], [[Guide to Atmospherics]], [[Guide to Construction]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]], [[Chain of Command]]
|guides = <!--[[Guide to Engineering]]--> [[Hacking]], [[Guide to Atmospherics]], [[Guide to Construction]], [[Solars]], [[Supermatter Engine]], [[Telecommunications]], [[Guide to Shields]], [[Chain of Command]], [[Guide to Gunnery]], [[Guide to Faxes]]
}}
}}
The [[Chief Engineer]] is the individual in charge of the ship's integrity and of the [[AI]]'s '''structural well-being'''. That means making sure there are no breaches, equipment remains operational, and the AI doesn't get <s>any weird laws</s> some strange [[Ninja|guests]]. As the chief engineer, you have authority over ship's [[Engineer|engineers]] and the [[Atmospheric Technician|atmospheric technicians]].
The [[Chief Engineer]] is the individual in charge of the ship's integrity, electricity, and [[Telecommunications|IT network]]. That means making sure there are no breaches, equipment remains operational, and that the communications network remains online. As the chief engineer, you have authority over ship's [[Engineer|engineers]] and the [[Atmospheric Technician|atmospheric technicians]].


== Role ==
== Job Description ==
You are the head of the Engineering department, which includes not only [[Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.
You are the head of the Engineering department, which includes not only [[Engineer]]s, but [[Atmospheric Technician]]s as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.


Other than directing the workflow of the department, you're also expected to carry out general [[Engineer]] duties and maintain the [[AI]]. To be a good chief 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 thrusters, and how to get your engineers moving. Knowing how to work the experimental tesla engine will be good too.
Other than directing the workflow of the department, you're also expected to carry out general [[Engineer]] duties and maintain the [[Telecommunications|telecommunications network]]. To be a good chief 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 thrusters, and how to lead and delegate effectively. Knowing how to work the Tesla reactor will be necessary too.


== Duties ==
== Duties ==
It's no secret that engineers are more often than not <s>the only ones working at all</s> the laziest of the ship's crew, and that there is no job that surpasses the capacity for an atmospherics technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely of telling the engineers and atmos techs to work or just doing their jobs yourself. Listed below are those jobs.
Your primary jobs are direction and education. Teach your engineers how to do things on slow rounds, and assign them to specific tasks on frantic ones; ideally, the only time you will be getting directly involved is when your own personal skills are required. You do not necessarily need to know everything about engineering - there is quite a bit of it - but you should be familiar enough with the department to solve both common and uncommon issues, or at least personally skilled enough to deduce solutions, and most importantly, teach! There is no job that surpasses the capability of an atmospherics technician to be completely clueless about his own department.  


=== At the Start of the Round ===
=== At the Start of the Round ===
Greet your team <s>over the radio</s> sitting around your table and let them know that a CE is going to get all the trouble for whatever they are building today. Find out who <s>is bald</s> you will be working with and how many of them, and make sure that everyone has a job to do. Get someone working on the supermatter and the thrusters at very least. If you take to charge these first minutes of the round, most of Engineering will follow the rest of your orders until the round ends. If you stay silent then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you or know who you are. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.
You will find yourself spawning in the meeting room, surrounded by your department. Your first priority should be to identify any trainees present and see what they need to learn, if anything. Once the trainees have piped up with their needs, assign an engineer to teach them, or do it yourself if no one is available. For your engineers themselves, what tasks you can assign to individuals will vary depending on the size of your team, but as a general rule you will want shields, RCON, thrusters, and a reactor (Tesla or Supermatter) being tended to by someone before you let them all leave. If you take to charge these first minutes of the round, your staff will be far more likely to listen to you should crunch time start. If you stay quiet or give poor direction, you can guarantee that you are going to have a hard time getting anyone to do anything at your call.


=== Supermatter and the Setting Up Thereof ===
=== The Supermatter Reactor ===
Setting up the engine and supplying power to the ship should be the first priority of the engineering department. Most of the time your team will be fairly competent and you'll only need to supervise, but sometimes you'll have to step in. [[Supermatter Engine|Read the guide]], and make sure you know it. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being an idiot then shout at them and forcibly demote if they continue. With these points in mind, the supermatter should successfully start generating power. It's always a good idea to announce this to the crew when it happens.
Setting up the engine and supplying power to the ship should be the first priority of the engineering department. Most of the time your team will be fairly competent and you'll only need to supervise, but sometimes you'll have to step in, such as if trainees are the only ones available. [[Supermatter Engine|Read the guide]], and make sure you know it, though you should have experience with it already. You may wish to give an order on where the waste will be sent even if you do not tend to the supermatter personally - your two options are atmospherics and the scrubber network. Each has its own advantages and disadvantages.


=== Solar Panels ===
=== Solar Panels ===
Whilst the supermatter outputs a ton of power, a hardened engineer like yourself knows that it's volatile, and failures and problems can, and will arise. This is where solars come in. Unfortunately, you don't have any solar arrays on the Horizon! You do have a crate of solar equipment in engineering hard storage, though, which you can use to set up a solar array if all else fails.
Whilst the supermatter outputs a ton of power, it's always nice to have a fallback plan. This is where solars come in. Unfortunately, you don't have any solar arrays on the Horizon! You do have a crate of solar equipment in engineering hard storage, though, which you can use to set up a solar array if all else fails.


=== Tesla Knowledge ===
=== Tesla Knowledge ===
The default setup is already almost complete. Add some missing parts from the storage and make sure to have someone set up one of the beacons, just in case <s>someone fixes the code and it kills everyone again</s>.
The default setup is already almost complete. Add some missing parts from the storage (never forget the grounding rods!) and make sure to have someone set up the beacons, just in case. Prevention is the best cure.
For now you want to weld every part to the ground, add some grounding rods and upgrade the SMES units only to argue with an engineer for the rest of the round about <s> how your setup is vastly inferior to theirs</s> how nice the giant ball of death zaps today.
Feel free to give your engineers or trainees a pro tip in that the Tesla particle accelerator terminal can be hacked like a machine by clicking on it with an open hand then switching to a tool. If you cut the right wire, it'll make a grinding noise and you unlock an extra power level to get the Tesla going faster.  


=== Atmospherics, the Great City-State of Pipes ===
=== Atmospherics, the Great City-State of Pipes ===
The supermatter is radiating, the thrusters are firing and the engineering team <s>are all in the bar</s> are at your beck and call. The ship 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 Atmosia?
The supermatter is radiating, the thrusters are firing and the engineers are at your beck and call. The ship 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 quite. You need to understand 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 messing it up. If possible, it's recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. [[Guide to Atmospherics|Again, read the guide and learn it]].
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 messing it up. If possible, it's recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. [[Guide to Atmospherics|Again, read the guide and learn it]].
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=== Continued Maintenance ===
=== Continued Maintenance ===
Now that the ship's systems are running at maximum capacity or are in the process of being made so, you can relax a little and <s>order some pizza</s> carefully hoard all the materials and send for security when tech storage is broken into at 0:10 round time. Here is what else you should be doing:
Now that the ship's systems are running at maximum capacity or are in the process of being made to do so, you can relax a little and think of some other activities.


