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VERIFY THE INFORMATION BELOW IS ALL ACCURATE PRIOR TO COPYING OVER! --->


=Checklist=
=Checklist=
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==New Jobs & Mechanics==
==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.
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]]===
===[[Bridge Officer]]===
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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.
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.
===Salvage===
FTL-13 features a rudimentary salvage system, where wreckages of destroyed ships will spawn in front of the NSV Astraeus, usually near the port-side arm. The wreck will then be destroyed based on where the WO was firing - for example, if they were firing at the bridge, expect to not get much out of the bridge. The wreckage may still have live enemies on it, so you should be armed when you head out.
One thing to note is that ''the salvage team is safe while outside the shields'': you do not need to worry about them being hit by incoming enemy fire.


===Tactical and Navigations Consoles===
===Tactical and Navigations Consoles===
Lorem ipsum text here
There are 2 new consoles on the bridge: The Tactical and Navigation Consoles.
 
The Tactical Console is used to control the ship's weaponry and shields. This is where you can shoot at other ships, or lower the shields momentarily to allow your salvage team in or out.
 
The Navigation Console is what is used to pilot the ship itself. You can jump from system to system from the starmap, from planet to planet with the planet map, or from orbit to surface with the ship status menu.
 
===[[Supermatter Engine]]===
The NSV Astraeus' onboard powerplant is a thermo-electric generator with a supermatter shard powering the hot loop. As a quick reminder, the Supermatter emits plasma and heat when you hit it with an emitter, and that heat is what turns the hot loop. The cold loop is cooled by space to somewhere just above absolute zero. It is discussed more in-depth in [[Supermatter Engine|the guide.]]
 
If left unattended, the supermatter shard can easily overheat. Overheating is bad, as it causes it to delaminate: If it delaminates, it explodes - violently - and you're left with a hole where the engine used to be, and an irradiated engine bay. '''Of course, if it all hits the fan, you could always eject the supermatter shard''' - albeit with risks to your employment status for letting it get to the point to where it would need to be ejected in the first place.
 
Despite the risks, it's employed on the NSV Astraeus because it allows a wide degree in the flexibility of its setup, and can be tweaked to improve performance or reliability.
 
[https://youtu.be/86jSeskOy_U An engineering roundstart guide created by one of the administrators is available here.]
 
==Factions==
FTL13 has reworked the factions slightly, so there are three major factions:
 
* Nanotrasen are still your employers, and they're still friendly. However, firing upon them will cause them to retaliate with '''much''' more lethal force than the NSV Astraeus is equipped to handle. Systems controlled by Nanotrasen are represented by a blue dot on the starmap.
* Solgov is a neutral faction, butif you attack one, be it by accident or on purpose, the entire Solgov fleet will know within minutes. Systems controlled by Solgov are represented with an orange dot on the starmap.
* The Syndicate are sworn enemies to Nanotrasen, and are outright hostile towards Nanotrasen as a whole within FTL13. Syndicate-controlled systems are represented by a red dot on the map.
* Pirates are not technically a faction as each of them work independently, but they're generally hostile and found within any system.

Latest revision as of 15:57, 6 December 2016

This is a sandbox page.
This page is used for testing out page changes without making changes to live pages. It serves as a testing spot and page development space, and is not a wiki page. If you plan to copy this over to a page, ensure that all the information is accurate, and that you only copy over the content intended for the page (if there is more than one test page here on this sandbox)..


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. They are also responsible for informing the Munitions Officer about what shells to load.

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.

Salvage

FTL-13 features a rudimentary salvage system, where wreckages of destroyed ships will spawn in front of the NSV Astraeus, usually near the port-side arm. The wreck will then be destroyed based on where the WO was firing - for example, if they were firing at the bridge, expect to not get much out of the bridge. The wreckage may still have live enemies on it, so you should be armed when you head out.

One thing to note is that the salvage team is safe while outside the shields: you do not need to worry about them being hit by incoming enemy fire.

Tactical and Navigations Consoles

There are 2 new consoles on the bridge: The Tactical and Navigation Consoles.

The Tactical Console is used to control the ship's weaponry and shields. This is where you can shoot at other ships, or lower the shields momentarily to allow your salvage team in or out.

The Navigation Console is what is used to pilot the ship itself. You can jump from system to system from the starmap, from planet to planet with the planet map, or from orbit to surface with the ship status menu.

Supermatter Engine

The NSV Astraeus' onboard powerplant is a thermo-electric generator with a supermatter shard powering the hot loop. As a quick reminder, the Supermatter emits plasma and heat when you hit it with an emitter, and that heat is what turns the hot loop. The cold loop is cooled by space to somewhere just above absolute zero. It is discussed more in-depth in the guide.

If left unattended, the supermatter shard can easily overheat. Overheating is bad, as it causes it to delaminate: If it delaminates, it explodes - violently - and you're left with a hole where the engine used to be, and an irradiated engine bay. Of course, if it all hits the fan, you could always eject the supermatter shard - albeit with risks to your employment status for letting it get to the point to where it would need to be ejected in the first place.

Despite the risks, it's employed on the NSV Astraeus because it allows a wide degree in the flexibility of its setup, and can be tweaked to improve performance or reliability.

An engineering roundstart guide created by one of the administrators is available here.

Factions

FTL13 has reworked the factions slightly, so there are three major factions:

  • Nanotrasen are still your employers, and they're still friendly. However, firing upon them will cause them to retaliate with much more lethal force than the NSV Astraeus is equipped to handle. Systems controlled by Nanotrasen are represented by a blue dot on the starmap.
  • Solgov is a neutral faction, butif you attack one, be it by accident or on purpose, the entire Solgov fleet will know within minutes. Systems controlled by Solgov are represented with an orange dot on the starmap.
  • The Syndicate are sworn enemies to Nanotrasen, and are outright hostile towards Nanotrasen as a whole within FTL13. Syndicate-controlled systems are represented by a red dot on the map.
  • Pirates are not technically a faction as each of them work independently, but they're generally hostile and found within any system.