* Created NewPlayer.xml * Created NewPlayer.yml and added it to guides.ftl * shifted some controls from Space Station 14 to New? Start here!, as well as made a character creation xml to be written later * switched some stuff between the New? entry and the Space Station 14 entry * Made everything so nice!!!!!!!!!!!!!! * fixed formatting inconsistencies * added a How to use this guidebook section * build correction and guidebook clarification for other servers * wrote character creation ig probs fo shizzle * added new terms to the glossary and alphabetized it * meh this seems important enough to add * okay no more shitsec bad idea * I HATED Roleplaying.xml ANYWAY!!! * I REALLY REALLY HATED IT ACTUALLYLLL * Moved Controls and Radio into newplayer.yml, making meta.yml and radio.yml obsolete * Separated the character creation bits that are just cosmetic from the ones that matter * also put all the related new player xml files in their own folder * expanded Radio.xml, kinda fixed survival.xml * removed the line that mighta maybe sorta possibly could encourage self antag * thought about this randomly but ICK OCK * talking is no longer a key part of this game * moves stuff around, a lot of stuff. basically moves everything but the jobs themselves around * ah probably should make sure this works first also me when i lie on the internet * don't be such a grammar nukie Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * okay nevermind that's justified Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * prepare. it is coming. the great reorganization... * yesyes that's all well and goo- THE REORG IS COMING. THE REORG IS COMING. WAKE UP. * rename that real quick * step one begins. first, consolidate existing service entries into their own yaml. this makes botany.yml obsolete. * update shiftandcrew.yml to only have departments as children also fuck it alphabetization * consolidated salvage into cargo * made a new entry for command * gave salvage a home and service an existence * made some XML files to be filled out later * quick rename... * took some stuff from Intro.txt and i think Gameplay.txt and put it in NewPlayer.xml * The Great Writing about Departments (25XX, black and white) * added a bunch of links everywhere * biochemical is no longer a thing * service formatinaaaaaaa * shiny...,,,,,,,,, colo(u)rz..,,,,,,,,,,,,, * let's get that fixed * second time i made a typo there as well * we hate fun around here * grammar?!???/ * various fixes and more linkings * oops * wewlad lol!! --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
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46 lines
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<Document>
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# Jobs
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SS14 has a large number of jobs, divided into seven major departments:
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## Service
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[color=#9fed58]Service[/color] is a diverse department that includes the head of personnel and other jobs who exist to serve the station.
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It primarily functions as folks who entertain, clean, and serve the rest of the crew, with the exception of passengers who have no particular job beyond getting lost in maintenance.
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## Cargo
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[color=#b18644]Cargo[/color] consists of the cargo technicians, salvage specialists, and the quartermaster. As a department, it responsible resource distribution and trade, capable of buying and selling things on the galactic market.
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For the most part, this means they scrounge around the station and assorted wrecks to find materials to sell and redistribute, and purchase materials other departments request.
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## Security
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[color=#cb0000]Security[/color] consists of the security cadets, lawyers, detective, security officers, warden, and the head of security. As a department it is responsible for dealing with troublemakers and non-humanoid threats like giant rats and carp.
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As a result of this, and the need to walk a fine line, security sometimes is overwhelmed by angry crew (don't kill the clown), and it is important for its members to try and stay on their best behavior.
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## Medical
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[color=#5b97bc]Medical[/color] consists of the medical interns, chemists, medical doctors, and the chief medical officer. As a department it is responsible for taking care of the crew, treat and/or clone the wounded and dead, treat disease, and prevent everyone from dying a horrible, bloody death in a closet somewhere.
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Medical is one of the more well-equipped departments, with the ability to locate injured crew using the crew monitor, a nigh infinite supply of chems should chemistry be on-par, and the ability to rapidly diagnose and vaccinate contagious diseases.
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## Science
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[color=#c96dbf]Science[/color] consists of research assistants, scientists, and the research director. As a department it is responsible for researching technologies and artifacts, upgrading machines, and printing new and useful devices.
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Scientists should seek out new artifacts to study, as well as solicit departments to help upgrade their machines.
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## Engineering
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[color=#f39f27]Engineering[/color] consists of technical assistants, station engineers, atmospheric technicians, and the chief engineer. As a department it is responsible for keeping the station powered, its structure intact and its air supply working.
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Engineering is readily equipped to go safely into space, and as such they should always attempt to repair uninhabitable parts of the station.
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## Command
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[color=#1b67a5]Command[/color] consists of every department head. It is responsible for keeping the station and its departments running efficiently.
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Command members should always be relatively competent in their respective departments and attempt to delegate responsibility and direct work.
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# Getting Your Job Changed
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The [color=#9fed58]Head of Personnel[/color] is the person in charge of changing ID accesses and handing out encryption keys. Head over to their office and let them know what job you'd like to work instead.
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Often, they'll want you to go get a paper [color=#a4885c]stamped[/color] by a department head. Don't sweat it, just find them and hand them the paper.
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</Document>
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