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=Guide to FTL-13=
=Guide to FTL-13=
<!-- this is very much a work in progress --->
<!-- this is very much a work in progress --->
==Roles==
So, after years of working on the same old stations you got bored. You wanted something new and thus decided to join the crew of NSV Astreaus on their dangerous voyage through space. Well, you're in the right place as this guide will tell you everything there is to know about FTL13 and its mechanics.
===New roles===
====Weapons Officer====
The weapons officer is the guy that fires the guns and shit
====Munitions officer====
The munitions officer is the guy that loads the guns and shit the weapons officer fires
====Helms officer====
The helms officer is the guy that figures out the shift pattern and lets the Captain backseat-drive and shit
===Reworked roles===
====Mining====
Apparently mining is the salvage guys now? Iunno.
====Engineering====
Engineers have extra load placed on them because they're responsible for fixing the ship and keeping it usable for the mission. Like, you can't just say "call the shuttle", your job is higher demand now.


==Items==
Most jobs on FTL13 are the same, an engineer is still repairing the ship and scientists are still doing their normal routines (for now). However, FTL13 adds some new mechanics that you should know about and understand before you take any command roles or FTL13 exclusive roles like Bridge Officer. And for that reason, this guide will explain all these new or changed mechanics.
Different things which aren't on, say, /tg/ like phase cannons and bridge equipment
 
==Mechanics==
==FTL13==
Different mechanics like the MAC cannon
FTL13 is an SS13 codebase which takes inspiration from the highly acclaimed game Faster Than Light (FTL). And although we take inspiration from FTL, the game still holds up many of the values that SS13 has to offer instead of turning into a full carbon copy of FTL. The crews are still the size, but everything will be far more compact, resources are scarcer, and the crew won't just have other players to worry about this time. One of the biggest changes this codebase has is that rather than a "stationary" station, this codebase has a ship. This ship can jump from system to system, land on planets, engage NPC ships in combat and salvage said ships for loot. This changes a lot in the way the game works and gives the game a completely different vibe, as the crew now has to work together to tackle obstacles the station faces rather than just having internal conflicts.
 
==New Jobs & Mechanics==
FTL13 offers various new jobs that are related to space travel and ship-to-ship combat. To play these roles effectively you should understand how all of these roles work, as they are all dependent on eachother and require the crew to work together.
 
 
 
===[[Bridge Officer]]===
{{JobPageHeader
|headerbgcolor = darkblue
|headerfontcolor = white
|stafftype = COMMAND
|imagebgcolor = lightblue
|img_generic = generic bridge officer male.png
|jobtitle = Weapons Officer
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles
|additional = N/A
|difficulty = Medium
|superior = [[Captain]], [[Head of Personnel]]
|duties = Manning the weaponry of the ship.
|guides = [[Guide to Bridge Officer]]
|quote = What do you mean "We shouldn't fire at Nanotrasen Patrol Corvettes"?
}}
 
The Weapons Officer is probably one of the most important new crew members on board of the ship. They are in control of the ship's weaponry and have to ensure that enemy ships do not destroy the crew's ship. This is done through his console, the Tactical Console.
 
 
{{JobPageHeader
|headerbgcolor = darkblue
|headerfontcolor = white
|stafftype = COMMAND
|imagebgcolor = lightblue
|img_generic = bridge officer spitzer.png
|jobtitle = Helms Officer
|access = Maintenance, Outer Bridge, Bridge, Tactical Consoles
|additional = N/A
|difficulty = Easy
|superior = [[Captain]], [[Head of Personnel]]
|duties = Flying the ship from point A to point B. Maybe with a stop at Point C.
|guides = [[Guide to Bridge Officer]]
|quote = Hang onto your asses, we're getting the hell outta here!
}}
 
 
 
 
===Tactical and Navigations Consoles===
Lorem ipsum text here

Revision as of 08:32, 27 November 2016


Checklist

Pre-flight checklist

Command division

Bridge

  • Get Centcomm mission briefing
  • Ensure engineering is ready
  • Coordinate with WO about battle plans
  • Figure out a salvage team, if possible

Engineering division

Engineering

  • FTL and shield gen plasma wrenched down, relevant valves open
  • TEG should be producing power. The supermatter does not strictly need to be on, but you do need to be making power

Atmos

  • Atmos gas filters and mixer maxed
  • Airmix tank outlet regulator set 5066 kPa, master distro pump at no higher than 400 kPa to reduce airloss
  • Volume pump on master waste inlet, maxed.
  • Optional: Heater-freezer on master waste line by the inlet, to cool incoming waste gases so it filters quicker.
  • Air alarms in engineering and common areas set to Contaminated.
    • This is the same as setting the air scrubbers to scrub out all harmful gases, it's just easier.
  • Porta-pump dock added to air-to-mix pipe in Atmos

Guide to FTL-13

So, after years of working on the same old stations you got bored. You wanted something new and thus decided to join the crew of NSV Astreaus on their dangerous voyage through space. Well, you're in the right place as this guide will tell you everything there is to know about FTL13 and its mechanics.

Most jobs on FTL13 are the same, an engineer is still repairing the ship and scientists are still doing their normal routines (for now). However, FTL13 adds some new mechanics that you should know about and understand before you take any command roles or FTL13 exclusive roles like Bridge Officer. And for that reason, this guide will explain all these new or changed mechanics.

FTL13

FTL13 is an SS13 codebase which takes inspiration from the highly acclaimed game Faster Than Light (FTL). And although we take inspiration from FTL, the game still holds up many of the values that SS13 has to offer instead of turning into a full carbon copy of FTL. The crews are still the size, but everything will be far more compact, resources are scarcer, and the crew won't just have other players to worry about this time. One of the biggest changes this codebase has is that rather than a "stationary" station, this codebase has a ship. This ship can jump from system to system, land on planets, engage NPC ships in combat and salvage said ships for loot. This changes a lot in the way the game works and gives the game a completely different vibe, as the crew now has to work together to tackle obstacles the station faces rather than just having internal conflicts.

New Jobs & Mechanics

FTL13 offers various new jobs that are related to space travel and ship-to-ship combat. To play these roles effectively you should understand how all of these roles work, as they are all dependent on eachother and require the crew to work together.


Bridge Officer

COMMAND STAFF

Weapons Officer
Access: Maintenance, Outer Bridge, Bridge, Tactical Consoles
Additional Access: N/A
Difficulty: Medium
Supervisors: Captain, Head of Personnel
Duties: Manning the weaponry of the ship.
Guides: Guide to Bridge Officer
Quote: What do you mean "We shouldn't fire at Nanotrasen Patrol Corvettes"?


The Weapons Officer is probably one of the most important new crew members on board of the ship. They are in control of the ship's weaponry and have to ensure that enemy ships do not destroy the crew's ship. This is done through his console, the Tactical Console.


COMMAND STAFF

Helms Officer
Access: Maintenance, Outer Bridge, Bridge, Tactical Consoles
Additional Access: N/A
Difficulty: Easy
Supervisors: Captain, Head of Personnel
Duties: Flying the ship from point A to point B. Maybe with a stop at Point C.
Guides: Guide to Bridge Officer
Quote: Hang onto your asses, we're getting the hell outta here!



Tactical and Navigations Consoles

Lorem ipsum text here