Discord Name: Bodyguard of Joe Czanek (ondrej008#3301)
Living Playtime (OOC: View Tracked Playtime): 27h (26h/1h)
Experience with NSV mechanics: Stormdrive, ship & fighter maintenance. Munitions. I haven’t had any experience with mining, however. I think miners just go to the overmap asteroids and mine them, somehow. Then there’s a bluespace miner.
Why do you want to be a mentor: So that I can answer my own mhelps. And help other people. Mostly the first though.
#1 What does an ATC do?: They manage and launch fighters. They’re practically the head of the hangar bay. They also should tell you the number and type of hostiles in the system.
#2 What parts does one need to start constructing a torpedo?: Get parts from Cargo or apparently you can print them if they’re researched, though I haven’t seen that yet.
Pre-built torp casing -> propulsion system -> wrench -> guidance system -> screwdriver -> IFF -> screwdriver -> warhead -> wrench -> wire -> wrench -> weld -> load into torp tube
#3 What is a good entry role for those new to NSV?: Fighter Pilot or Munitions Technician, FP is a less of a responsibility than Bridge Staff but still offers pretty much the same mechanics. MT is similiar except you’re the man behind the reloading instead of the one behing the shooting (unless you get in a gauss gun).
#4 What is a good entry role for those new to SS13?: Assistant for figuring out the basic controls and stuff. Then I’d recommend Miner as that teaches you a lot of concepts like lockers, internals, EVA movement and stuff.
#5 Is an XO supposed to just act like a HoP?: Yes, but depends how you think HoP acts. XO is the head of Cargo, despite there being the QM, which is the canon head of Cargo. XO is also the person usually in charge of providing access and job changes, though other heads can give access and make a ghetto job change.
#6 Build torp?: Put SM on torp.