Difference between revisions of "Deck Technician"
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|difficulty = Medium | |difficulty = Medium | ||
|superior = [[Master At Arms]] | |superior = [[Master At Arms]] | ||
− | |duties = Repair and | + | |duties = Repair and refuel the fighters. Steal the tug at the start of the round. <s>Murder the Fighter Pilots</s>. |
− | |guides = [[Guide to Munitions]] | + | |guides = [[Guide to Munitions]], [[Guide to Fighters]] |
− | |quote = " | + | |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 are a Deck Technician. Your job serves very little purpose and only exists <s>as a slave</s> 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:''' | + | '''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. | |
− | Use the aircraft tugs in the [[Hangar Bay]] to carry the fighters to | ||
− | + | == 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 | + | 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 <s>torp</s> fighter == |
− | + | 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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{{Jobs}} | {{Jobs}} |
Revision as of 11:03, 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. 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.