Quartermaster

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WIP


Cargo Department

Quartermaster

Access: Unknown
Difficulty: Medium
Duties: Manage the Cargo Department, resist the urge of making Cargonia
Supervisors: Head of Personnel, Captain
Subordinates: None
Guides: [TBA]

Quartermaster's job is to not only supply the station's crew with what they need, but to also manage the entire Cargo Department and people working within it. QM's responsibilities aren't much more complicated than a normal Cargo Technician's, but you're expected to keep everything and everyone inside Cargo Department in check. Don't think yourself as a Department Head - you're more of an overseer and you don't get access to the bridge. At least you get a fancy cape, though.

Your underlings are Cargo Technician and Salvage Specialist.

Your equipment

As a Quartermaster, you get a fancy, brown cape along with access to your personal office (or not, depending on the map). In your locker you might also find Cargo doors remote, Supply Computer board and Supply Request Computer baord. Make sure to hide those last three items well, you might need them in case of an emergency.

Your responsibilities

As mentioned above, your work does not differ much from a normal Cargo Technician's, but this does not mean that QM does not have a bigger say over the state of their department. Instruct or scold your department members whenever something goes wrong or they slack off on their job. Deny or approve any proposals of refurnishing cargo with questionable machines or objects. Make sure that every crewmate on the station has the items that they need for their job.

Keeping Cargo tidy

An example of a messy Cargo

You're required to keep your department in check, so everything remains properly productive and in the place it should be.

Make sure your workers aren't spending funds on pointless requests or items that they aren't supposed to own. Try to prioritize important requests (engineers requiring building materials) over trivial ones (the clown requiring 10 crates of monkey cubes). It's important to note that a lot of spare materials can be found via wreck salvaging, so dispatch someone to get them whenever they can.

Don't give out suits to everyone - you might find more eventually, but you still have a very limited amount of them.

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.

Try to encourage your workers to properly stamp and fill out information and reason for cargo orders - those can be quite useful, even if you normally don't even glance at them.

Make sure to properly scold if your workers accidentally space the department by being clumsy with the airlocks - after all, it's a health hazard for other people inside.

Remember! As a Quartmaster you can demote and kick people out of your department if they don't listen or work against you, just make sure you have a proper reason.

Cargonia

[DISCLAIMER: PRACTICING THIS IS NOT ENCOURAGED AND MIGHT RESULT IN BANS/JOB BANS ON SOME SERVERS, DEPENDING ON THE SEVERITY OF YOUR ACTIONS]

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).

A standoff between Cargo and Security

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 build a shuttle or to refurnish the department into a fancy area of comfort.