|ИНЖЕНЕРИЯ & КОМАНДОВАНИЕ
| Главный инженер
| Руководители: Captain
Обязанности: Coordinate engineering, ensure equipment doesn't get stolen, make sure the Supermatter doesn't blow up, maintain Telecoms.
Руководства: Chain of Command, Hacking, Guide to construction, Machines, Guide to advanced construction, Guide to power, Supermatter Engine, Solars, Turbine, Guide to Atmospherics, Guide to Telecommunications, Head of Staff Equipment, Guide to the Hypertorus Fusion Reactor
Доступ: All Engineering Departments, Power Equipment, CE Office, Construction Site, Bridge, Maintenance, EVA, Tech Storage, Telecommunications, External airlocks, Brig, Mineral Storage
Дополнительный доступ: N/A
Цитата: "WHO TOOK THE DAMN HARDSUITS!?" - Poly and every single one of his masters
Know that guy who builds all the things? Well, he has a boss, and it's you! You are the head of the Engineering Department, which includes not only Station Engineers, but Atmospheric Technicians as well. Essentially, your job is to boss your staff around and make sure the power flows. Other than directing the workflow of the department, you're also expected to carry out general engineer-duties and maintain Telecomms. To be a good CE 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 solars and how to get your charges' sorry asses moving.
Bare minimum requirements: Make sure that at least one power source goes online at the start of the round. Know what to do when Telecommunications and the
cloner entirety of medbay get blown up. Know how to repair the station and its machines such as APCs.
Basic skills: The entirety of Engineering, Telecoms and Atmospherics. Communicate with your staff and teach inexperienced team members.
Advanced skills: Advanced optimization of station power sources Atmospherics. Coordinate your team to fix the station once meteors, nuke ops and malfunctioning AIs hit. Be robust enough to deal with rogue Cyborgs and Revolutionaries.
It's no secret that Engineers are more often than not the laziest of the station's crew and that there is no job that surpasses the capacity for an Atmospheric Technician to be completely clueless about his own department. This is where you come in! As stated above, your duties consist pretty much entirely on telling the Engineers and Atmos Techs to work or just doing their jobs yourself. Listed below are those jobs.
Greet your team over the radio and establish your authority. Find out who you will be working with and how many of them, and make sure that everyone has a job to do.
Designate someone to do solars (unless someone else volunteers first) and get everyone else working on whichever power source is the default one on your station. (Most likely either the Supermatter or the Singularity Engine.) If you take 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. If nothing else, speaking over the channel will at least tell you who on your team you can rely on.
Sometimes your team will be fairly competent and you'll only need to supervise, but a lot of the time you will be required to step in. If someone's clearly new, help them out a bit and show them the ropes. If someone's clearly being a twat then shout at them and forcibly demote if they continue. With these points in mind, a power source should successfully come online and start generating power. It's always a good idea to announce this to the crew when it happens.
If any of your team members try to run off with an engineering hardsuit just to go space exploring, let them know that they will be arrested for dereliction and demoted if they do not return to do at least the most minimal duties before doing whatever they want.
There are multiple ways to power the station. Unless you know what you're doing, stick with the default one at first, and get it working as soon as possible. It's hard to set up a second power source if the crew is trying to lynch you for not finishing the first one.
The Supermatter is the most likely candidate for your default power source. Its primary features are emitting tons of radiation, making everyone who could theoretically see it hallucinate, releasing hot oxygen and plasma, heating the air around, and either exploding or creating a Tesla/Singularity when you screw up. It begins inert but being hit by an object or projectile will activate it.
The Singularity Generator has been removed from the game. A singularity can still be formed by delaminating the engine.
The Singularity Engine is the standard power source of PubbyStation and can otherwise be built with parts ordered from Cargo. It should go without saying that, since the singularity is essentially a black hole, it should stay inside of its containment field and not grow too big. Also, keep in mind that it pulses large amounts of radiation and EMPs, so always wear an engineering hardsuit or a radsuit when you're near it, and keep flashers and other sensitive electronics away from it (including cyborgs). Don't come near it in the atmospherics hardsuit, which had its radiation shielding stripped to make a place for thermal shielding.
Make Tesla proud and
run alternating current power the station with giant balls of electricity! Lately, the Tesla Engine has been sneaking its way into more and more Nanotrasen space stations. Operating it is somewhat similar to the singularity engine, but instead of radiation, it will generate lightning bolts that must be captured with coils. Also, it won't deal any structural damage to the station if it escapes. Minus the exploding machines. And the blood and dust of former crewmembers all over the place. Keep it contained.
