Post by 39kk9t on Aug 12, 2011 10:07:32 GMT -5
The server is in infinite ping again, I don't know how to get it up, so I figured I'd write this guide. Here we go!
Alright, so you was too tempted to be something big and set the jobs of either Chief Engineer, Research Director, Chief Medical Officer, Head of Security, Head of Personnel or Captain in your job preferences and now you don't know what to do. This is outright shit if the head(s) can't do their job, because they hold a whole department from falling apart. "But I had the other jobs in preferences, this was completely random!" - you plea. This guide is for you.
Let's start on the tips that every good head should know:
1. Communicate: You're the head of a department and communicating with your subordinates helps you keep in touch with them. There is a special frequency(ies) on your headset that can help you greatly, which depend on your job:
Additionally, all heads have their own frequency, :c for Command, that they can use for communication when the station is in chaos or discuss the problems that the mere mortals shouldn't know about.
2. Coordinate: Give out orders to your subordinates so they can do they job efficiently. An efficient station is a good station! Use your special frequency to do it. That way, everyone in your department will have a job and it will be easier for you to make decisions regarding your department.
3. Consult: Keep yourself updated! Ask your department what have they done to improve the station. Announce especially important events over the request console in your office by typing a message then swiping your ID so the whole station can know your scientists are 30% more hi-tech now!
4. Control: It is you, and only you, who decides who in your department goes and who comes. See an incompetent engineer who let the singularity loose as the Chief Engineer? Contact security to apprehend him, then contact the Head of Personnel to have him demoted! See an assistant that have already saved 4 lives in a chaos as the Chief Medical Officer? Contact the assistant saying that you're impressed with his work, then contact the Head of Personnel to promote him to a doctor! Head of Personnel is your main helper in this cause!
5. Replace: Experiencing a lack of personnel in your department? Not to worry, for you can replace any and all of your subordinaries and do the job yourself!(Unless you're the HoP or the Captain, in which case, you only replace them in the management part) This will make it harder to oversee your department, but if you're sure that they will do a good job while you work with them, be a guest! Consult the Head of Personnel to see if you can assign someone to cover the lack of personnel, or, alternatively, use a convenient Crew Manifest built in your DELUXE-class catridge in your PDA to see who can you assign to the job!
These hints will make you go a long way in keeping the station together. Still don't feel how to do your specific job? The next sections are what are you looking for.
Department Head: Chief Engineer
Subordinaries: Station Engineer, Atmospheric Technician, Roboticist(Construction)
Description: You're the one who knows the station ins, outs and abouts, stalking the dark maitenance tunnels in search of snipped power cables, bursted atmospheric pipes and hull breaches. You're the master beaver: If something breaks, you can fix it. But why do YOU need to do it when at your command, you have:
-to fix anything you need to? Point them at the broken part and they will fix it in no time!
You're the one responsible for:
This is pretty terrific, isn't it? Don't fret, because you have several tools that will help you in your job located in your office, which is in Engineering!
You have access to the following areas to help you even more:
With these, you can disassemble the whole station and then rebuild it from scrap! Awesome, isn't it?
To make sure you're ready for everything, you should have the following equipment(frankly, I had no idea what to put in the box other than cable coils, so I ended up with that):
This covers everything you need and can do as the Chief Engineer. On to how you can ensure everything on the station is in perfect condition!
This is the area when your engineers can prepare for doing their job, and the area where the main source of power is: the Singularity Engine. It's not always necessary to turn it on, but here are some guidelines to ensure you know what to do!
1. Keep the plasma tanks in the radiation collectors charged! You have a button to open the Secure Storage in Engineering containing:
Remember: More plasma=More energy!
2. Experimentation is always good! Remove some parts of the engine, experiment with the equipment's arrangement, rebuild the whole engine! You never know what might improve the engine considerably!
3. Before launching the engine, ensure:
This will help you to keep the singularity from breaking loose every shift and the crew from freaking out.
