Difference between revisions of "Deck Technician"

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{{delete|DT's have been removed, and the [[Guide to Fighters]] have been updated. Someone please delete this page}}
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{{JobPageHeader
 
{{JobPageHeader
|headerbgcolor = #E17502
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|headerbgcolor = #6d3a38
 
|headerfontcolor = white
 
|headerfontcolor = white
 
|stafftype = MUNITIONS
 
|stafftype = MUNITIONS
|imagebgcolor = #EA7A02
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|imagebgcolor = #d3706c
|img_generic =  
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|img_generic = Generic_dt.png
|img =  
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|img = Dt.png
 
|jobtitle = Deck Technician
 
|jobtitle = Deck Technician
 
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]
 
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Deck]]
Line 11: Line 13:
 
|difficulty = Medium
 
|difficulty = Medium
 
|superior = [[Master At Arms]]
 
|superior = [[Master At Arms]]
|duties = Repair and Refuel the ships, also fight with the tug over control.
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|rank = Specialist ('''SPC''')
|guides = [[Guide to Munitions]]
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|duties = Repair, rearm, and refuel the fighters. Steal the tug at the start of the round. <s>Murder the Fighter Pilots</s>.
|quote = "The fucking tug broke again REEEEEEEEE"
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|guides = [[Guide to Munitions]], [[Guide to Fighters]]
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|quote = "If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive."
 
}}
 
}}
  
You are a Deck Technician, you get the fighters combat ready and have existential crisis when the tug drops the fighters every single pixel it moves.
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You are a Deck Technician. Your job serves very little purpose and only exists <s>as a slave</s> to prevent the [[Munitions Technician|Munitions Technicians]] from being overworked. You get the fighters combat ready, stop the pilots from stealing all the nukes, and have an existential crisis when the tug drops the fighters every single pixel it moves.
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'''Bare minimum requirements:''' Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.
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== C'mere, flyboy! ==
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The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)
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Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.
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== <s>Fire</s> Load Missile  ==
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If your pilots are still alive after first contact (and haven't been blown up and cloned), then eventually they're gonna need more ammo. The primary cannons for each fighter don't run out of ammo (luckily), however the pilots will need more missiles and torps after they use their starting supply. Light Fighters will need missiles, and heavy fighters will need torpedos. The Hangar starts with a good supply of missiles, however torpedos will most likely need to be acquired from [[Munitions Bay|Munitions]] after you run out.
  
'''Bare minimum requirements:''' Get into [[Hangar Bay]] and tug the fighters into the magcats, if they haven't done it themselves
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To load munitions into a fighter, first open the maintenance hatch (By using a wrench then a crowbar), then clickdrag the desired ordnance onto the fighter to load it (like how you load a torpedo tube).
  
== Help what do I do ==
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Additionally, if you upgrade the Missile/Torp racks on the fighters, you can load more <s>nukes</s> torps/missiles onto a single fighter, increasing their ability to <s>lose missiles when they get blown up</s> shoot those weapons.
First you need to assert your dominance, steal all the tug keys from anyone that isn't another Deck technician and keep them, let the Pilots and the ATC know that this is your territory, and god forgive them from using your plains without your permission.
 
  
== Ok How do I do stuff though ==
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== Bullet holes and burnt plastic  ==
Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to their tubes/magcats, depending on which ship you are they may be in another place, check the webmaps. Also, it is widely believed that tugs have a mind of their own, and will, always, try to fuck with the fighter position, keep an eye on them.
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On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel, then welding the internal damage.
  
To repair ships you must open the maintenance hatch and then crowbar the panel, welding only wrenching will repair the external damage (this is for light damage when nothing else is damaged), welding after wrenching and crowbaring the panel open will repair internal damage, this is likely to ocurr in fighters that forgot how to turn the APU on and flew straight into the ship several times.
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Sometimes, however, internal components will also be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of <s>an annoying loud beeping</s> a master caution light. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed), and when examined they will look less than functional. These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.
  
To refill the fuel on the ships simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank, this won't work if the fighter forgot to shutdown the engine before jumping out, ask them nicely to shutdown it.
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To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.
  
== What if I'm a beta Deck ==
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== Make <s>torp</s> fighter ==
The [[Fighter_Pilot|Pilots]] will always try to do everything themselves, they are used to it, Deck Technician is a fairly new job, I wasn't joking on the tug key stealing part, do it, but be sure to do your job if you do so, Im not responsible of the wrath you will receive both IC and OOC if you don't.
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[[Science]] has the ability to research upgrades for your fighters, which <s>won't</s> may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.
  
I'm obviously exaggerating, people aren't monsters, but be sure everyone knows you are there.
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You can also build more fighters! To do this, you'll need Science to <s>stop being useless</s> research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:
  
== Anything Else? ==
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1. From the [[Cargo]] Protolathe:
You also have the job to procure new fighters and get upgrades from R&D, arround mid-round science should have researched a bunch of enhanced parts for both the heavy fighters and light fighters.
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* A Fighter Chassis, either Light, Heavy, or Utility.
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* Armor plating
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* An Engine
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* A Countermeasure Dispenser
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* An APU
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* A Passenger Compartment (Utility Fighter)
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* An Auxiliary Fuel Tank (Utility Fighter)
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* A Breach Sealing Tank (Utility Fighter)
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2. From the [[Engineering]] Protolathe:
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* A primary light (Light Fighter)/heavy (Heavy Fighter) cannon
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* A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack
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* A Refuelling System (Utility Fighter)
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* A SAR Module (Utility Fighter)
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* A Breach Sealing Module (Utility Fighter)
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3. From the [[Science]] Imprinter:
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* A Targeting Sensor
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* An Avionics Package
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4. From Munitions/the Hangar:
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* Your Toolbelt
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* An Airlock Painter
  
In the ship ''Galactica'' theres a workshop in both north and south dock, south has a heavy fighter frame ready and north has 2 light fighter frames, the steps are clear and examining the chassis every time you take a step will give you a hint on the next thing you should do.
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From there, you can then set up the chassis, and follow the instructions from examining the fighter.  
  
