Roles: Difference between revisions

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(Adds existing guide links)
(Adds duties, which probably need a lot of work)
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!Role
!Role
!Description
!Description
!Duties(?)
!Guides
!Guides
|-
|-
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|Command
|Command
|Drive the ship, coordinate your crew, deal with inter-ship communications, and otherwise serve as their leader. Weep when nobody joins your ship. For small crews, you're going to end up filling in for a lot of roles yourself, and for larger crews you're going to spend most of your time attempting to coordinate your crew.
|Drive the ship, coordinate your crew, deal with inter-ship communications, and otherwise serve as their leader. Weep when nobody joins your ship. For small crews, you're going to end up filling in for a lot of roles yourself, and for larger crews you're going to spend most of your time attempting to coordinate your crew.
|Piloting, Coordinating
|[[Guide_to_Command|Command Guide]], [[Guide_to_the_Overmap|Overmap/Piloting]]
|[[Guide_to_Command|Command Guide]], [[Guide_to_the_Overmap|Overmap/Piloting]]
|-
|-
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|Supply
|Supply
|Mine for ores, salvage ruins, complete missions, and buy things from the outpost. Die to fauna, get legioned, and watch as your captain completely forgets you exist. Supply jobs are typically easy to pick up, but can be dangerous yet rewarding.
|Mine for ores, salvage ruins, complete missions, and buy things from the outpost. Die to fauna, get legioned, and watch as your captain completely forgets you exist. Supply jobs are typically easy to pick up, but can be dangerous yet rewarding.
|Mining, Pushing crates, Salvaging
|[[Guide_to_Supply|Supply Guide]]
|[[Guide_to_Supply|Supply Guide]]
|-
|-
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|Engineering
|Engineering
|Run the engine supplied to your ship, keep the thrusters fueled, repair the hull, and ensure the air is clean and plentiful. End up causing more hull breaches than you fix. Engineering jobs typically require decent technical skill, especially on ships with limited engineering equipment.  
|Run the engine supplied to your ship, keep the thrusters fueled, repair the hull, and ensure the air is clean and plentiful. End up causing more hull breaches than you fix. Engineering jobs typically require decent technical skill, especially on ships with limited engineering equipment.  
|Atmospherics, Repair, Starting and maintaining the engine
|[[Guide_to_Engineering|Engineering Guide]], [[Construction]]
|[[Guide_to_Engineering|Engineering Guide]], [[Construction]]
|-
|-
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|Medical
|Medical
|Revive the miner, create healing chemicals, tell people to turn up their suit sensors, and otherwise keep your crew healthy. Leave the miner for dead after they bring you yet another 20 goliath corpses to dissect. Medical takes moderate skill, but can be challenging to do more healing than harm on ships without a single medical tool.  
|Revive the miner, create healing chemicals, tell people to turn up their suit sensors, and otherwise keep your crew healthy. Leave the miner for dead after they bring you yet another 20 goliath corpses to dissect. Medical takes moderate skill, but can be challenging to do more healing than harm on ships without a single medical tool.  
|Surgery, Chemistry, Genetics, Virology
|[[Guide_to_Medical|Medical Guide]], [[Guide_to_Chemistry|Chemistry]], [[Guide_to_Surgery|Surgery]]
|[[Guide_to_Medical|Medical Guide]], [[Guide_to_Chemistry|Chemistry]], [[Guide_to_Surgery|Surgery]]
|-
|-
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|Science
|Science
|Get research points, build new tools and weapons, and upgrade the machines aboard your ship. Realize you can't print anything you've researched because all you have is an exofab and a R&D console. Science job are easy enough, depending on how you decide to get your research points.
|Get research points, build new tools and weapons, and upgrade the machines aboard your ship. Realize you can't print anything you've researched because all you have is an exofab and a R&D console. Science job are easy enough, depending on how you decide to get your research points.
|Robotics, Research, Dissection, Surveying
|[[Guide_to_Science|Science Guide]], [[Guide_to_Robotics|Robotics]], [[Guide_to_Xenobiology|Xenobiology]]
|[[Guide_to_Science|Science Guide]], [[Guide_to_Robotics|Robotics]], [[Guide_to_Xenobiology|Xenobiology]]
|-
|-
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|Security
|Security
|Kill fauna, shoot pirates, and attempt to keep the peace. Go an entire round without seeing combat. Since PVP is (currently) rare in shiptest, you're mostly keeping the wildlife out of the ship, which isnt too hard.  
|Kill fauna, shoot pirates, and attempt to keep the peace. Go an entire round without seeing combat. Since PVP is (currently) rare in shiptest, you're mostly keeping the wildlife out of the ship, which isnt too hard.  
|Peacekeeping, Boarding, Managing prisoners,
|[[Guide_to_Security|Security Guide]]
|[[Guide_to_Security|Security Guide]]
|-
|-
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|Service
|Service
|Keep your crew happy and fed, and attempt to keep your ship clean. This typically done through bartending, entertaining, mopping, and cooking. Sit alone in the bar while the rest of your crew ignores you. Technical skill isn't as important for service jobs, but they can be roleplay heavy.
|Keep your crew happy and fed, and attempt to keep your ship clean. This typically done through bartending, entertaining, mopping, and cooking. Sit alone in the bar while the rest of your crew ignores you. Technical skill isn't as important for service jobs, but they can be roleplay heavy.
|Botany, Bartending, Cooking, Cleaning, Entertaining
|[[Guide_to_Service|Service Guide]], [[Guide_to_Food_and_Drinks|Food and Drinks]]
|[[Guide_to_Service|Service Guide]], [[Guide_to_Food_and_Drinks|Food and Drinks]]
|-
|-
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|Synthetic
|Synthetic
|Follow your laws, help fill in for other missing roles, and generally help your crew. Complain about your lack of hands while recharging your lightbulb cell every minute. Following laws, in the case you are given them, takes self control and skill. Otherwise, the required skill depends on the module you take.
|Follow your laws, help fill in for other missing roles, and generally help your crew. Complain about your lack of hands while recharging your lightbulb cell every minute. Following laws, in the case you are given them, takes self control and skill. Otherwise, the required skill depends on the module you take.
|Follow your laws
|[[Guide_to_Synthetics|Synthetic Guide]]
|[[Guide_to_Synthetics|Synthetic Guide]]
|}
|}

