User:EvilJackCarver/sandbox: Difference between revisions
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The Helms Officer is the person in charge of flying the ship. The ship is flown using the Helms Console, which you can use to see the status of the FTL drives, and jump from system to system. It's fairly self-explanatory. Just make sure you warn the crew before you jump, it annoys people if you jump unannounced. | The Helms Officer is the person in charge of flying the ship. The ship is flown using the Helms Console, which you can use to see the status of the FTL drives, and jump from system to system. It's fairly self-explanatory. Just make sure you warn the crew before you jump, it annoys people if you jump unannounced. | ||
===[[Munitions Officer]]=== | |||
{{JobPageHeader | |||
|headerbgcolor = gray | |||
|headerfontcolor = black | |||
|stafftype = SUPPLY | |||
|imagebgcolor = #cc9966 | |||
|img_generic = Generic_munitions_officer_male.png | |||
|img = Munitions officer bombsuit.png | |||
|jobtitle = Munitions Officer | |||
|access = [[Cargo Office|Delivery Office]], Munitions, MO office, Outer Bridge, Bridge | |||
|additional = N/A | |||
|difficulty = Easy | |||
|superior = [[Head of Personnel]] | |||
|duties = Load the MAC cannon | |||
|guides = [[Guide to munitions]] | |||
|quote = [https://www.youtube.com/watch?v=X39Hn7-74Fs "The clown's getting loaded into the gun...." "Oh my god, for fuck sake..." <nowiki>[MAC cannon ejects live shell, shell detonates]</nowiki>] | |||
}} | |||
The Munitions Officer is the person that loads the main weapon aboard the NSV Astraeus - the Mass Accelerator Cannon, or MAC. The MAC is very big, very loud, and very powerful in the right hands. One very important note should be made: Once a shell is armed, it is very sensitive to shock until disarmed; the MAC ejects its spent shells forcefully. In other words, if you try to remove an armed shell that's loaded into the MAC, it'll blow up and probably kill you. If it ''doesn't'' kill you, it'll definitely lead to a demotion. | |||
===Tactical and Navigations Consoles=== | ===Tactical and Navigations Consoles=== | ||
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Revision as of 20:29, 28 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.
The Tactical Console controls the ship's weapons, targeting, and shield systems. Bear in mind the ship's weaponry has a very limited range, so shooting at something that's not at the same planet you're at is just wasting ammo.
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! |
The Helms Officer is the person in charge of flying the ship. The ship is flown using the Helms Console, which you can use to see the status of the FTL drives, and jump from system to system. It's fairly self-explanatory. Just make sure you warn the crew before you jump, it annoys people if you jump unannounced.
Munitions Officer
SUPPLY STAFF | |
Munitions Officer |
Access: Delivery Office, Munitions, MO office, Outer Bridge, Bridge Additional Access: N/A Difficulty: Easy Supervisors: Head of Personnel Duties: Load the MAC cannon Guides: Guide to munitions Quote: "The clown's getting loaded into the gun...." "Oh my god, for fuck sake..." [MAC cannon ejects live shell, shell detonates] |
The Munitions Officer is the person that loads the main weapon aboard the NSV Astraeus - the Mass Accelerator Cannon, or MAC. The MAC is very big, very loud, and very powerful in the right hands. One very important note should be made: Once a shell is armed, it is very sensitive to shock until disarmed; the MAC ejects its spent shells forcefully. In other words, if you try to remove an armed shell that's loaded into the MAC, it'll blow up and probably kill you. If it doesn't kill you, it'll definitely lead to a demotion.
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