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Revision as of 21:00, 1 July 2023

SERVICE STAFF

Quartermaster
Difficulty: Easy to Medium
Requirements: None
Access: Cargo, Maintenance, External
Extended Access: None
Supervisors: Head of Personnel
Subordinates: None
Duties: Place orders for the crew. Steal Sell items that are no longer useful for the station. Make fat stacks.
Guides: List of Supply Crates

Quartermaster's job is to supply the station's crew with what they need and dispose of excess items to get zorks in the bank. QM's responsibilities aren't too complicated, take orders, fill orders, and keep items moving through the department as efficiently as possible. It's the execution that matters.

Orders typically are placed either by people themselves or by you at the cargo request terminal in the front of the department. Either way the order needs to be approved and you, as Quartermaster, are the first and last line of defense against the worst Space Crime of all, Cargonia budget mismanagement.

If you amass resources for yourself and then don't have cash to buy urgent supplies like AME fuel your decision can single-handedly destroy the station. It is NOT your job to empty the station of everything worth selling/deconstructing. Hallways and maintenance tunnels may have things worth selling and are typically free-game. However regarding objects around a department, you may want to check with the Head of that Department first. Do not take objects that would reasonably be useful where they are. For example selling chairs and tables at a bar, a vending machine in the hallways or medical supplies from Medical can be annoying to other players (regardless of how much they are worth or how low your funds are).

If low on funds, there are plenty of departments that can make you objects to sell (even Hydroponics can operate without power). Your role is to expect the unexpected and get funds and supplies BEFORE an emergency situation if possible.

Your responsibilities

Your responsibilities as a Quartermaster are, as described above, generally straightforward. You need to make money in order to fill requests for other departments and your own. If you don't have money, you won't have AME fuel, or guns when Syndicate have inevitably bombed out the armory. Most of the time the bulk of your cash comes from Salvage, but early on, having you or one of your fellow QMs go and raid the station's maintenance tunnels for items to sell is not a terrible idea.

Your equipment

File:Appraisal tool.png

As a Quartermaster your equipment is very basic, though you do come with an appraisal tool in your pocket. This appraisal tool allows you to scan items about the station and determine their value. This will allow you to get some starting funds in your account while you wait for salvage to get items worth selling or for botany to make surplus plants.

Cargo Ordering Computer

You use the ordering computer to put in orders for the shuttle to buy from other stations. When you open the UI you should see a vast list of crates you can order; anything from dice games to firearms. When someone at the front desk asks for something it's your job to input what they asked for into the computer, preferably under their name. You can click on anything from the list to view its description and price. Just below that is the quantity you are ordering and the name of the person who ordered it as well as the reason it's being ordered. After you input what you want and are ready to get the cargo shuttle to bring it in, you need to accept the order, which will deduct the funds from the cargo-wide bank account.

Cargo Request Computer

The request computer is what you use to recall and call the cargo shuttle. It is rather simple to learn however if you screw up it can easily mess up several orders.

Once you have some accepted orders you are going to want to call the shuttle meaning you should open the UI and find the call shuttle button. You should also see all the accepted orders under the button, these are the orders that will be on the shuttle.

After you dock the shuttle and unload it you are going to want to recall it. Once you move the shuttle 250m away from the station you can press the recall button which will have replaced the call button. Before you can call the shuttle again you will have to wait a short time. Recalling the shuttle when there is anything on the cargo pallets will sell those objects. Try to avoid calling the shuttle then immediately recalling it as it will sell all the orders you just called in. At a loss.

Cargo Shuttle Console

This is what you use to actually pilot the shuttle. Once the shuttle is called it will appear a short distance out from the station. It's your job to locate the cargo docking ports and dock while avoiding punting the salvagers into deep space. (Usually, salvage is nearby cargo, which means that the 'unknown objects' that salvage draws in are usually nearby your docking area.)

Once you have unloaded the shuttle and have put all the items you wish to sell on, you will want to undock with the station and fly 250m away from it.

