Jobs
Data is potentially outdated | |
Last updated for version 0.18.12.0 Last mentioned in changelog 1.2.6.0 The current game version is 1.4.6.0 |
Each crew member is assigned a different job. This job determines the character's starting skills (chosen randomly within a certain range), and gear. Additionally, each job has access to unique talents, which cannot be learned by other jobs.
New crew members are able to be hired from the Crew Management at any Outpost. The price and availability of people in each field can vary.
Some jobs (captain, security, medical doctor) are capped at a maximum number of players. When the maximum has been reached, players will no longer spawn new characters with that job. However, existing characters with those jobs will respawn if the player rejoins the server regardless of whether or not it would exceed the cap. The cap does not apply to bots which can be purchased over and above the limit.
Jobs can also be set to always allow players to spawn as them although this is currently only set for assistants.
All Jobs spawn with at an ID Card and Headset.
Captain
“ | Naval visionary, seafarer, a genius. Possibly. | „ |
The captain is responsible for commanding the rest of the crew and trying to keep everything running smoothly. The captain's ID card provides access to anywhere in the submarine, excluding the personal cabins of the crew. While captain is no longer a required job, the job is still capped at a maximum of one player per sub.
Responsibilities
- Steering the ship
- Delegating
Skills
- Helm: 40 - 50
- Weapons: 25 - 35
- Mechanical: 15 - 25
- Electrical Engineering: 15 - 25
- Medical: 5 - 10
Starting Equipment
All Captains start with the same equipment:
The Captain has 3 loadouts, each with different Clothing:
Loadout #1
Loadout #2
Loadout #3
Engineer
“ | The one who harnesses the power of nature. | „ |
Engineers have above-average construction and mechanic skills, but fixing complex mechanical devices is still usually out of their skill set. They are competent at fixing electrical devices however, and are the ones to turn to when the power grid starts failing.
Responsibilities
- Electrical item maintenance
- Operating the reactor
Skills
- Electrical Engineering: 40 - 50
- Mechanical: 25 - 35
- Weapons: 15 - 25
- Medical: 15 - 25
- Helm: 5 - 10
Starting Equipment
All Engineers start with the same equipment:
The Engineer has 2 loadouts, each with different Clothing:
Loadout #1
Loadout#2
Mechanic
“ | Glue, duct tape and your nerve are the only things keeping the crew alive. | „ |
Mechanics have high construction and mechanic skills. They can use Welding Tools and Plasma Cutters safely, and are usually the only ones who can fix broken mechanical devices.
Responsibilities
- Maintenance of machinery
- Repairing leaks
Skills
- Mechanical: 40 - 50
- Electrical Engineering: 25 - 35
- Weapons: 15 - 25
- Medical: 15 - 25
- Helm: 5 - 10
Starting Equipment
All Mechanics start with the same equipment:
The Mechanic has 2 loadouts, each with different Clothing:
Loadout #1
Loadout #2
Security Officer
“ | The backbone of violence. | „ |
Security Officers are responsible for keeping the submarine safe from threats, both external and internal. They're adapted to their jobs with their Security Gear. This job is capped at a maximum of two players per sub.
Responsibilities
- Keeping the order
- Repelling intruders
Skills
- Weapons: 40 - 50
- Medical: 25 - 35
- Mechanical: 15 - 25
- Electrical Engineering: 15 - 25
- Helm: 5 - 10
Starting Equipment
All Security Officers start with the same equipment:
The Security Officer has 3 loadouts, each with different Clothing:
Loadout #1
Loadout #2
Loadout #3
Medical Doctor
“ | Maintaining the key resource: the people. | „ |
Medical Doctors are capable of creating various drugs using the Medical Fabricator, as well as diagnosing and treating the myriad afflictions that hinder the crew. This job is capped at a maximum of two players per sub.
Responsibilities
- First aid
- Poisons and antidotes
- Researching and refining Genetic Materials
Skills
- Medical: 40 - 50
- Weapons: 15 - 25
- Mechanical: 15 - 25
- Electrical Engineering: 15 - 25
- Helm: 5 - 10
Starting Equipment
All Medical Doctors start with the same equipment:
The Medical Doctor has 2 sub-job item sets:
Loadout #1
Loadout #2
Assistant
Assistants don't have any specific responsibilities or areas of expertise, but gain experience 25% faster for all skills.
This job is intended for newcomers to the game, as it allows them to play the game without giving them an important field to work in.
Skills
- Weapons: 20 - 30
- Mechanical: 20 - 30
- Electrical Engineering: 20 - 30
- Medical: 20 - 30
- Helm: 17.5 - 20