* Always make sure every engineer has a GPS with them at all times. <s>Never mention suit sensors to them.</s>
* Inquire with your department to see if anyone has some projects they have been meaning to work on.
* Periodically check out Atmospherics to make sure nobody's messed it up.
* Periodically check out Atmospherics to make sure nobody's messed it up.
* Listen to the radio for hull breaches. When you hear of one, send a couple of engineers out to mend the damage.
* Keep an eye on the alarm console for issues. When you hear of one, send a couple of engineers out to mend the damage.  
* Supervise the supermatter <s>watch all engineers devolve into headless chickens</s> and take action when it looks like it's going to breach out of containment.  
* Supervise the supermatter and take action if it looks like it's going to breach out of containment.  
* Notice that the Tesla vanished into thin air, without destroying any of the ship, <s>tell everyone why it is the best source of energy and 100% save</s>.
* For longer rounds, make sure that someone re-energizes the Tesla to keep it from fizzling out.
* Talk to your team. Make sure the thrusters are on, and if necessary, ensure there's always at least one engineer in Engineering to monitor power levels.
* Talk to your team. Make sure the thrusters are on, and if necessary, ensure there's always at least one engineer in Engineering to monitor power levels or alarms.  


As Chief Engineer you may authorize '''autolathes''' to be set up to assist engineering. You can also <s>ask Security if they will allow you to build a security camera computer to assist engineers in monitoring damaged areas.</s> hack your own camera console to better view potential engineering issues.
As Chief Engineer, most of the time final project authorization will fall to you. The only person who can overrule you in matters of ship projects is the Captain, or if the work is being done in a specific department, that department's head. Try to be lenient in what you allow - most of the time, your engineers won't ask to do nonsense projects, though you should deny them if they do.


== Links to Other Departments ==
== Links to Other Departments ==
You coordinate actions between the captain, the other heads of departments, and your engineers. You'll be working with Security when they need to get into a crime scene that happens to be depressurized (this happens a lot), with Medical when they need to rescue someone in an area that's minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they blow something up yet again. Your headset lets you keep track of your engineers, where they are, and what they're doing, as well as check in with the other departments to be sure everyone has the engineering help they need.
You coordinate actions between the captain, the other heads of departments, and your engineers. You'll be working with Security when they need to get into a crime scene that happens to be depressurized, with Medical when they need to rescue someone in an area that's minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they've inevitably unleashed a xenobiological monstrosity.  
 
== Traitoring ==
So you've been hired to kill/steal something on this <s>ship</s> ship? Great! This is one of the easier jobs when doing this due to the fact that you have access to most of the areas where the steal objectives are and, even if they are somewhere you can't get to, you can easily just hack open the door or RCD the wall down.


{{Guides}}
{{Guides}}

Текущая версия от 00:26, 24 января 2024

ENGINEERING & COMMAND
Должность
не определена


Chief Engineer

Руководители: Captain
Сложность: Hard
Обязанности: Coordinate engineering, ensure equipment doesn't get stolen, make sure the supermatter doesn't explode, maintain Telecommunications, hold pizza parties in the break room.
Руководства: Hacking, Guide to Atmospherics, Guide to Construction, Solars, Supermatter Engine, Telecommunications, Guide to Shields, Chain of Command, Guide to Gunnery, Guide to Faxes
Доступ: Mech Bay, Engineering, Atmospherics, Chief Engineers Office, Medical, Bridge, Maintenance, EVA, Tech Storage, AI Upload, Teleporter, Telecomms Relay, External Airlocks
Альтернативные названия: Отсутствуют

Файл:F19.png

The Chief Engineer is the individual in charge of the ship's integrity, electricity, and IT network. That means making sure there are no breaches, equipment remains operational, and that the communications network remains online. As the chief engineer, you have authority over ship's engineers and the atmospheric technicians.

Job Description

You are the head of the Engineering department, which includes not only Engineers, but Atmospheric Technicians as well. Essentially, your job is to boss Engineering and Atmospherics around and make sure the engine, atmospherics, and the solars are set up so that the power and air are constantly flowing.

Other than directing the workflow of the department, you're also expected to carry out general Engineer duties and maintain the telecommunications network. To be a good chief 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 thrusters, and how to lead and delegate effectively. Knowing how to work the Tesla reactor will be necessary too.