Revision as of 00:12, 27 March 2023

THIS PAGE IS STILL A WORK IN PROGRESS

Since the names and duties of jobs vary wildly between factions and ship classes, it's easier to break them down into generic roles that your job may fit into.

Useful Links

Roles

Ever asked yourself "what the heck does a positronic reliability technician actually do?" well, just look at the table below and find out! (when its done. and when there's actually also guides to specific roles. and when the metis page then has its roles link to those guides. real soon)

Picture Role Description Duties(?) Guides
Command Drive the ship, coordinate your crew, deal with inter-ship communications, and otherwise serve as their leader. Weep when nobody joins your ship. For small crews, you're going to end up filling in for a lot of roles yourself, and for larger crews you're going to spend most of your time attempting to coordinate your crew. Piloting, Coordinating Command Guide, Overmap/Piloting
Supply Mine for ores, salvage ruins, complete missions, and buy things from the outpost. Die to fauna, get legioned, and watch as your captain completely forgets you exist. Supply jobs are typically easy to pick up, but can be dangerous yet rewarding. Mining, Pushing crates, Salvaging Supply Guide
Engineering Run the engine supplied to your ship, keep the thrusters fueled, repair the hull, and ensure the air is clean and plentiful. End up causing more hull breaches than you fix. Engineering jobs typically require decent technical skill, especially on ships with limited engineering equipment. Atmospherics, Repair, Starting and maintaining the engine Engineering Guide, Construction
Medical Revive the miner, create healing chemicals, tell people to turn up their suit sensors, and otherwise keep your crew healthy. Leave the miner for dead after they bring you yet another 20 goliath corpses to dissect. Medical takes moderate skill, but can be challenging to do more healing than harm on ships without a single medical tool. Surgery, Chemistry, Genetics, Virology Medical Guide, Chemistry, Surgery
Science Get research points, build new tools and weapons, and upgrade the machines aboard your ship. Realize you can't print anything you've researched because all you have is an exofab and a R&D console. Science job are easy enough, depending on how you decide to get your research points. Robotics, Research, Dissection, Surveying Science Guide, Robotics, Xenobiology
Security Kill fauna, shoot pirates, and attempt to keep the peace. Go an entire round without seeing combat. Since PVP is (currently) rare in shiptest, you're mostly keeping the wildlife out of the ship, which isnt too hard. Peacekeeping, Boarding, Managing prisoners, Security Guide
Service Keep your crew happy and fed, and attempt to keep your ship clean. This typically done through bartending, entertaining, mopping, and cooking. Sit alone in the bar while the rest of your crew ignores you. Technical skill isn't as important for service jobs, but they can be roleplay heavy. Botany, Bartending, Cooking, Cleaning, Entertaining Service Guide, Food and Drinks
Synthetic Follow your laws, help fill in for other missing roles, and generally help your crew. Complain about your lack of hands while recharging your lightbulb cell every minute. Following laws, in the case you are given them, takes self control and skill. Otherwise, the required skill depends on the module you take. Follow your laws Synthetic Guide