Escape Shuttle

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On one hand, it is with this that many players are allowed to supposedly continue life after departing Space Station 13. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. (The correct answer is, if anyone is working in toxins, you should call the shuttle, just to be safe).

Let's not muck around here. You may have avoided death by asphyxiation thanks to some greyshit smashing windows for the hell of it. You may have dodged an enemy MAC round ripping the Medbay to pieces. You might not have breathed in the horrible, horrible virus that was "accidentally" released into the air system. But none of that my good friend, compares to the hell that awaits.

Any form of restraint that was previously displayed has a mysterious habit of vanishing in the last few minutes of a station's life. Friends turn on friends. Clowns become murdering psychopaths (more than usual). Security starts stunning everyone and anyone, and someone always drops a flashbang or two.

Welcome to the Escape Shuttle.

General Area
SHIPescapeshuttle.png
Escape Shuttle
The escape shuttle: the savior and bane of many players.
Obvious exits South to Arrivals when docked, south to Space otherwise
Purpose Transporting the station crew back to CentCom
Access level Public access to the main seating and medical areas, security access to the shuttle brig, command access to the shuttle bridge
Noteworthy contents One sleeper, emergency and medical supplies
Clearance Everyone
Security level Medium
Style Shuttle
Balance Requirements No major balance requirements
Other Notes
Jobstemp.png Locations on FTL13


Calling the Shuttle

The shuttle can be called from a Communications Console 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 (3 in Red Alert) since it was called. During Revolution, Malfunction and Blob game modes, the shuttle can be called and will arrive, but it will not depart from the ship.

Once called, the shuttle takes ten minutes to power, program, and supply before becoming ready for travel, waiting for three minutes (if the Heads or a traitor with an emag don't get too jumpy first), and then leaves the ship, taking two minutes to travel in FTL. Presumably the supplies are in case if the shuttle really fouls up this hyperspace process.

An alternative to the shuttle is to escape on an escape pod, which are much smaller and aren't quite as likely to be blown up.

Shuttle Bridge

The shuttle bridge at the fore section requires Bridge/Headquarters access and is reserved for the Heads of Staff, although the general crew gets a boner for occupying restricted areas and will try and slip in.

The bridge contains a medkit and crowbar, but most importantly is the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a traitor emags it), the waiting time for the shuttle gets shortened to 10 seconds. Doing so as a non-antag and without a genuine, immediate emergency (rampaging singularity, nuke ops, mass murder, etc.) is a good way to make everyone, including the admins, hate you.

Shuttle Brig

The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at Centcom will fail their escape objective. Requires Security access to enter.

Due to the fact that this, in effect, is Security's only haven on an otherwise chaotic shuttle, you can generally take it as read that walking through those airlock doors into the Shuttle Brig without being Security will get you robusted to fuck, or just outright murdered. Security are understandably incredibly twitchy on the Shuttle, so probably best just to leave them in peace as they beat their prisoners into submission for the Centcom bods.

Shuttle Medbay

A small medical area, containing a sleeper and basic medical supplies. First aid kits are also located throughout the shuttle and on the bridge.

General Area
NRVEscapeShuttle.png
Escape Shuttle
The escape shuttle: the savior and bane of many players.
Obvious exits Escape Shuttle Hallway west while docked, Space otherwise
Purpose Transporting the station crew back to CentCom
Access level Public access to the main seating and medical areas, security access to the shuttle brig, command access to the shuttle bridge
Noteworthy contents Two sleepers, emergency and medical supplies
Clearance Everyone
Security level Medium
Style Shuttle
Balance Requirements No major balance requirements
Other Notes
Jobstemp.png Locations on FTL13


Calling the Shuttle

The shuttle can be called from a Communications Console 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 (3 in Red Alert) since it was called. During Revolution, Malfunction and Blob game modes, the shuttle can be called and will arrive, but it will not depart from the ship.

Once called, the shuttle takes ten minutes to power, program, and supply before becoming ready for travel, waiting for three minutes (if the Heads or a traitor with an emag don't get too jumpy first), and then leaves the ship, taking two minutes to travel in FTL. Presumably the supplies are in case if the shuttle really fouls up this hyperspace process.