Left click the shuttle computer to take control of your shuttle.

Controls are:

  • WASD to strafe forward, left, backwards and right,
  • Q and E to spin left and right respectfully,
  • Spacebar to brake. When in doubt, hold the brakes.

To select docking mode, right click the console and toggle mode. While in docking mode, A is for thrusting left and D is for thrusting right. This is useful for parallel parking.

External airlock [Docking] are used for docking with ships/stations that also have docking airlocks. Once you have two docking airlocks face to face, right click the docking airlock and select the Dock verb. If successful, the docks will both open and you will be attached to the other vessel.

IMPORTANT NOTE: Currently docking is finicky and will not always be airtight. Open with caution.

Keeping Cargo tidy

An example of a messy Cargo

Make sure your fellow QMs aren't spending funds on pointless requests or items that they aren't supposed to own. Try to prioritize important requests (engineers requires building materials) over trivial ones (the clown wants 10 crates of monkey cubes).

Don't just blindly approve anything, especially early in the shift. AME fuel and supplies for Salvage are usually higher priority when cash isn't really in good supply. You have to spend money to make money, after all.

Make sure to organize any spare items that might be making a mess on the floor. To get rid of any empty crates that you don't need, use a screwdriver to take them apart. Put whatever you don't need on tables or inside other crates.

A paper trail can be useful if you're trying to track down who ordered what for certain heads. Having folks fill out a paper, or just jotting down weird orders and stamping them with approved can help certain investigations and encourages extra roleplay, which is always good.

Cargonia

Important
Establishing Cargonia without reading the rules WILL get you banned. Only do it if you have admin permission!

Establishing Cargonia is a thing that might happen during a SS14 round. Cargonia itself is a term given to the Cargo Department once it decides to declare independency and completely cut itself off from the rest of the station. Station's Heads or the Captain might have a say in this, because you are essentially cutting everyone off from the possibility of resupplying. Keep in mind that you don't have to do it and you're even discouraged from doing so if you just wanna do a calmer round. Try out Bartonia instead (just set up a fancy bar inside your department, for you and your comrades).

To establish Cargonia, you might need:

  • A source of food and drink
  • Some lathes or protolathes to print basic supplies
  • Extra materials such as plasma glass to bunker and barricade the doors to your department
  • Something to defend Cargonia with, as typically people will attempt breaching in
  • A couple eager friends. Remember, there's no point in making Cargonia if no one else wants to do it!

Keep in mind that a particularly ardent Captain might assemble a squad of security offices to storm your beloved nation, due to the fact that you've claimed a part of the ship as your own.

If you don't want Cargonia to seal itself off from the rest of the station, try encouraging your comrades to negotiate or trade with other crewmates to get the machines or facilities that they require, or try occupying their time by ordering them to refurnish the department into a fancy area of comfort or something along those lines.

Roles on DeltaV
Command Captain · Head of Personnel · Head of Security · Chief Engineer · Mystagogue · Chief Medical Officer · Logistics Officer · Chief Justice
Justice Department Chief Justice · Clerk · Prosecutor · Lawyer
Security Head of Security · Warden · Security Officer · Prison Guard · Corpsman · Detective · Security Cadet
Engineering Chief Engineer · Atmospheric Technician · Station Engineer · Technical Assistant
Epistemics Mystagogue · Psionic Mantis · Chaplain · Scientist · Research Assistant
Medical Chief Medical Officer · Medical Doctor · Paramedic · Chemist · Psychologist · Medical Intern
Logistics Logistics Officer · Cargo Technician · Salvage Specialist · Courier
Service Head of Personnel · Janitor · Bartender · Botanist · Chef · Service Worker · Boxer · Clown · Martial Artist · Mime · Musician · Reporter · Passenger · Zookeeper · Librarian · Gladiator · Prisoner
Sillicon Cyborg · Personal AI
Antagonists Traitor · Nuclear Operative · Space Ninja · Thief · Paradox Anomaly · Revenant · Space Dragon · Listening Post Operative · Zombie