Whilst the supermatter or singularity outputs a metric shit-ton of power, a hardened engineer like yourself knows that it's incredibly unreliable at the best of times. This is where the solars come in. Solars output a decent amount of energy and can keep the station running at a bare minimum whilst you inevitably sort out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up the singulo and you can just designate one of your minions to go out and complete the task, better yet if they volunteer. Remember though, engineering has only two hardsuits (radiation protection but no fire protection), and atmospherics only one (fire protection but no radiation protection). No yellow-suit chump's getting his hands on YOUR pristine white hardsuit (which protects against both radiation AND fire). So get the AI's attention and tell it that the man is allowed in EVA to pick up some equipment. Or just do solars yourself, you lazy fuck.
Depending on the model of your space station, there might also be a turbine or thermo-electric generator installed. Both of these burn through plasma to generate energy, but they work differently so make sure you refer to the right guide when setting one up.
The supermatter is running, the solars are wired and the engineering team is at your beck and call. The station 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 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 fucking with it. Luckily, that's pretty much it. 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), and then check back in periodically to ensure some asshole hasn't tampered with it, slightly more if the atmos team is the usual band of drooling lunatics.
Please keep in mind that making Atmospherics sabotage-proof (for example by removing the plasma tank from the loop) before you have decent IC evidence that someone is going to sabotage it is considered meta-gaming.
Now that the station's systems are running at maximum capacity or are in the process of being made so, you can relax a little. Here is what you should be doing:
- Listen to the radio for hull breaches. When you hear of one, send a couple of Engineers out to mend the damage.
- Check the Station Alert Console to see if there are any power/atmos alarms going off on the station.
- Periodically check out atmospherics to make sure nobody's messed it up.
- Talk to your team. Make sure solars are wired or in the process of being done.
- Set up a tertiary or even quarternary source of power. If you want a challenge, try building a singularity engine that won't get loose as soon as you turn on the particle accelerator.
- Experiment with the Supermatter to make it produce even more power!
As a Head of Staff, you are a prime target for the Revolutionaries, and will most likely be attacked in some way. While setting up the spare emitters, stealing the RCD and holing up in Engineering is a tempting possibility, it is in extremely bad form and will be met by negative karma and general hatred towards you. In short, do not barricade yourself in Engineering during a Revolutionary round. It makes rounds take way the hell too long, and may prompt non-revolutionary engineers to invade, especially if you start dicking around with the power supply.
- Securing an RCD from the Engi-Vend is recommended for situations when you need to patch a hole fast (or tear down something fast).
- As with all other Heads of Staff, your headset has a High Volume mode that when toggled on makes your speech much "louder" (larger text) than normal.
- Your copy of the station blueprints can be used to create new areas, rename old ones, and view the layout of wires for different devices.
- Your Advanced Magboots don't just stop you slipping into space, they stop you slipping in general when they're activated and don't slow you down while activated, unlike normal magboots.
- All that is needed for telecoms is: receiver->mainframe->processor->mainframe->server->broadcaster. Just make sure everything is linked to each other properly and you won't need a hub. Mining and people on the DJ station are still fucked though without a hub.
- Poly kills spiders in 2 to 3 seconds and can’t be hit by them (if you can get the bastard to attack them). Works on carps too!
- CE’s hardsuit is fire- and radiationproof, and is said to have a built-in jetpack (to be used with an air tank on the suit storage slot).
- You can scan pieces of paper with your PDA to add them to your PDA notes. Useful as a CE, just scan your monitor key and then hide it in the paper bin.
- The message monitor console in telecoms can be used to read PDA messages, and forge them too! Go to the last option, to send a system administrator message, and change the name and title. (They don't have to be on the manifest, even.)
- You can use the Engineering department's Techfab to produce new and advanced engineering items that Research and Development researches for you, such as more advanced tools like the ones you start with or even a sick Flightsuit!
"OH GOD IT'S LOOSE, CALL THE SHUTTLE!" -Poly
As a Traitor Chief Engineer, you have a lot of options going forward, many more than most.
You have easy access to anything of any real importance on the station, with the added bonus of being regarded only slightly more important than the RD (in that at least your own department listens to you, most of the time). You have the ability to completely ruin the station by fucking with telecoms, subverting the AI with the circuit board in tech storage, sabotaging atmospherics and the engine, deconstructing anything rapidly, and you can still hide away safely in space or straight in the supermatter chamber with your fancy, jetpack enabled hardsuit. Remember that an extra-capacity oxygen tank filled to 1013kPa lasts a very, very, very long time. Have fun!