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| + | <tabs> |
| + | <tab name="Tgstation13"> |
| {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" | | {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;" |
| !style="background-color:lightblue;" width=200|Профессия | | !style="background-color:lightblue;" width=200|Профессия |
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| [[Category:Baystation12]] | | [[Category:Baystation12]] |
| [[Category:Fernflower]] | | [[Category:Fernflower]] |
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| + | </tab> |
| + | <tab name="Torch"> |
| + | {{JobPageHeader |
| + | |headerbgcolor = #cccc00 |
| + | |headerfontcolor = white |
| + | |stafftype = ENGINEERING & COMMAND |
| + | |imagebgcolor = #ffff88 |
| + | |img_generic = CE-EC.png |
| + | |img = |
| + | |jobtitle = Chief Engineer |
| + | |access = [[Robotics and Mech Bay|All]] [[Engineering]] [[Atmospherics|Departments]], [[Chief Engineers Office|CE Office]], [[Construction Area|Construction]] [[Vacant Office|Site]], [[Exodus/Bridge|Bridge]], [[Maintenance]], [[EVA]], [[Tech Storage]], [[Exodus/AI Upload|AI Upload]], [[Teleporter]], [[Telecoms Satellite]], External airlocks |
| + | |difficulty = Hard |
| + | |superior = [[Commanding Officer]] |
| + | |duties = Coordinate engineering, ensure equipment doesn't get stolen, make sure the supermatter <strike>[[Traitor|does]]</strike> doesn't explode, maintain the [[AI]] and [[Telecoms]], <s>hold pizza parties in the break room</s>. |
| + | |guides = [[Guide to Engineering]], [[Hacking]], [[Guide to Atmospherics]], [[Guide to Construction]], [[Supermatter Engine]], [[Exodus/Solars|Solars]], [[Substations]] |
| + | }} |
| + | The [[Chief Engineer]] is the individual in charge of the ship's integrity and of the [[AI]]'s structural well-being. That means making sure there are no breaches, equipment remains operational, and the AI doesn't get any weird laws. As the chief engineer, you have authority over the ship's [[Station Engineer|engineers]] and the [[Senior Engineer]]. |
| + | |
| + | == Role == |
| + | You are the head of the Engineering department, which consists of [[Engineer]]s and the [[Senior Engineer]] (plus that one [[Maintenance Assistant]] that keeps burning his fingers on lightbulbs). Essentially, your job is to boss Engineering around and make sure the engine, atmospherics, and the solars are [[Starting the Engine|set up]] so that the power and air are constantly flowing. |
| + | |
| + | Other than directing the workflow of the department, you're also expected to keep an eye on the [[AI]] and co-ordinate with the rest of Command, especially your [[Commanding Officer]]. Note that your CO does not need to know about every little issue that pops up. If something is amiss with the AI, or the telecomms systems are damaged, then by all means let the head honcho know, but Command doesn't care about minute power surges in the second level bathrooms. |
| + | |
| + | To be a good chief it is imperative that you have a decent knowledge of how power in general works, what APCs and SMESs do, the concepts behind atmospherics, how the supermatter and solars function and (most importantly) how to get your engineers moving. Having at least some general knowledge of shield generators, the mechanics behind the AI, and advanced areas like [[Telecommunications]] is a good idea, but fairly low-priority. It is unlikely that any CE would have sufficient IC technical knowledge to be a complete theoretical master of all these things; that's why you have subordinate engineers to boss around, which is the focus of your job in any case. |
| + | |
| + | Note that while you should have an understanding of these things, that does not mean that you should go around replacing lightbulbs in the station yourself. Your job is to lead the engineering crew, not to fix every problem that comes up with your own hands. Your true expertise should be in, for example, handling a close-call delamination scenario with strong leadership and situational awareness, not replacing an APC frame in record time. Delegate! |
| + | |
| + | == Duties == |
| + | It's no secret that engineers are more often than not the laziest of the station's crew. This is where you come in! As stated above, your duties consist pretty much entirely on telling the engineers to work and co-ordinating the team itself with the station crew at large. Listed below are those jobs. |
| + | |
| + | === At the Start of the Round === |
| + | Greet your team over the radio and establish your authority. Find out who you will be working with, who your right hand man (the Senior Engineer) is, and how many you have on your team. Make sure that everyone has a job to do, although precise assignments can most likely be left to the Senior Engineer. 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 at the start of the round, then when you suddenly need something done halfway through the round, you can guarantee that nobody will listen to you or know who you are. If nothing else, speaking over the channel will at least tell you who on your team you can rely on. |
| + | |
| + | === Supermatter and the Setting Up Thereof === |
