Bridge: Difference between revisions

From FTL13
Jump to navigation Jump to search
No edit summary
No edit summary
 
Line 43: Line 43:
Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if none of the bridge crew say anything over the Common Radio for a while. The [[Conference Room]] if often forgotten about unless an admin decides to spawn an inspector. It's not all negative, though; sometimes salvage lands right in front of the window!  
Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if none of the bridge crew say anything over the Common Radio for a while. The [[Conference Room]] if often forgotten about unless an admin decides to spawn an inspector. It's not all negative, though; sometimes salvage lands right in front of the window!  
</tab>
</tab>
<tab name="NRV Aetherwhisp">
<tab name="NRV Aetherwhisp">
{{Template:Location
{{Template:Location
Line 62: Line 63:
  |other=
  |other=
  }}
  }}
The Bridge is the nerve center of the ship. The [[Executive Officer]] and [[Captain]] start the shift in their [[Captain's Quarters|respective]] [[Executive Officer's Office|offices]], both of which have easy access to the bridge. Situated in the center of the ship, it provides great visibility of SPACE and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little (not that a MAC round cares), and break-in attempts can be hard to hide from others wandering the central hallway. The [[AI Upload]] chamber isn't on the bridge, and is instead situated right next to [[Atmospherics]].
</tab>
 
<tab name="NRV Scarab">
{{Template:Location
|headerbgcolor=#334e6d
|headerfontcolor=white
|imagebgcolor=lightblue
|department = Command
|name=Bridge
|image=ScarabBridge.png
|exits=The way you came in, [[Munitions]]
|purpose=The station's command center.
|access=Bridge
|contents=Nearly all department-specific consoles, Navigation Console, Weapons Console, Bridge Viewscreen
|clearance=[[Captain]], [[Executive Officer]], [[Research Director]], [[Chief Medical Officer]], [[Chief Engineer]], [[Head of Security]], [[Bridge Officer]], [[Munitions Officer]]
|description=The ship's command center, where the bridge staff will ultimately send the crew to their doom by warping to the Syndicate Capital!
|sec_level=High
|style=Bridge
|balance=
|other=
}}
The Bridge is the nerve center of the ship. The [[Executive Officer]] and [[Captain]] start the shift in their [[Captain's Quarters|respective]] [[Executive Officer's Office|offices]], both of which have easy access to the bridge. Situated in the center of the ship, it provides great visibility of SPACE and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little (not that a MAC round cares), and break-in attempts can be hard to hide from others wandering the central hallway. The [[AI Upload]] chamber isn't on the bridge, and is instead situated directly across from the bridge.


The Bridge and the communications console obviously require Bridge access to enter and use.
The Bridge and the communications console obviously require Bridge access to enter and use.
Line 81: Line 103:
* [[Computers#Ship Tactical Console|Ship Tactical Console]]
* [[Computers#Ship Tactical Console|Ship Tactical Console]]


There are several other restricted or rare items, including an Intellicard. Nanotrasen has also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.
There are several other restricted or rare items. Nanotrasen has also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.


Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if none of the bridge crew say anything over the Common Radio for a while. The [[Conference Room]] if often forgotten about unless an admin decides to spawn an inspector. It's not all negative, though; sometimes salvage lands right in front of the window!
Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if none of the bridge crew say anything over the Common Radio for a while. The [[Conference Room]] if often forgotten about unless an admin decides to spawn an inspector. It's not all negative, though; sometimes salvage lands right in front of the window!
</tab>
</tab>
</tabs>
</tabs>
==The Mission==
==The Mission==

Latest revision as of 20:29, 29 September 2017

Command Area
Bridge
The ship's command center, where the bridge staff will ultimately send the crew to their doom by warping to the Syndicate Capital!
Obvious exits Aft Primary Hallway west, Conference Room south, Munitions north
Purpose The station's command center.
Access level Bridge
Noteworthy contents Nearly all department-specific consoles, Navigation Console, Weapons Console, Bridge Viewscreen
Clearance Captain, Executive Officer, Research Director, Chief Medical Officer, Chief Engineer, Head of Security, Bridge Officer, Munitions Officer
Security level High
Style Bridge
Balance Requirements
Other Notes
Locations on FTL13


Unused Content

The following page contains content that is not normally seen in FTL13.
The reason this page is outdated is: "Ship not in rotation."



The Bridge is the nerve center of the ship. The Executive Officer and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the ship, it provides great visibility of SPACE and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little (not that a MAC round cares), and break-in attempts can be hard to hide from others wandering the central hallway. The AI upload chamber can really only be accessed by the Captain.

The Bridge and the communications console obviously require Bridge access to enter and use.

The bridge is full of computers. From left to right, top to bottom:

There are several other restricted or rare items, including an Intellicard. Nanotrasen has also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if none of the bridge crew say anything over the Common Radio for a while. The Conference Room if often forgotten about unless an admin decides to spawn an inspector. It's not all negative, though; sometimes salvage lands right in front of the window!

Command Area
Bridge
The ship's command center, where the bridge staff will ultimately send the crew to their doom by warping to the Syndicate Capital!
Obvious exits Conference Room west, Central Hallway far west
Purpose The station's command center.
Access level Bridge
Noteworthy contents Nearly all department-specific consoles, Navigation Console, Weapons Console, Bridge Viewscreen
Clearance Captain, Executive Officer, Research Director, Chief Medical Officer, Chief Engineer, Head of Security, Bridge Officer, Munitions Officer
Security level High
Style Bridge
Balance Requirements
Other Notes
Locations on FTL13


Command Area
Bridge
The ship's command center, where the bridge staff will ultimately send the crew to their doom by warping to the Syndicate Capital!
Obvious exits The way you came in, Munitions
Purpose The station's command center.
Access level Bridge
Noteworthy contents Nearly all department-specific consoles, Navigation Console, Weapons Console, Bridge Viewscreen
Clearance Captain, Executive Officer, Research Director, Chief Medical Officer, Chief Engineer, Head of Security, Bridge Officer, Munitions Officer
Security level High
Style Bridge
Balance Requirements
Other Notes
Locations on FTL13


The Bridge is the nerve center of the ship. The Executive Officer and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the ship, it provides great visibility of SPACE and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little (not that a MAC round cares), and break-in attempts can be hard to hide from others wandering the central hallway. The AI Upload chamber isn't on the bridge, and is instead situated directly across from the bridge.

The Bridge and the communications console obviously require Bridge access to enter and use.

The bridge is full of computers. From left to right, top to bottom:

There are several other restricted or rare items. Nanotrasen has also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if none of the bridge crew say anything over the Common Radio for a while. The Conference Room if often forgotten about unless an admin decides to spawn an inspector. It's not all negative, though; sometimes salvage lands right in front of the window!

The Mission

You (probably the Captain) can use the Communications Console to check your ship's objectives, which can be anything from destroying a certain amount of Syndicate ships or a simple Fetch This and Bring It Here. It's a good idea to announce to the crew what your mission is so that they know where to support you.

Ordering an Evacuation

Using the Communcations Console, the Escape Shuttle can be called by any Heads of Staff, the AI and its Cyborgs, or anyone with Bridge access. The same people, except the AI and its Cyborgs, can recall the shuttle so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.