TGMC:Chief Ship Engineer: различия между версиями
imported>ClosetedSkeleton Нет описания правки |
imported>ClosetedSkeleton |
||
Строка 67: | Строка 67: | ||
===Fusion | ===Ship-side Fusion and Geothermal Reactors=== | ||
The ship-side fusion reactors will start off in perfect condition and pre-loaded with a fusion cell at the beginning of each round, making it a simple matter of turning them on. The planet-side geothermal reactors however, will always be in the maximum state of damage. In the event that you need to repair or, for the ship-side reactors, replace the fusion cell with a fresh one, here's the simple steps to doing so. | |||
* First, assess the damage. If the reactor is undamaged, move onto the second step. | |||
** If the reactor looks like this [[File:TGMC Fusion Broken Severe.png]]/[[File:TGMC Geothermal Broken Severe.png]], simply use the blowtorch to repair it to the next level of damage. | |||
** If the reactor looks like this [[File:TGMC Fusion Broken Moderate.png]]/[[File:TGMC Geothermal Broken Moderate.png]], simply use the wire cutters to repair it to the next level of damage. | |||
**If the reactor looks like this [[File:TGMC Fusion Broken Light.png]]/[[File:TGMC Geothermal Broken light.png]], simply use the wrench to repair it to mint condition. | |||
*Second, assess the power level ''(This only applies for fusion reactors, if the reactor you're repairing is a geothermal one, skip to the last step)''. This can be found out in two ways, the first is by examining it and getting a percentile readout, and the other is by looking for the bright blue bar on the right side of the reactor that gives a rough readout. If the reactor's on, the central screen will flash and turn red when the cell is running low. | |||
**If the power is out or running low, first turn off the reactor, if it is running, by clicking on it with an empty hand. | |||
**Next, crowbar open the maintenance panel and the power cell[[File:TGMC Fusion Cell Empty.png]] will drop on the ground beneath you. | |||
**After that, grab a fresh cell[[File:TGMC Fusion Cell Full.png]] from one of the tables to the north or south side and take the discarded cell to the recycler[[File:TGMC Fusion Cell Recycler.gif]] to the right, the recycler will recharge it for later. | |||
*Finally, turn it on. If you did it right, the reactor should turn on. If it did not, read and review each step. If it still doesn't turn on, consider asking for help. | |||
===Orbital Bombardment Cannon=== | ===Orbital Bombardment Cannon=== |
Версия от 18:02, 21 ноября 2023
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
ENGINEERING | |
Chief Ship Engineer |
Access: Engineering Areas, Maintenance Passages, Command Difficulty: Medium Rank: Lieutenant Junior Grade(starting), Lieutenant(25hrs), Lieutenant Commander(50hrs) Class: Navy Supervisors: Commander Duties: Supervise the Ship Technicians, and organize the repairs and constructions around the ship. Guides: Guide to Engineering Guide to Fire Support Quote:Why do I have to build the FOB? It's only one of my three actual responsibilities? |
Introduction
As the Chief Ship Engineer, you are capable of doing everything your STs can do - and more - but as a command role, you are expected to delegate the work to them.
As an officer you can also pilot the tadpole, you have superior engineering skills to the PO and if one goes perma you or one of the other officers should step up to pilot the tad.
Playing as the CSE
In the current way that TGMC is, you might find yourself being the only command member, or all command roles not being filled but that's okay. If Requisitions and Overwatch are already being manned by your fellow unga abusers, consider:
- Recycling all the ship floor tiles into metal via the Autolathe
- Check the fusion reactors
- Re-arming aircraft
- Loading the Orbital Bombardment Cannon
- Deconstructing walls to gain metal
- Yelling at the ST to bring you alcohol from the CL office
ERPing with the CL- Bragging about how cool and colorful your outfit looks compared to everyone else
- Lying down on the floor
- Crying because
you don't have any unique mechanics andnobody needs you
Repairing Critical Machinery
These are some of the machinery that are critical for the ship's well-being. Make sure to memorize them if you can.
APC
First, determine how the APC was damaged. If it's wires are simply cut (such as from a xeno swipe), simply use the wire cutters and mend every wire and replace the panel *with a screwdriver. If it was totally destroyed, move onto the next step.
- If it was destroyed, remove the cover with a crowbar or whack it off with something, like a knife.
- Remove the power cell with an empty hand.
- Screwdriver the board loose.
- Crowbar the board out (boards from destroyed APCs crumble when removed, necessitating a replacement).
- Use wirecutters to remove the power terminal, you will receive 5 cable coil from this.
- The power terminal 'must' be exposed first, crowbar up the floor tile in front of the APC if it's not
- Use a blowtorch to weld the frame off the wall, you will gain 1 metal sheet from this.
- Construct a new APC frame from two sheets of metal.
- Pick-up the frame and attach it to the wall.
- Install a power control module.
- Screwdriver the board in place.
- Install 5 cable coil into the APC.
- Slot in a power cell.
- Crowbar the cover shot.
- Swipe the APC with an appropriate ID card and access the interface.
- Enable the breaker.
- (Optional) Lock the interface with the ID.
Ship-side Fusion and Geothermal Reactors
The ship-side fusion reactors will start off in perfect condition and pre-loaded with a fusion cell at the beginning of each round, making it a simple matter of turning them on. The planet-side geothermal reactors however, will always be in the maximum state of damage. In the event that you need to repair or, for the ship-side reactors, replace the fusion cell with a fresh one, here's the simple steps to doing so.
- First, assess the damage. If the reactor is undamaged, move onto the second step.
- If the reactor looks like this Файл:TGMC Fusion Broken Severe.png/Файл:TGMC Geothermal Broken Severe.png, simply use the blowtorch to repair it to the next level of damage.
- If the reactor looks like this Файл:TGMC Fusion Broken Moderate.png/Файл:TGMC Geothermal Broken Moderate.png, simply use the wire cutters to repair it to the next level of damage.
- If the reactor looks like this Файл:TGMC Fusion Broken Light.png/Файл:TGMC Geothermal Broken light.png, simply use the wrench to repair it to mint condition.
- Second, assess the power level (This only applies for fusion reactors, if the reactor you're repairing is a geothermal one, skip to the last step). This can be found out in two ways, the first is by examining it and getting a percentile readout, and the other is by looking for the bright blue bar on the right side of the reactor that gives a rough readout. If the reactor's on, the central screen will flash and turn red when the cell is running low.
- If the power is out or running low, first turn off the reactor, if it is running, by clicking on it with an empty hand.
- Next, crowbar open the maintenance panel and the power cellФайл:TGMC Fusion Cell Empty.png will drop on the ground beneath you.
- After that, grab a fresh cellФайл:TGMC Fusion Cell Full.png from one of the tables to the north or south side and take the discarded cell to the recyclerФайл:TGMC Fusion Cell Recycler.gif to the right, the recycler will recharge it for later.
- Finally, turn it on. If you did it right, the reactor should turn on. If it did not, read and review each step. If it still doesn't turn on, consider asking for help.
Orbital Bombardment Cannon
see: TGMC:Guide to fire support#Orbital Bombardment
Orders
As command staff, you have access to orders, which can be used to buff nearby troops with helpful effects. These also cause you to broadcast a quote over the radio(provided you have one) so people know when you're calling one out. After giving an order, there is a cooldown period until you can give another one. Give orders using the action buttons on the top-left of the screen.
Command | Description |
---|---|
Move order |
Increases movement speed. Great for chasing down or running away from xenos, or if you just want to move around fast in general, like on the ship. ROs love it! |
Hold order |
Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Also saves painkiller supplies for when it's needed more. |
Focus order |
Increases accuracy, which in turn increases total damage output because more shots actually hit the enemy. Also makes them hit friendlies more often, but that's out of your control, mostly. |
Tips
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |