Difference between revisions of "Deck Technician"

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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 replace certain things.
 
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 replace certain things.
  
You can also build more fighters, but Karmic's made so many changes to how fighters work that we don't quite know how to do that yet. For now, try the steps in [[Guide_to_Fighters]].
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You can also build more fighters, but Karmic's made so many changes to how fighters work that we don't quite know how to do that yet. For now, try the steps in [[Guide to Fighters]].
  
  
 
{{Jobs}}
 
{{Jobs}}

Revision as of 11:04, 3 May 2020

MUNITIONS STAFF
Deck Technician Access: Hangar Bay, Flight Deck, Munitions Deck
Additional Access: Maintenance
Difficulty: Medium
Supervisors: Master At Arms
Rank: Not defined
Duties: Repair 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 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!

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.

How are you alive

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 by wrenching and crowbarring it, then welding to fix it.

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

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 replace certain things.

You can also build more fighters, but Karmic's made so many changes to how fighters work that we don't quite know how to do that yet. For now, try the steps in Guide to Fighters.


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