4. Keep an eye on the singularity: If will grow slowly even if you launched the engine right! Turn off the accelerator to shrink the singularity, then back on to stabilize it, and for the love of all that's holy, don't stand between the accelerator and the singularity while the accelerator is working, even with protection!
5. When the singularity gets loose, mainly, the whole crew freaks out and calls the emergency shuttle, while mainly, it will eat Engineering(or Atmos and Robotics if you're very unlcuky), but not more. You have a few tools to destroy the singularity once it's loose:
This is everything you have to know about the engine. On to...
This is the area which supplies air(or plasma on fire with nitrous oxide) to the station. You don't really need to know very much about it, but there are a few things you need to ensure before moving on:
1. Check if the piping and devices weren't tampered with. This means you need to ensure the air supply is not contaminated with plasma and/or N2O and no harmful gases are streaming in Distro. To make sure it's not tampered, check:
If the latter is wrong, you will need to cycle the air through the Filter cycle, which is a time-consuming process. Turn off the output if Atmospherics were tampered with heavily, it's not very necessary to have Atmos online all the time.
2. Check on the Mix Chamber. Remember that it's much easier to filter the gases in Mix than in Air, so if it's contaminated, do it.
3. Check the atmospheric alarms. There are computers for alerts in your office, but it's better to be safe than sorry.
I won't be detailing how to fix even the most severe Atmos damage, it's up to you to figure it out, you're the Chief Engineer after all! Moving on to...
This is the area which builds delicious cyborgs and not-so-delicious bots. It's not an essential area, but if there's a Roboticist or you want to work, you have to do the following:
1. Miners should have a single APLU 'Ripley' with a drill and a hydraulic clamp for mining(or two). They have a recharge station on their station and one of the exosuits can recharge while the other works. Alternatively, make 3 APLUs and an Energy Relay for each, then activate it. Just make sure there is enough power to supply them.
2. Medbay should have some Medibots, there should be some cleanbots to help keep the station clean and some Floorbots so it's easier to refloor areas. Those are easier to make and actually help instead of slacking off. Have an ED-209 too in case there is a chaos.
3. Ensure the database is synchronised with the Research Network. You're not a scientist, but you can recognize that wrench on the screen. The more tech Research Division has, the less recources and time you'll need to make anything.
4. Assembly Line should have a Robotics Control and an Exosuit Control consoles. Having the cyborg control all in hands of the Research Director is not safe, and you can't control exosuits initially. Take a run to the Tech Storage to get those circuits. Also each exosuit should have a tracking beacon to access its internal log or use an EM pulse on one in case it runs loose.
Hint: You can also put MMIs with a brain in the exosuits. Radio-enabled are recommended.
This is all you really should know about all the areas you work in. Some more general tips:
This pretty much covers everything you really need to know as the CE. Next up...
Department head: Research Director
Subordinaries: Scientist, Virologist(Virus/Vaccine research), Geneticist(DNA manipulation), Chemist(Reagent research)
Description: You're the one that knows how EVERYTHING works. You can use any computer on the station, you're the lead force in case something unknown happens. YOU are the one who works on the reason Space Station 13 was built: Plasma(which is essentially pure carbon). To aid you in your research, you have:
at your command. These are the people that will work with the sensitive DNA structure, the most dangerous space viruses, the exothermic potential of plasma, the miracles of reagents and the marvels of science.
You're the one responsible for
Of course, this is a hard job, and you have some equipment to help you out!
Also, to help with your job, you have some delicious access!
This will aid you in your hard job of coordinating all that staff handling VERY dangerous stuff. Now on to what do you need to know in all the areas you have access, starting with Research Division.
This is one of two areas your scientists can work. They can either start researching via a Destructive Analyzer or start heating gases. To work better, they need:
The first can be obtained in Chemistry, the second - via Mining, and the third, well you know.
Remember that the scientists don't have access to the Server Room in the Lab, so if you feel that laser cannon in the designs is going to cause havoc, delete it from there. No longer, since lockboxes were introduced, unless they have an E-Mag, an E-Sword or an ID with Armory access, they can't open one. Also, they have access to the Gas Storage, so don't worry about pestering anyone to get gas.
Since Xenobiology is the scientists' domain too, I'll stuff it here. Metroids are useless, but you can either feed them with monkies or kill them for cores. Always make sure the shields are up when the metroids are alive.
That's the place vaccines for space viruses are researched. Virologists don't have access to the chemicals required to research the vaccines(except for Spaceacilline), so for them, you need to ensure:
The virologist mainly gets nigh nothing to do after all the viruses are researched, so try to keep him at it for as long as you can, even using... unusual methods.
Moving on to Medbay, this is the area DNA is being tampered with and people get cloned. Pretty much, all you need to ensure here is:
In case Genetics is incompetent, you can make some Ryetalyn to counter all the genetic inconsistency(including superpowers).
Since Cryogenics is intended to be used a lot by geneticists, make sure the beakers there are filled with either Cryoxadone or Clonexadone(or both).
This is the area healing and not-very-healing reagents are researched and produced. To make sure everything is going alright here, here are some tips:
There's not much to do outside of Med-Sci, really. You either have no real control over an area or it just has no one to work in.
That's all you REALLY need to know as the RD. I don't have any tips, as with equipment, because you're not really required to drag something with you all the time. I'll add my equipment layout and some tips later, as well as the guide for CMO.
Alright, so you was too tempted to be something big and set the jobs of either Chief Engineer, Research Director, Chief Medical Officer, Head of Security, Head of Personnel or Captain in your job preferences and now you don't know what to do. This is outright shit if the head(s) can't do their job, because they hold a whole department from falling apart. "But I had the other jobs in preferences, this was completely random!" - you plea. This guide is for you.
Let's start on the tips that every good head should know:
1. Communicate: You're the head of a department and communicating with your subordinates helps you keep in touch with them. There is a special frequency(ies) on your headset that can help you greatly, which depend on your job:
- :e for Engineering;
- :n for Science;
- :m for Medical;
- :s for Security;
- :q for Cargo;
- for Mining.
Additionally, all heads have their own frequency, :c for Command, that they can use for communication when the station is in chaos or discuss the problems that the mere mortals shouldn't know about.
2. Coordinate: Give out orders to your subordinates so they can do they job efficiently. An efficient station is a good station! Use your special frequency to do it. That way, everyone in your department will have a job and it will be easier for you to make decisions regarding your department.
3. Consult: Keep yourself updated! Ask your department what have they done to improve the station. Announce especially important events over the request console in your office by typing a message then swiping your ID so the whole station can know your scientists are 30% more hi-tech now!
4. Control: It is you, and only you, who decides who in your department goes and who comes. See an incompetent engineer who let the singularity loose as the Chief Engineer? Contact security to apprehend him, then contact the Head of Personnel to have him demoted! See an assistant that have already saved 4 lives in a chaos as the Chief Medical Officer? Contact the assistant saying that you're impressed with his work, then contact the Head of Personnel to promote him to a doctor! Head of Personnel is your main helper in this cause!
5. Replace: Experiencing a lack of personnel in your department? Not to worry, for you can replace any and all of your subordinaries and do the job yourself!(Unless you're the HoP or the Captain, in which case, you only replace them in the management part) This will make it harder to oversee your department, but if you're sure that they will do a good job while you work with them, be a guest! Consult the Head of Personnel to see if you can assign someone to cover the lack of personnel, or, alternatively, use a convenient Crew Manifest built in your DELUXE-class catridge in your PDA to see who can you assign to the job!
These hints will make you go a long way in keeping the station together. Still don't feel how to do your specific job? The next sections are what are you looking for.
MAITENANCE
Department Head: Chief Engineer
Subordinaries: Station Engineer, Atmospheric Technician, Roboticist(Construction)
Description: You're the one who knows the station ins, outs and abouts, stalking the dark maitenance tunnels in search of snipped power cables, bursted atmospheric pipes and hull breaches. You're the master beaver: If something breaks, you can fix it. But why do YOU need to do it when at your command, you have:
- 4 Engineers
- 3 Atmospheric Technicians
- 2 Roboticists
-to fix anything you need to? Point them at the broken part and they will fix it in no time!
You're the one responsible for:
- Station's atmospheric condition;
- Station's power supply;
- Station's structural integrity;
- AI core's integrity;
- All equipment's condition;
- And of course, your own personnel!
This is pretty terrific, isn't it? Don't fret, because you have several tools that will help you in your job located in your office, which is in Engineering!
- Station's blueprints to navigate, create new areas and moving amendments to the existing ones on the station!
- A pair of boots equipped with Mag-Pulseā¢ technology to keep you from flying away from the station because that lattice was just too slippery!
- A special-issue black space suit with orange stripes equipped with a light on the helmet and radiation shielding to ensure your safety in any hazard, be it the singularity engine or the dark, cold void of space!
You have access to the following areas to help you even more:
- A whole aft part of the station consisting of Atmospherics, Engineering and Robotics!
- All maitenance tunnels!
- EVA!
- Tech Storage!
- AI Upload Chamber!
- Bridge!
- And with a use of your arrangement of tools, the whole station!
With these, you can disassemble the whole station and then rebuild it from scrap! Awesome, isn't it?
To make sure you're ready for everything, you should have the following equipment(frankly, I had no idea what to put in the box other than cable coils, so I ended up with that):
This covers everything you need and can do as the Chief Engineer. On to how you can ensure everything on the station is in perfect condition!
ENGINEERING
This is the area when your engineers can prepare for doing their job, and the area where the main source of power is: the Singularity Engine. It's not always necessary to turn it on, but here are some guidelines to ensure you know what to do!
1. Keep the plasma tanks in the radiation collectors charged! You have a button to open the Secure Storage in Engineering containing:
- 6 Field Generators for the Singularity Containment Field!
- 5 Emitters to supply the field generators with power!
- A crate containing engineering supplies to ensure the engineers are ready for anything!
- A spare Singularity Generator to assemble a new Singularity Engine in case the initial one malfunctions!
- A full plasma canister to ensure prolonged energy output from the radiation collectors!
Remember: More plasma=More energy!
2. Experimentation is always good! Remove some parts of the engine, experiment with the equipment's arrangement, rebuild the whole engine! You never know what might improve the engine considerably!
3. Before launching the engine, ensure:
- All emitters are online and the control on them are locked(use your ID to lock/unlock the controls);
- All collectors have a fully charged plasma tank inside, are on and the control are locked on everything;
- The containment field is fully online, forming a square;
- The charge in the APC's power cell is enough to launch the engine.
This will help you to keep the singularity from breaking loose every shift and the crew from freaking out.
4. Keep an eye on the singularity: If will grow slowly even if you launched the engine right! Turn off the accelerator to shrink the singularity, then back on to stabilize it, and for the love of all that's holy, don't stand between the accelerator and the singularity while the accelerator is working, even with protection!
5. When the singularity gets loose, mainly, the whole crew freaks out and calls the emergency shuttle, while mainly, it will eat Engineering(or Atmos and Robotics if you're very unlcuky), but not more. You have a few tools to destroy the singularity once it's loose:
- A powerful bomb. One has a low chance of destroying the singularity, but most of the time, it just feeds it. Best used on the max size singularity. Requires the scientists to make actual bombs;
- A Bag of Holding, only science knows of it. Consider yourself lucky if you get hands on one, for you can toss one into the singularity and cause it to explode, totally destroying everything in the range of 10 tiles, heavily damaging everything in the range of 15, lightly damage everything over 20 and flash everyone over 40. Best used when the singularity is still somewhere near containment. Note that the accelerator isn't affected by explosions. Somehow.
This is everything you have to know about the engine. On to...
ATMOSPHERICS
This is the area which supplies air(or plasma on fire with nitrous oxide) to the station. You don't really need to know very much about it, but there are a few things you need to ensure before moving on:
1. Check if the piping and devices weren't tampered with. This means you need to ensure the air supply is not contaminated with plasma and/or N2O and no harmful gases are streaming in Distro. To make sure it's not tampered, check:
- If the filters filter the correct gas;
- If all vents, pumps and valves on chambers with harmful gases are off;
- If the air, waste and filter cycles work;
- If no plasma or N2O is visible on O2, N2 and Air chambers
If the latter is wrong, you will need to cycle the air through the Filter cycle, which is a time-consuming process. Turn off the output if Atmospherics were tampered with heavily, it's not very necessary to have Atmos online all the time.
2. Check on the Mix Chamber. Remember that it's much easier to filter the gases in Mix than in Air, so if it's contaminated, do it.
3. Check the atmospheric alarms. There are computers for alerts in your office, but it's better to be safe than sorry.
I won't be detailing how to fix even the most severe Atmos damage, it's up to you to figure it out, you're the Chief Engineer after all! Moving on to...
ROBOTICS
This is the area which builds delicious cyborgs and not-so-delicious bots. It's not an essential area, but if there's a Roboticist or you want to work, you have to do the following:
1. Miners should have a single APLU 'Ripley' with a drill and a hydraulic clamp for mining(or two). They have a recharge station on their station and one of the exosuits can recharge while the other works. Alternatively, make 3 APLUs and an Energy Relay for each, then activate it. Just make sure there is enough power to supply them.
2. Medbay should have some Medibots, there should be some cleanbots to help keep the station clean and some Floorbots so it's easier to refloor areas. Those are easier to make and actually help instead of slacking off. Have an ED-209 too in case there is a chaos.
3. Ensure the database is synchronised with the Research Network. You're not a scientist, but you can recognize that wrench on the screen. The more tech Research Division has, the less recources and time you'll need to make anything.
4. Assembly Line should have a Robotics Control and an Exosuit Control consoles. Having the cyborg control all in hands of the Research Director is not safe, and you can't control exosuits initially. Take a run to the Tech Storage to get those circuits. Also each exosuit should have a tracking beacon to access its internal log or use an EM pulse on one in case it runs loose.
Hint: You can also put MMIs with a brain in the exosuits. Radio-enabled are recommended.
This is all you really should know about all the areas you work in. Some more general tips:
- Before blowing up a rogue cyborg, lock it down, access its wiring and see if the AILink and LawSync lights are on. Try turning both on, then reset the cyborg's laws. In case that doesn't work, then blow the cyborg up. Those things are expensive, so only reserve it if they disobey their laws or are emagged.
- You can use the multitool on exposed wiring to see the amount of power flowing through the cable. Ideally, it should be equal to the power output of the SMESes. If the cable is unpowered, follow the cable and fix the snipped wire you'll eventually find(or RUSH TO THE ENGINE!).
This pretty much covers everything you really need to know as the CE. Next up...
SCIENCE
Department head: Research Director
Subordinaries: Scientist, Virologist(Virus/Vaccine research), Geneticist(DNA manipulation), Chemist(Reagent research)
Description: You're the one that knows how EVERYTHING works. You can use any computer on the station, you're the lead force in case something unknown happens. YOU are the one who works on the reason Space Station 13 was built: Plasma(which is essentially pure carbon). To aid you in your research, you have:
- 3 Scientists
- 2 Geneticists
- 2 Chemists
- 1 Virologist
at your command. These are the people that will work with the sensitive DNA structure, the most dangerous space viruses, the exothermic potential of plasma, the miracles of reagents and the marvels of science.