Duties

Your primary jobs are direction and education. Teach your engineers how to do things on slow rounds, and assign them to specific tasks on frantic ones; ideally, the only time you will be getting directly involved is when your own personal skills are required. You do not necessarily need to know everything about engineering - there is quite a bit of it - but you should be familiar enough with the department to solve both common and uncommon issues, or at least personally skilled enough to deduce solutions, and most importantly, teach! There is no job that surpasses the capability of an atmospherics technician to be completely clueless about his own department.

At the Start of the Round

You will find yourself spawning in the meeting room, surrounded by your department. Your first priority should be to identify any trainees present and see what they need to learn, if anything. Once the trainees have piped up with their needs, assign an engineer to teach them, or do it yourself if no one is available. For your engineers themselves, what tasks you can assign to individuals will vary depending on the size of your team, but as a general rule you will want shields, RCON, thrusters, and a reactor (Tesla or Supermatter) being tended to by someone before you let them all leave. If you take to charge these first minutes of the round, your staff will be far more likely to listen to you should crunch time start. If you stay quiet or give poor direction, you can guarantee that you are going to have a hard time getting anyone to do anything at your call.

The Supermatter Reactor

Setting up the engine and supplying power to the ship should be the first priority of the engineering department. Most of the time your team will be fairly competent and you'll only need to supervise, but sometimes you'll have to step in, such as if trainees are the only ones available. Read the guide, and make sure you know it, though you should have experience with it already. You may wish to give an order on where the waste will be sent even if you do not tend to the supermatter personally - your two options are atmospherics and the scrubber network. Each has its own advantages and disadvantages.

Solar Panels

Whilst the supermatter outputs a ton of power, it's always nice to have a fallback plan. This is where solars come in. Unfortunately, you don't have any solar arrays on the Horizon! You do have a crate of solar equipment in engineering hard storage, though, which you can use to set up a solar array if all else fails.

Tesla Knowledge

The default setup is already almost complete. Add some missing parts from the storage (never forget the grounding rods!) and make sure to have someone set up the beacons, just in case. Prevention is the best cure. Feel free to give your engineers or trainees a pro tip in that the Tesla particle accelerator terminal can be hacked like a machine by clicking on it with an open hand then switching to a tool. If you cut the right wire, it'll make a grinding noise and you unlock an extra power level to get the Tesla going faster.

Atmospherics, the Great City-State of Pipes

The supermatter is radiating, the thrusters are firing and the engineers are at your beck and call. The ship 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 quite. You need to understand 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 messing it up. If possible, it's recommended that you have as much experience in Atmospherics as you do in regular construction and engineering. Nobody likes a Chief Engineer that does not know how to re-pressurize a room correctly. 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), make sure that the thrusters have been brought online, and then check back in periodically to ensure some one hasn't tampered with it.

Continued Maintenance

Now that the ship's systems are running at maximum capacity or are in the process of being made to do so, you can relax a little and think of some other activities.

  • Inquire with your department to see if anyone has some projects they have been meaning to work on.
  • Periodically check out Atmospherics to make sure nobody's messed it up.
  • Keep an eye on the alarm console for issues. When you hear of one, send a couple of engineers out to mend the damage.
  • Supervise the supermatter and take action if it looks like it's going to breach out of containment.
  • For longer rounds, make sure that someone re-energizes the Tesla to keep it from fizzling out.
  • Talk to your team. Make sure the thrusters are on, and if necessary, ensure there's always at least one engineer in Engineering to monitor power levels or alarms.

As Chief Engineer, most of the time final project authorization will fall to you. The only person who can overrule you in matters of ship projects is the Captain, or if the work is being done in a specific department, that department's head. Try to be lenient in what you allow - most of the time, your engineers won't ask to do nonsense projects, though you should deny them if they do.

Links to Other Departments

You coordinate actions between the captain, the other heads of departments, and your engineers. You'll be working with Security when they need to get into a crime scene that happens to be depressurized, with Medical when they need to rescue someone in an area that's minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they've inevitably unleashed a xenobiological monstrosity.

Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles