ENGINEERING STAFF | |
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Access: Engineering, Telecommunications, Airlocks, Maintence Additional Access:Atmospherics Difficulty:Medium Supervisors:Chief-engineer, Captain Duties:Keep the power on, fix breaches, Guides:Guide to the Tesla and Singularity, Guide to the Supermatter Alternate Titles: Assistant 2.0 (meme, totally not in game), Emergency Damage Control Technician, Electrician, Engine Technician, EVA Technician, Mechanic, Apprentice Engineer, Engineering Trainee |
Engineers could be described as greytiders that keep the station alive. With the tools to tear down the entire station and the responsibility of keeping the station the exact oposite the engineer has a job more important then any redshirt or scientist.
Basic Duties: Get power running, keep the holes to a minimum, do what people request.
Advanced Duties: Know how to fix Tcomms, know enough about atmos to annoy the technicians, Identify and fix sabotoge.
The round start of engineering is very important, delays in completing tasks can lead to problems down the line for every other department.
When your shift first starts there are many things you will not have that you will very much need.
A small list of items to grab is:
These 3 main items will allow you to observe, manipulate, and control the station to bend it under your will fix and maintain the station.
There are other items in engineering that can greatly assist your work but are in much more limited supply, an example is the engineering hardsuits (only 3) which wont be enough if the station is full of engineers. These pieces of equipment should be perserved due to how useful they are for preforming critical repairs.
Step 1 - START THE ENGINE
Whether its the SM or Tesla/Singularity you need to get the power generation started fast, as the station really likes sucking whatever little power the SMES start with. PS: dont forget to set the SMES!
Step 2 - Backup power systems.
The main backup power system in the station is the solar arrays, you will need a spaceproof suit and plenty of extra wire. These systems do not generate enough power to supply the station on its own, but will delay power loss in an emergency.
To get the solar array prepared, simply connect every pannel and the tracking array with wires. The solar array is connected to a pressurized room with the control pannel, set the controller to auto tracking and you can leave it alone for the rest of the shift!
Note: orbits are a thing and the solars will have a dynamic power generation, dont be afraid if the power is 0 on start.
After the first 10 minutes into the shift engineering should be stabilized (Unless theres nukies) you should start in maintaining the station.
A common problem is hearing on radio that some room has lost power in the station, the main source of this is cut wires from mice in maintence, reconnecting wires will shock people so its your job with your fancy insulated gloves to fix these breaks and restore power
A slightly more important and flashy job is to be on standby for breaches and bodies stuck in space. Make sure to have metal and a space suit on you and know where to find an air cansiter and space heater. It is your duty as an engineer to not let rooms in the station be voided.
While an engineer usually wont be questioned if they're caught slacking, it is more fun to work on a project for the station. Whether this be your mad scientist creations to infastructure improvements only you can help improve the station, one weld at a time.
When something has made a large part of the station uninhabitable it is your job to return it to normalcy as soon as humanly possible.
Your #1 priority is to seal the breach and stop more atmosphere from venting into the great expanse. Explosions or other occurances that can destroy large parts of the station will cause damages to other systems (Power, Pipenets, Disposals) these systems are to be disregarded until the hole is no longer a hole.
Once the massive gap in the station is plugged you should start returning the section back to conditions that humans(or others) find quite plesant.
Plasma fires are extrodinarly dangerous as they sap the oxygen from the air, generate heats that not even your engineering hardsuit can handle, and burn everything to a crisp. When fighting fires you should do actively breach the rooms the fire is occuring in. Your hardsuit can survive space, but not a 10000K fire. Other equipments such as fire extinguishers, holofans from atmos, and the scrubbers can be used to assist in putting out a fire. Atmos techs are usually more suited to fire fighting but are uncommon. After a fire is put out refer to breach repairs.
The hardest to fix disaster are nuclear in nature, there arent many things you can do to fix massive contamination besides deconstructing and securing irradiated objects to prevent further exposure. Your hardsuit is only partialy radiation proof, use a radsuit. Thankfully radiation disasters are rare, but always be prepared.
Traitor engineers have now the reason to subject the station to the most torturous experience they've had in a while. Remember escalation exists, yes we know you can singulo delam in 10 minutes. Go for it if you want to eat a ban.
Traitor engineers do not have much access to any great personal weapons but more mass destruction of the station. It is your job to not go overboard, as it is very easy as an engineer.