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 Refuel the ships, also fight with the tug over control.
+
|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 = "The fucking tug broke again REEEEEEEEE"
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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 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:''' Get into [[Hangar Bay]] and tug the fighters into the magcats, if they haven't done it themselves
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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.
  
== Help what do I do ==
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== C'mere, flyboy! ==
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.
+
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...)
  
== Ok How do I do stuff though ==
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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.
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.
 
  
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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== 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 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.
+
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.
+
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.
  
I'm obviously exaggerating, people aren't monsters, but be sure everyone knows you are there.
+
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]].
 
 
== Anything Else? ==
 
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.
 
 
 
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.
 
 
 
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.
 
  
  
 
{{Jobs}}
 
{{Jobs}}

Revision as of 12:03, 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. 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