Jobs
Each crew member is assigned a different job. This job determines how well they excel at certain fields, in addition to giving them unique ID Cards and starting equipment. New crew members are able to be hired from the shop at each checkpoint. The price and availability of people in each field can vary.
Each job is given a range of how good they are certain skills. These can vary as well.
Captain
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. There can only be a maximum of one captain per-ship.
Skills
- Weapons: 50-60%.
- Construction: 20-30%.
- Electrical Engineering: 20-30%.
- Medical: 10-30%
Starting equipment
- File:Captain's Cap.png Captain's Cap
- File:Captain's Jacket.png Captain's Jacket
- File:Captain's Trousers.png Captain's Trousers
- Revolver
Engineer
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.
Skills
- Weapons: 10-30%.
- Construction: 20-30%.
- Electrical Engineering: 50-60%.
- Medical: 10-20%
Starting equipment
Mechanic
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.
Skills
- Weapons: 10-30%.
- Construction: 50-60%.
- Electrical Engineering: 30-35%.
- Medical: 10-20%
Starting equipment
Security Officer
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. There can only be a maximum of two officers per-ship.
Skills
- Weapons: 50-60%.
- Construction: 10-20%.
- Electrical Engineering: 10-20%.
- Medical: 30-40%
Starting equipment
Medical Doctor
Medical Doctors are capable of creating various drugs using the Medical Fabricator. In multiplayer, there can only be two doctors per-ship.
Skills
- Weapons: 10-20%.
- Construction: 10-20%.
- Electrical Engineering: 10-20%.
- Medical: 60-70%
Starting equipment
Assistant
Assistants don't have any specific responsibilities or areas of expertise. 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%.
- Construction: 20-30%.
- Electrical Engineering: 20-30%.
- Medical: 10-20%