Jobs: Difference between revisions

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Revision as of 18:58, 4 April 2018

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

Starting equipment

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

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

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

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

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

Starting equipment