An alternative to the shuttle is to escape on an escape pod, which are much smaller and aren't quite as likely to be blown up.

Shuttle Bridge

The shuttle bridge at the fore section requires Bridge/Headquarters access and is reserved for the Heads of Staff, although the general crew gets a boner for occupying restricted areas and will try and slip in.

The bridge contains a medkit and crowbar, but most importantly is the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a traitor emags it), the waiting time for the shuttle gets shortened to 10 seconds. Doing so as a non-antag and without a genuine, immediate emergency (rampaging singularity, nuke ops, mass murder, etc.) is a good way to make everyone, including the admins, hate you.

Shuttle Brig

The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at Centcom will fail their escape objective. Requires Security access to enter.

Due to the fact that this, in effect, is Security's only haven on an otherwise chaotic shuttle, you can generally take it as read that walking through those airlock doors into the Shuttle Brig without being Security will get you robusted to fuck, or just outright murdered. Security are understandably incredibly twitchy on the Shuttle, so probably best just to leave them in peace as they beat their prisoners into submission for the Centcom bods.

Shuttle Medbay

A small medical area, containing two sleepers and basic medical supplies. First aid kits are also located throughout the shuttle and on the bridge.

General Area
ScarabShuttle.png
Escape Shuttle
The escape shuttle: the savior and bane of many players.
Obvious exits Escape Shuttle Hallway east while docked, Space otherwise
Purpose Transporting the station crew back to CentCom
Access level Public access to the main seating and medical areas, security access to the shuttle brig, command access to the shuttle bridge
Noteworthy contents Two sleepers, emergency and medical supplies, including a surgical table
Clearance Everyone
Security level Medium
Style Shuttle
Balance Requirements No major balance requirements
Other Notes
Jobstemp.png Locations on FTL13


Calling the Shuttle

The shuttle can be called from a Communications Console 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 (3 in Red Alert) since it was called. During Revolution, Malfunction and Blob game modes, the shuttle can be called and will arrive, but it will not depart from the ship.

Once called, the shuttle takes ten minutes to power, program, and supply before becoming ready for travel, waiting for three minutes (if the Heads or a traitor with an emag don't get too jumpy first), and then leaves the ship, taking two minutes to travel in FTL. Presumably the supplies are in case if the shuttle really fouls up this hyperspace process.

An alternative to the shuttle is to escape on an escape pod, which are much smaller and aren't quite as likely to be blown up.

Shuttle Bridge

The shuttle bridge at the fore section requires Bridge/Headquarters access and is reserved for the Heads of Staff, although the general crew gets a boner for occupying restricted areas and will try and slip in.

The bridge contains a medkit and crowbar, but most importantly is the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a traitor emags it), the waiting time for the shuttle gets shortened to 10 seconds. Doing so as a non-antag and without a genuine, immediate emergency (rampaging singularity, nuke ops, mass murder, etc.) is a good way to make everyone, including the admins, hate you.

Shuttle Brig

The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at Centcom will fail their escape objective. Requires Security access to enter.

Due to the fact that this, in effect, is Security's only haven on an otherwise chaotic shuttle, you can generally take it as read that walking through those airlock doors into the Shuttle Brig without being Security will get you robusted to fuck, or just outright murdered. Security are understandably incredibly twitchy on the Shuttle, so probably best just to leave them in peace as they beat their prisoners into submission for the Centcom bods.

Shuttle Medbay

A small medical area, containing two sleepers and basic medical supplies, including a surgical table, First aid kits are also located throughout the shuttle and on the bridge.

Times are tough

None of the above applies if Centcom has to swap in a different emergency shuttle at the last minute. You might find yourself winging your way back home on a ritzy party shuttle, or hanging on for dear life aboard an 'experimental' supermatter-powered shuttle. Actually, y'know what? Better to just take an escape pod airlock out to space.

Now departing: TG Station.
Never going back to that place again!