You're the one responsible for
- Research progress
- AI and cyborgs' health(data-wise)
- And of course, your own personnel!
Of course, this is a hard job, and you have some equipment to help you out!
- A full bio suit set, including bio suit and hood, latex gloves, white shoes and a gas mask! You could only ask for a special jumpsuit and internals for total protection against viruses!
- A personal Artificial Intelligence to use for research and researching purposes, or to just have a pal to talk with!
- Robotics Control and AI Integrity Restorer consoles to keep the silicon helpers of the station in one piece!
- A hand tele for Blue-Space research purposes! (If you manage to get to it, that is)
Also, to help with your job, you have some delicious access!
- All maitenance tunnels, for whatever purpose!
- All Research Division, including your own office, Lab, Virology, Gas Storage and Xenobiology with its own operation room!
- Almost all the Medbay, including Genetics, Chemistry, Cryogenics and Morgue!
- Tech Storage!
- Bridge!
- Robotics!
- Teleporter!
- And with the use of all the delicious fun-packed things you can make, the whole station!
This will aid you in your hard job of coordinating all that staff handling VERY dangerous stuff. Now on to what do you need to know in all the areas you have access, starting with Research Division.
THE LAB
This is one of two areas your scientists can work. They can either start researching via a Destructive Analyzer or start heating gases. To work better, they need:
- A lot of sulphuric acid to make circuits out of the Circuit Imprinter;
- Some rare ores, which can be obtained from the miners;
- Sometimes, your personal advice too.
The first can be obtained in Chemistry, the second - via Mining, and the third, well you know.
Since Xenobiology is the scientists' domain too, I'll stuff it here. Metroids are useless, but you can either feed them with monkies or kill them for cores. Always make sure the shields are up when the metroids are alive.
VIROLOGY
That's the place vaccines for space viruses are researched. Virologists don't have access to the chemicals required to research the vaccines(except for Spaceacilline), so for them, you need to ensure:
- Cures for all the viruses present in Virology are in Virology;
- The infected people are in the isolaion ward there;
- The virologist and possibly all the Medbay and Research Divison personell have protective equipment against viruses.
The virologist mainly gets nigh nothing to do after all the viruses are researched, so try to keep him at it for as long as you can, even using... unusual methods.
GENETICS
Moving on to Medbay, this is the area DNA is being tampered with and people get cloned. Pretty much, all you need to ensure here is:
- There are clean SE injectors in case anyone has disabilities;
- Geneticists actually do their work instead of turning everyone into monkeys;
- People don't pile up in the cloning chamber and get cloned/morgued/gibbed for food/roboticized.
In case Genetics is incompetent, you can make some Ryetalyn to counter all the genetic inconsistency(including superpowers).
Since Cryogenics is intended to be used a lot by geneticists, make sure the beakers there are filled with either Cryoxadone or Clonexadone(or both).
CHEMISTRY
This is the area healing and not-very-healing reagents are researched and produced. To make sure everything is going alright here, here are some tips:
- Smoke is dangerous because it also has all the reagents in the beaker/grenade! Have the chemists test them anywhere, just not on themselves or you'll make the whole Medbay a cryo chamber filled with plasma;
- Some recipes chemists don't know may be useful for them. If you know some they don't, share them!
- Having some healing chemicals at hand is always good, have the chemists mix them.
OTHER AREAS
There's not much to do outside of Med-Sci, really. You either have no real control over an area or it just has no one to work in.
- Tech Storage: Take the insulated gloves there, they can become useful;
- Teleporter: Take the hand tele, after all, you're one of 3 people who initially have access to it, and the only one who really needs it;
- Robotics: Just ensure the automatic synchronisation on the fabricators is on and the database is up to date.
That's all you REALLY need to know as the RD. I don't have any tips, as with equipment, because you're not really required to drag something with you all the time. I'll add my equipment layout and some tips later, as well as the guide for CMO.