| + | Setting up the engine and supplying power to the station should be the first priority of the engineering department. Most of the time your team will be fairly competent and you'll only need to give the word, but if there are any problems, your [[Senior Engineer]] should be able to step in. The nitty-gritty of engine setup should not be a task primarily for your dainty officer hands, but it's worth [[Supermatter Engine|knowing the setup process]], and more importantly, understanding why it works. Be sure not to micro-manage! It's your engineers' jobs to engineer things, and your job to lead them, not to engineer alongside them. |
| + | |
| + | If someone's clearly being an idiot, then feel free to shout at them and forcibly demote them, or [[Sol_Code_of_Military_Justice|ask security to step in]] if they continue. Most likely, your [[Senior Engineer]] will already be on the case, and you can rely on them to update you on such situations as they progress, as well as on the appearance of newer engineers who are getting a little extra help, and the like. With these points in mind the supermatter should successfully start generating power. It's always a good idea to announce this to the crew when it happens, and additionally to your CO -- people like to know that there won't be any power problems on the horizon. There is also the option of instructing your team to set up power [[substations]] once this task is complete. |
| + | |
| + | === Solar Panels === |
| + | Whilst the supermatter outputs a ton of power, any CE who studied hard at the academy knows that it's volatile, and failures and problems can and will arise. This is where solars come in. Solars output a decent amount of energy and can keep the station running at bare minimum or ration power with substations whilst your team inevitably sorts out an issue with the supermatter, but they need setting up first! Luckily this is even easier than setting up supermatter -- most likely your [[Senior Engineer]] will have someone on the case pronto. |
| + | |
| + | === Atmospherics, the Great City State of Pipes === |
| + | The supermatter is radiating, the solars are wired and the engineering team are 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! Haven't you forgotten Atmosia? |
| + | |
| + | Yes, as hard as it is to accept, that convoluted bundle of pipes is under your jurisdiction and it's your responsibility to make sure that it's keeping everybody breathing. Fortunately, as an officer, you don't need to know how to set up every kind of regulator-gizmo and valve-wotsit under the sun. You do, on the other hand, need to grasp how atmospherics at least basically works, and how to spot when something isn't quite as it should be. The actual fixing of problems, and the finer points such as optimizations and pressure readings and so on can be left to your subordinates. If in doubt, however, [[Guide to Atmospherics|read up on the guide]]; it's very thorough. |
| + | |
| + | === Continued Maintenance === |
| + | 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 and <s>order some pizza</s>. Here is what you should be doing: |
| + | |
| + | * Periodically get a sitrep from your Senior Engineer to keep abreast of any current issues, especially the supermatter and atmospherics. |
| + | * Listen to the radio for hull breaches. When you hear of one, make sure someone is on the case. |
| + | * Talk to your team. Nobody likes a leader who doesn't lead! Make sure the solars are turned on, and ensure there's always at least one engineer in Engineering to monitor power levels. |
| + | |
| + | As Chief Engineer you may authorize [[Autolathe|autolathes]] to be set up to assist engineering -- or for that matter, just about any gadget you damn well please. Naturally, the actual setup should be left to someone else. You may also ask Security if your Engineers can be given basic access to their Department, so that they can access their camera feeds to assist in Hull Breaches. |
| + | |
| + | == Links to Other Departments == |
| + | You coordinate actions between your CO, the other heads of departments, and your engineers. You'll be working with Security when they need to get into a crime scene that happens to be depressurized (this happens a lot), with Medical when they need to rescue someone in an area that's minus atmosphere or plus poison (do try to keep them from rushing in and adding to the casualties), and with Science when they blow something up yet again. Your headset lets you keep track of your engineers, where they are and what they're doing, as well as check in with the other departments to be sure everyone has the engineering help they need. |
| + | |
| + | == Traitoring == |
| + | So you've been hired to co-ordinate some kind of military ship shenanigans? While you're unlikely to have the engineering chops to, say, take down a reinforced wall, few will have the grounds or gumption to question you if you order one removed, and you can likely brush off all but the [[Commanding Officer|highest authorities]]' attentions with a response like: "Sub-architectural bluespace-level structural reinforcement strengthening protocols, very technical. Now, carry on." |
| + | |
| + | Furthermore, the Torch is pretty big, with many unused or under-used areas... Plenty of space for just about any devious engineering design you can dream up. Maybe you'll even orchestrate the [https://www.reddit.com/r/SS13/comments/3yenai Big Kahuna]. Always remember that your subordinates are bound by good conscience, however -- ordering your Senior Engineer to bash some innocent doctor's head in with a toolbox or to flood medbay with phoron probably won't get you far. |
| + | |
| + | {{Torch}} |