A few vox skipjack related changes

Fixes a tile with the wrong area (it was set to misc. research) in the port wing of the skipjack (Is that shield generator supposed to be there? Not only was the area set to misc research where that generator is, but the turf was set to research plating as well... I have a feeling there was a bug with mapmerge or something).

![screenshot 2014-06-01 12 59 43 1png](https://cloud.githubusercontent.com/assets/242428/3142236/c8c35db2-e9b2-11e3-8200-6dd345a05725.png)

Vox skipjack now starts off filled with nitrogen. Added an oxygen canister, a couple of breathmasks and a tank to the brig room for "guests." I don't think they will be needed often as people rarely get to the skipjack without internals of their own, but just in case.

![screenshot 2014-06-01 12 59 43](https://cloud.githubusercontent.com/assets/242428/3142235/c20e35e6-e9b2-11e3-84b5-c1f0e16dd339.png)

Added a second vent to the skipjack airlocks to hopefully encourage players not to force the airlocks every time (I'm guilty of this too, they take a really long time to cycle).

Added a few backpacks to closets and such on the starboard side of the station. I like how vox don't start off with backpacks, as it means they can't load up on gear nuke-op style but instead are encouraged to fill their bags with loot, however I wanted there to be an alternative to beelining for arrivals on more theft-oriented heists. Hopefully this will encourage players to sneak around in maintenance more as well.