As for the time this guide has been written some parts lack a proper sprite, including the fighter chassis box/factory (No idea what it is yet) from which you can pull out different types of chasis to make more fighters, theres one in the north dock, for now with the sprite of a normal cargo box, this is subject to change in the future most likely.
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If you want, you can also paint fighters. That requires a spraycan and a <s>knocked-out</s> cooperating pilot, though.
  
  
 
{{Jobs}}
 
{{Jobs}}

Latest revision as of 03:59, 6 January 2021


MUNITIONS STAFF
Generic dt.png Dt.png
Deck Technician
Access: Hangar Bay, Flight Deck, Munitions Deck
Additional Access: Maintenance
Difficulty: Medium
Supervisors: Master At Arms
Rank: Specialist (SPC)
Duties: Repair, rearm, and refuel the fighters. Steal the tug at the start of the round. Murder the Fighter Pilots.
Guides: Guide to Munitions, Guide to Fighters
Quote: "If I have to deal with another Pilot begging for nukes I'm going to blow up the Stormdrive."

You are a Deck Technician. Your job serves very little purpose and only exists as a slave to prevent the Munitions Technicians from being overworked. You get the fighters combat ready, stop the pilots from stealing all the nukes, and have an existential crisis when the tug drops the fighters every single pixel it moves.

Bare minimum requirements: Know how to drive. Know how to load a fighter onto a tug. Know how to shout at Pilots for being assholes.

C'mere, flyboy![edit | edit source]

The most essential thing to do at the start of every round is grab the keys for the tugs and guard them jealously - this is your only source of power over competent Pilots (and you don't want to have power over incompetent Pilots. The paperwork...)

Use the aircraft tugs in the Hangar Bay to carry the fighters to the magnetic constrictors; if you're not sure where those are, ask the ATCs. Make sure the Pilots actually acknowledge your existence. They will try their hardest to fuck everything up, and you and the MaA are the only things that can (maybe) stop them.

Fire Load Missile[edit | edit source]

If your pilots are still alive after first contact (and haven't been blown up and cloned), then eventually they're gonna need more ammo. The primary cannons for each fighter don't run out of ammo (luckily), however the pilots will need more missiles and torps after they use their starting supply. Light Fighters will need missiles, and heavy fighters will need torpedos. The Hangar starts with a good supply of missiles, however torpedos will most likely need to be acquired from Munitions after you run out.

To load munitions into a fighter, first open the maintenance hatch (By using a wrench then a crowbar), then clickdrag the desired ordnance onto the fighter to load it (like how you load a torpedo tube).

Additionally, if you upgrade the Missile/Torp racks on the fighters, you can load more nukes torps/missiles onto a single fighter, increasing their ability to lose missiles when they get blown up shoot those weapons.

Bullet holes and burnt plastic[edit | edit source]

On the rare occasion that a Pilot survived multiple shots, or the much less rare occasion where they didn't use a tug (and dragged their fighter across the floor), you'll have to repair their ship for them. Repairing ships is done in one of two ways: lighter external damage can be repaired simply by welding the holes on the fighter; heavier internal damage requires you to open the maintenance panel, then welding the internal damage.

Sometimes, however, internal components will also be damaged when a fighter is shot at/crashes into a wall/drags its tail across the ship. These can be identified by the pilot complaining of an annoying loud beeping a master caution light. They can also be identified by various ship systems not responding to the pilot. They show up in the maintenance panel with a prefix (such as 'charred' or 'singed), and when examined they will look less than functional. These must be removed and replaced with functioning parts, or the fighter will be less than combat capable. In some cases, such as with APU damage, the fighter might not even be able to start.

To refuel a fighter simply drag a tyrossene tank next to a fighter, take the hose out and pump the fuel into the fighter's tank. Ensure the fighter's engines are off so you don't accidentally blow yourself up.

Make torp fighter[edit | edit source]

Science has the ability to research upgrades for your fighters, which won't may increase survivability. To add these upgrades, open the maintenance panel on the fighter and click it - you'll be able to see the inner workings/components/useless fluff and remove various components, from the gun to the fuel tanks. To replace the components, just make sure the slot is empty and use a new component on the fighter with panel open.

You can also build more fighters! To do this, you'll need Science to stop being useless research fighter tech. Then, you need to print off a bunch of components from various protolathes around the ship. Specifically, you need:

1. From the Cargo Protolathe:

  • A Fighter Chassis, either Light, Heavy, or Utility.
  • Armor plating
  • An Engine
  • A Countermeasure Dispenser
  • An APU
  • A Passenger Compartment (Utility Fighter)
  • An Auxiliary Fuel Tank (Utility Fighter)
  • A Breach Sealing Tank (Utility Fighter)

2. From the Engineering Protolathe:

  • A primary light (Light Fighter)/heavy (Heavy Fighter) cannon
  • A secondary missile (Light Fighter)/torpedo (Heavy Fighter) rack
  • A Refuelling System (Utility Fighter)
  • A SAR Module (Utility Fighter)
  • A Breach Sealing Module (Utility Fighter)

3. From the Science Imprinter:

  • A Targeting Sensor
  • An Avionics Package

4. From Munitions/the Hangar:

  • Your Toolbelt
  • An Airlock Painter

From there, you can then set up the chassis, and follow the instructions from examining the fighter.

If you want, you can also paint fighters. That requires a spraycan and a knocked-out cooperating pilot, though.


Jobs on

NSVBanner299.png

Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian