Difference between revisions of "User:Grabowski"

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| access2 = More areas of the Nebuchadenezeer, depending on your job
 
| access2 = More areas of the Nebuchadenezeer, depending on your job
 
}}
 
}}
 
 
War has changed. The syndicate ships are no longer AI controled bumbling idiots. Instead, they are crewed by players, just as smart as you are. Oh the horror!
 
War has changed. The syndicate ships are no longer AI controled bumbling idiots. Instead, they are crewed by players, just as smart as you are. Oh the horror!
  
  
 
Thats right! In this gamemode, you will be faceing off against syndie ships crewed by players. Well, one syndie ship. Before we begin, it should be mentioned that this mode '''is not in rotation''' as of writing this page*. So, the big thing here is that around half of the players start the round as syndicate crew aboard the SSV Nebuchadenezzer (damn that name). They have a ship just like the NT crew, and must race to either kill them or take over the galaxy.
 
Thats right! In this gamemode, you will be faceing off against syndie ships crewed by players. Well, one syndie ship. Before we begin, it should be mentioned that this mode '''is not in rotation''' as of writing this page*. So, the big thing here is that around half of the players start the round as syndicate crew aboard the SSV Nebuchadenezzer (damn that name). They have a ship just like the NT crew, and must race to either kill them or take over the galaxy.
 
 
= How to join the dark side? =
 
= How to join the dark side? =
 
So, when a PVP round is announced (usually on the NSV Discord), you have to get on the server before the round begins to have the possibility of being a Syndicate crewmember. This is because they are selected like normal antagonists. Then, once you are on, you have to go to Player Preferences screen and find the "Syndicate Crew" option. Next to it there should be "Autofill". Click it to select which syndie job you want to get (I will explain them later). Leaving it on Autofill will just put you in a role that is not filled by others. After that, all you have to do is hope and wait. When the round begins, half of all players who have readied up, '''and''' set their preferences will become syndie <s>scum</s> crew.
 
So, when a PVP round is announced (usually on the NSV Discord), you have to get on the server before the round begins to have the possibility of being a Syndicate crewmember. This is because they are selected like normal antagonists. Then, once you are on, you have to go to Player Preferences screen and find the "Syndicate Crew" option. Next to it there should be "Autofill". Click it to select which syndie job you want to get (I will explain them later). Leaving it on Autofill will just put you in a role that is not filled by others. After that, all you have to do is hope and wait. When the round begins, half of all players who have readied up, '''and''' set their preferences will become syndie <s>scum</s> crew.
  
 
Late-joining players cannot join the syndicate side.
 
Late-joining players cannot join the syndicate side.
 
 
= The SSV Nebuchadenezzer =
 
= The SSV Nebuchadenezzer =
 
Syndie ship syndie ship
 
Syndie ship syndie ship
 
 
==Strategy==
 
==Strategy==
 
The Syndicates, despite being the defending force, still need to take control of (enemy) territories and attack enemy forces. You simply can't win a war without advancing.
 
The Syndicates, despite being the defending force, still need to take control of (enemy) territories and attack enemy forces. You simply can't win a war without advancing.
 
To win the game you obviously need points, as they decide who is the victor of the conflict at the end.
 
To win the game you obviously need points, as they decide who is the victor of the conflict at the end.
 
You can gain points by taking over enemy systems and destroying enemy fleets. Both of these give 25 points each, though destroying a fleet will also subtract 25 points from the defeated enemy's total.
 
You can gain points by taking over enemy systems and destroying enemy fleets. Both of these give 25 points each, though destroying a fleet will also subtract 25 points from the defeated enemy's total.
 
 
===System Control===
 
===System Control===
 
For the Syndicate taking over systems will be quite different compared to Nanotrasen, as they don't get an invasion fleet that automatically moves into the region. Instead the Syndicate Captain has to activate a beacon which will spawn a random Syndicate fleet after 5 minutes. (Yes there is a blacklist, you cannot spawn an Armada with the beacon). If you jump to another system while the beacon is active it will cancel the timer and you will have to re-enable it and wait again.
 
For the Syndicate taking over systems will be quite different compared to Nanotrasen, as they don't get an invasion fleet that automatically moves into the region. Instead the Syndicate Captain has to activate a beacon which will spawn a random Syndicate fleet after 5 minutes. (Yes there is a blacklist, you cannot spawn an Armada with the beacon). If you jump to another system while the beacon is active it will cancel the timer and you will have to re-enable it and wait again.
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| access2 = N/A
 
| access2 = N/A
 
}}
 
}}
{{Speech
 
|name=Syndicate Captain
 
|image=[[File:SyndicateCaptain.png|64px|up]]
 
|text=What makes me a good Captain?? If I were a bad Captain, I wouldn't be SITTING HERE DISCUSSING IT WITH YOU NOW WOULD I? One well timed hyperjump, one activated Lighthouse, one errant twitch... AND YA BLEW IT! They got more feckin space monsters in the Great Nebula of Dolos than they got the likes of me. So! To all ye fine NT dandies, so proud, so cocksure, prancing about with your ship full of guns... Come and get me, I say! I'll be waiting on you with a whiff of some good ol' gunpowder. I'm a grim bloody fable, with an unhappy bloody end! Hahahaha!
 
}}
 
 
 
As the Captain of the ship it is your job to lead the crew of the Syndicate vessel. It is very much similar to being a Nanotrasen [[Captain]] and requires you to behave as such.<br>
 
As the Captain of the ship it is your job to lead the crew of the Syndicate vessel. It is very much similar to being a Nanotrasen [[Captain]] and requires you to behave as such.<br>
 
On the ship you are the highest ranking officer, though the Strategist is technically your superior. You should try to follow advice the Strategist gives and discuss tactics before making any rash decisions.<br>
 
On the ship you are the highest ranking officer, though the Strategist is technically your superior. You should try to follow advice the Strategist gives and discuss tactics before making any rash decisions.<br>
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<br>
 
<br>
 
<br>
 
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===Strategist===
 
===Strategist===
 
{{Infobox jobs
 
{{Infobox jobs
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| access2 = N/A
 
| access2 = N/A
 
}}
 
}}
{{Speech
 
|name=Syndicate Strategist
 
|image=[[File:SyndicateStrategist.png|64px|up]]
 
|text="If fighting is sure to result in victory, then you must fight!" Sun Tzu said that, and I'd say he knows a little more about fighting than you do, pal, because he invented it! And then he perfected it so that no living man could best him in the rage cage of honor! Then he used his fight money to buy two of every animal in the Colonies. And then he herded them onto a spaceship, and then he beat the crap out of every single one. And from that day forward, any time a bunch of animals are together in one place, it's called a zoo! Unless it's called Bee Golden.
 
}}
 
 
 
The Strategist is a Syndicate Admiral assigned to help the Captain win the conflict. This does mean you are technically the Captain's superior, however you are still expected to follow the Captain's orders much like an [[Executive Officer]] on a Nanotrasen ship would. The most important part of your job is thinking of and sharing possible strategies that could benefit the crew and it's ability to triumph in combat.<br>
 
The Strategist is a Syndicate Admiral assigned to help the Captain win the conflict. This does mean you are technically the Captain's superior, however you are still expected to follow the Captain's orders much like an [[Executive Officer]] on a Nanotrasen ship would. The most important part of your job is thinking of and sharing possible strategies that could benefit the crew and it's ability to triumph in combat.<br>
 
Tips for coming up with the best strategy:<br>
 
Tips for coming up with the best strategy:<br>
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* Because the Beacon has a cooldown, you can't just zip around the sector and capture systems, while the NSV is still charging their FTL<br>
 
* Because the Beacon has a cooldown, you can't just zip around the sector and capture systems, while the NSV is still charging their FTL<br>
 
* You can buy Universal Encryption keys from req, which will allow you to listen in on NT comms, and tell which system they are in.<br>
 
* You can buy Universal Encryption keys from req, which will allow you to listen in on NT comms, and tell which system they are in.<br>
 +
<br><br>
 
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 +
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 +
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===Requisitions Officer===
 
===Requisitions Officer===
 
{{Infobox jobs
 
{{Infobox jobs
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| name = Syndicate Requisitions Officer
 
| name = Syndicate Requisitions Officer
 
| access2 = N/A
 
| access2 = N/A
}}
 
{{Speech
 
|name=Syndicate Requisitions Officer
 
|image=[[File:SyndicateReqOfficer.png|64px|up]]
 
|text=Hey look buddy, I'm a req officer. And that means I solve problems. Not problems like "What is beauty?", because that would fall within the purview of your conundrums of philosophy. I solve practical problems. For instance; how am I gonna stop some big mean NT boarder from tearing me a structurally superfluous new behind? The answer; give a gun to the crew. And if that don't work, give more gun. Like this Heavy Caliber full-auto little 'ol C20 ordered by me. Distributed by me. And you best hope, not pointed at you.
 
 
}}
 
}}
 
The Requisitions Officer is in charge of Requisitions, as one would expect. Requisitions is responsible for managing and ordering supplies and ammo much like the [[Quartermaster]] and [[Master At Arms]].<br>
 
The Requisitions Officer is in charge of Requisitions, as one would expect. Requisitions is responsible for managing and ordering supplies and ammo much like the [[Quartermaster]] and [[Master At Arms]].<br>
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| access2 = N/A
 
| access2 = N/A
 
}}
 
}}
{{Speech
 
|name=Syndicate Marine Sergeant
 
|image=[[File:SyndicateMarineSergeant.png|64px|up]]
 
|text=Um... I don't even know where to start with you. I mean, do you even know who you're talkin' to? Do you have any idea, any idea who I am? Ya' listenin'? OK. Grass grows, fighters fly, stras shine, and brotha'... I hurt people. I'm a force a' blackholes! If you were from the sector where I was from, you'd be dead!
 
}}
 
 
 
The Marine Sergeant is the commander of the Marines and also the defacto Head of Security on the ship. They are in charge of managing boarding parties and defending the ship from Nanotrasen boarding parties and also have the keys to the Armoury.<br>
 
The Marine Sergeant is the commander of the Marines and also the defacto Head of Security on the ship. They are in charge of managing boarding parties and defending the ship from Nanotrasen boarding parties and also have the keys to the Armoury.<br>
 
Many tips and tricks from playing as a [[Syndicate_Drop_Trooper|Boarder]] are useful here:<br>
 
Many tips and tricks from playing as a [[Syndicate_Drop_Trooper|Boarder]] are useful here:<br>
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<br>
 
<br>
 
<br>
 
<br>
 
 
===Syndicate CAG===
 
===Syndicate CAG===
 
{{Infobox jobs
 
{{Infobox jobs
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| access2 = N/A
 
| access2 = N/A
 
}}
 
}}
{{Speech
 
|name=Syndicate CAG
 
|image=[[File:SyndicateCAG.png|64px|up]]
 
|text=Leading Fighters is a good job, mate! It's challengin' work, in the hangar. I guarantee you'll not go hungry... 'cause at the end of the day, long as there's two ships left in the system, someone is gonna send some fighters to die... I'll be honest with ya: Command does not care for it. Fears'? Look mate, you know who has a lot of fears? The pilots who go out there and fly. Professionals have standards. Be loud. Be efficient. Spam the ATC radio with shouting. Have a plan to kill every NT pilot in the galaxy.
 
}}
 
 
 
The CAG, or Commander Air Group, is the Syndicate equivalent of a [[Flight Leader]] in that they lead the fighter pilots. The key difference is that the CAG also takes the role of an ATC and thus stays shipside to relay information to the pilots and assist in their repairs and refuelings.<br>
 
The CAG, or Commander Air Group, is the Syndicate equivalent of a [[Flight Leader]] in that they lead the fighter pilots. The key difference is that the CAG also takes the role of an ATC and thus stays shipside to relay information to the pilots and assist in their repairs and refuelings.<br>
 
{{Ambox|type=Notice|issue=This description is a Work in Progress. If you have experience as this role, please notify me}}<br><br>
 
{{Ambox|type=Notice|issue=This description is a Work in Progress. If you have experience as this role, please notify me}}<br><br>
 
<br>
 
<br>
 
<br>
 
<br>
 
 
===Syndicate Technician===
 
===Syndicate Technician===
 
{{Infobox jobs
 
{{Infobox jobs
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| access2 = N/A
 
| access2 = N/A
 
}}
 
}}
{{Speech
 
|name=Syndicate Technician
 
|image=[[File:SyndicateTechnician.png|64px|up]]
 
|text=...When the reactor started up, the coolant was missing, and the technician was never heard from again! Anyway, that's how I lost my engineering license, heh. Now, most power grids couldn't withstand this voltage ...but I'm fairly certain that this ship... Oh, that looks good. That is the sound of progress, my friend.
 
}}
 
 
 
The Syndicate Technicians are the engineers and [[Munitions Technician|Munitions Technicians]] of the ship. It is their responsibility to start [[RBMK|the reactor]] or [[Supermatter]] and keep the ship powered. They are also the ones who operate the ship's weapons and yell at the Requisitions Officer for not buying enough torp parts.<br>
 
The Syndicate Technicians are the engineers and [[Munitions Technician|Munitions Technicians]] of the ship. It is their responsibility to start [[RBMK|the reactor]] or [[Supermatter]] and keep the ship powered. They are also the ones who operate the ship's weapons and yell at the Requisitions Officer for not buying enough torp parts.<br>
 
{{Ambox|type=Notice|issue=This description is a Work in Progress. Once the gamemode gets updated for Newnitions, this job will likely change. So, let us wait on that.}}<br>
 
{{Ambox|type=Notice|issue=This description is a Work in Progress. Once the gamemode gets updated for Newnitions, this job will likely change. So, let us wait on that.}}<br>
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<br>
 
<br>
 
<br>
 
<br>
 
 
===Bridge Staff===
 
===Bridge Staff===
 
{{Infobox jobs
 
{{Infobox jobs
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| access2 = N/A
 
| access2 = N/A
 
}}
 
}}
{{Speech
 
|name=Syndicate Bridge Staff
 
|image=[[File:SyndicateBridgeOfficer.png|64px|up]]
 
|text=I am Heavy Weapons Controller Guy... and this is my console. She has one hundred kilograms of motherboards and fires two hundred million dollar, custom-tooled MACs at ten thousand rounds per minute. It costs four hundred thousand dollars to fire these weapons...for twelve seconds... Oh my God, who touched Sasha? Alright...Who touched my console!?... Some people think they can outsmart me. Maybe... maybe. I've yet to meet one that can outsmart MAC.
 
}}
 
 
 
Syndicate Bridge Staff have the same dynamic as normal [[Bridge Staff]], just for the Syndicate ship. They pilot it using the Helm Computer and man the guns using the Tactical Console.<br>
 
Syndicate Bridge Staff have the same dynamic as normal [[Bridge Staff]], just for the Syndicate ship. They pilot it using the Helm Computer and man the guns using the Tactical Console.<br>
 
Tips for being the best bridge monke:<br>
 
Tips for being the best bridge monke:<br>
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| access2 = N/A
 
| access2 = N/A
 
}}
 
}}
{{Speech
 
|name=Syndicate Captain
 
|image=[[File:SyndicateCaptain.png|64px|up]]
 
|text=One shudders to imagine what inhuman thoughts lie behind that mask... What dreams of chronic and sustained cruelty?
 
}}<br>
 
 
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+
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===Tips===
 
===Tips===
 
- As the Requisitions Officer you can link supply pod beacons to the DRADIS to tell traders where to ship your stuff. Use a multitool on the DRADIS to switch back to default drop points. ESSENTIAL for buying fighters!<br>
 
- As the Requisitions Officer you can link supply pod beacons to the DRADIS to tell traders where to ship your stuff. Use a multitool on the DRADIS to switch back to default drop points. ESSENTIAL for buying fighters!<br>
 
- The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!
 
- The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!
 
 
= Winning the game =
 
= Winning the game =
 
The main focus of PVP is not only destroying the (crewed) enemy ship, but also conquering the galaxy. This can be done in a variety of ways, but before you start flying around you're goint to need to know how it all works:
 
The main focus of PVP is not only destroying the (crewed) enemy ship, but also conquering the galaxy. This can be done in a variety of ways, but before you start flying around you're goint to need to know how it all works:

Revision as of 10:28, 16 February 2021



Syndicate Crew
SyndicateCaptain.png
SYNDIE MAJOOOOR
Information
AccessSSV Nebuchadenezeer
Additional AccessMore areas of the Nebuchadenezeer, depending on your job
DifficultyHard
SupervisorsThe Syndicate
RankMissing (???)
DutiesTry to defeat the Nanotrasen crew
GuidesA crash course in FTL-ing; this page

War has changed. The syndicate ships are no longer AI controled bumbling idiots. Instead, they are crewed by players, just as smart as you are. Oh the horror!


Thats right! In this gamemode, you will be faceing off against syndie ships crewed by players. Well, one syndie ship. Before we begin, it should be mentioned that this mode is not in rotation as of writing this page*. So, the big thing here is that around half of the players start the round as syndicate crew aboard the SSV Nebuchadenezzer (damn that name). They have a ship just like the NT crew, and must race to either kill them or take over the galaxy.

How to join the dark side?

So, when a PVP round is announced (usually on the NSV Discord), you have to get on the server before the round begins to have the possibility of being a Syndicate crewmember. This is because they are selected like normal antagonists. Then, once you are on, you have to go to Player Preferences screen and find the "Syndicate Crew" option. Next to it there should be "Autofill". Click it to select which syndie job you want to get (I will explain them later). Leaving it on Autofill will just put you in a role that is not filled by others. After that, all you have to do is hope and wait. When the round begins, half of all players who have readied up, and set their preferences will become syndie scum crew.

Late-joining players cannot join the syndicate side.

The SSV Nebuchadenezzer

Syndie ship syndie ship

Strategy

The Syndicates, despite being the defending force, still need to take control of (enemy) territories and attack enemy forces. You simply can't win a war without advancing. To win the game you obviously need points, as they decide who is the victor of the conflict at the end. You can gain points by taking over enemy systems and destroying enemy fleets. Both of these give 25 points each, though destroying a fleet will also subtract 25 points from the defeated enemy's total.

System Control

For the Syndicate taking over systems will be quite different compared to Nanotrasen, as they don't get an invasion fleet that automatically moves into the region. Instead the Syndicate Captain has to activate a beacon which will spawn a random Syndicate fleet after 5 minutes. (Yes there is a blacklist, you cannot spawn an Armada with the beacon). If you jump to another system while the beacon is active it will cancel the timer and you will have to re-enable it and wait again. When this Syndicate fleet arrives they will officially take control of the system and thus give you 50 points.

Meet the (Syndicate) Crew!

Captain

Syndicate Captain
SyndicateCaptain.png
"Bring us closer, I want to hit them with my sword!"
Information
AccessSyndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
Additional AccessN/A
DifficultyHard
SupervisorsThe Syndicate
RankCaptain (CPT)
DutiesCommand the Syndicate ship, order the Bridge Officers to fly into a black hole.
GuidesA crash course in FTL-ing; this page

As the Captain of the ship it is your job to lead the crew of the Syndicate vessel. It is very much similar to being a Nanotrasen Captain and requires you to behave as such.
On the ship you are the highest ranking officer, though the Strategist is technically your superior. You should try to follow advice the Strategist gives and discuss tactics before making any rash decisions.
What to do:

  • Call in on the radio and establish your authority determine if you have people in the impüortant slots (the ones listed on this page)
    • Promote normal crew if you dont
  • Discuss a plan with the Bridge Staff and the Strategist
  • Talk with the Marine Sergant on who and when to send aboard the NSV
  • Ensure that there are enough technicians to setup and maintain the reactor AND operate the guns.








Strategist

Syndicate Strategist
SyndicateStrategist.png
"I'll tell the Admiralty about this!!"
Information
AccessSyndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
Additional AccessN/A
DifficultyVery Hard
SupervisorsThe Syndicate
DutiesAssist and advise the Captain, tell everyone you're the captain's superior.
GuidesA crash course in FTL-ing

The Strategist is a Syndicate Admiral assigned to help the Captain win the conflict. This does mean you are technically the Captain's superior, however you are still expected to follow the Captain's orders much like an Executive Officer on a Nanotrasen ship would. The most important part of your job is thinking of and sharing possible strategies that could benefit the crew and it's ability to triumph in combat.
Tips for coming up with the best strategy:

  • Your allied fleets are a bit stronger then the NT ones, so they can buy you more time. Emphasis on can
  • Your ship is smaller and more manuverable than the NSV, so you may have a chance of slipping by NT fleets, and going into their backlines.
  • The Lighthouse beacon has a cooldown and takes time to call in a fleet.
  • Because the Beacon has a cooldown, you can't just zip around the sector and capture systems, while the NSV is still charging their FTL
  • You can buy Universal Encryption keys from req, which will allow you to listen in on NT comms, and tell which system they are in.






Requisitions Officer

Syndicate Requisitions Officer
SyndicateReqOfficer.png
"Who stole the budget card!?"
Information
AccessSyndicate, Syndicate Requisitions, Syndicate Heads
Additional AccessN/A
DifficultyHard
SupervisorsCaptain, Strategist, The Syndicate
DutiesManage the requisitions department, waste all of the telecrystals on cigarettes.
GuidesGuide to Cargo

The Requisitions Officer is in charge of Requisitions, as one would expect. Requisitions is responsible for managing and ordering supplies and ammo much like the Quartermaster and Master At Arms.
As the Requsisitions Officer you start with an uplink and telecrystals. You also manage the distribution of money and telecrystals among the crew, and it is advised that you communicate with the Marine Sergeant and Captain before spending anything on things that aren't needed. Use your requisitions console and supply beacons to purchase steal supplies from central command.
Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.

Marine Sergeant

Syndicate Marine Sergeant
SyndicateMarineSergeant.png
"The makarov's are NOT reshaped glocks! How many times do I have to tell you this!?"
Information
AccessSyndicate, Syndicate Armoury, Syndicate Heads
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
DutiesManage the distribution of guns among the crew, organize boarding parties, get yelled at for not boarding every ship you find.
GuidesSyndicate Drop Trooper

The Marine Sergeant is the commander of the Marines and also the defacto Head of Security on the ship. They are in charge of managing boarding parties and defending the ship from Nanotrasen boarding parties and also have the keys to the Armoury.
Many tips and tricks from playing as a Boarder are useful here:

  • Hit them where it hurts! Attack the CIC, the Reactor, Medbay.
  • Use your numbers to your advantage!
    • Send a few troopers to distract the enemy, while others sabotage.
  • Teleport bread bombs onto the NSV
  • Tap into your Nukie memories, and use some dirty tricks from there.





Syndicate CAG

Syndicate CAG
SyndicateCAG.png
"Stop doing test flights during combat!"
Information
AccessSyndicate, Syndicate Heads
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
DutiesCommand the fighter pilots, steal a fighter and do a one-man boarding mission.
GuidesGuide to Fighters

The CAG, or Commander Air Group, is the Syndicate equivalent of a Flight Leader in that they lead the fighter pilots. The key difference is that the CAG also takes the role of an ATC and thus stays shipside to relay information to the pilots and assist in their repairs and refuelings.





Syndicate Technician

Syndicate Technician
SyndicateTechnician.png
"Don't touch that dial!!"
Information
AccessSyndicate, Syndicate Engineering
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
DutiesKeep the reactor running, cause chernobyl 52, tell the Captain yelling "It just works" won't repair the hull.
GuidesGuide to the Supermatter;Guide to the Nuclear Reactor;Guide to Munitions

The Syndicate Technicians are the engineers and Munitions Technicians of the ship. It is their responsibility to start the reactor or Supermatter and keep the ship powered. They are also the ones who operate the ship's weapons and yell at the Requisitions Officer for not buying enough torp parts.









Bridge Staff

Syndicate Bridge Staff
SyndicateBridgeOfficer.png
"Spool the FTL!"
Information
AccessSyndicate, Syndicate Heads
Additional AccessN/A
DifficultyMedium
SupervisorsCaptain, Strategist, The Syndicate
DutiesPilot the main ship, ask the cook to make more cake.
GuidesA crash course in FTL-ing;Guide to munitons

Syndicate Bridge Staff have the same dynamic as normal Bridge Staff, just for the Syndicate ship. They pilot it using the Helm Computer and man the guns using the Tactical Console.
Tips for being the best bridge monke:

  • Your ship is faster and smaller than the NSV. Use this to your advantage
  • Your ship has a Stealth Field, which is capable of making the ship nigh-invisible.(Unless they removed it when updating to Newnitions)
  • Using the above two, you are more that capable of doing hit-and-runs.
  • One dirty trick is jumping to the system with the NSV in it, then stalling for long enough to activate the Lighthouse Beacon.
  • Always coordinate with the Strategist and the Captain. It is their job to make you the best strategy to follow.

SyndiClown

Syndicate Clown
Syndiclown.png
"You're all stupid. See they're gonna be looking for army guys."
Information
AccessSyndicate
Additional AccessN/A
DifficultyEasy
SupervisorsCaptain, Strategist, Marine Sergeant, The Syndicate
DutiesLaugh at the crew Make the crew laugh, be the ultimate boarder.










Tips

- As the Requisitions Officer you can link supply pod beacons to the DRADIS to tell traders where to ship your stuff. Use a multitool on the DRADIS to switch back to default drop points. ESSENTIAL for buying fighters!
- The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!

Winning the game

The main focus of PVP is not only destroying the (crewed) enemy ship, but also conquering the galaxy. This can be done in a variety of ways, but before you start flying around you're goint to need to know how it all works: At the start of the game all factions start with no control points, this means you have to start getting some! You can get points by letting a Of course every game must come to an end, and so does this one. Luckily for you you get to know exactly when and why this game will end! There's four different ways to win (or lose):

Point Victory

If any of the factions (yes that includes the Tortuga Raiders) reach 1000 points the game will end, and the faction with the points will receive a major victory. Unless the Raiders win, if the Tortuga Raiders somehow gain 1000 points you will not only be humiliated, but the round will end with a minor victory for the Syndicate.

Timeout Victory

The PVP gamemode has a time limit of 2 hours and 30 minutes, when this timer runs out the faction with the most points will win. The victory type will be decided the same way as the regular point victory.

Destruction Victory

Of course the enemy can't win without their flagship intact! If you manage to seduce subdue the captain and blow of either ship up the nuke or explode it with pure firepower, the game will end in a major victory for the survivors.

Tie

And last and certainly least, is the tie. You've somehow managed to both get the same amount of points as the Tortuga Raiders and now nothing has changed. Thanks a lot guys! Everything you did was pointless and you've all just wasted eachother's time, including mine!

Nanotrasen

So you're part of the Nanotrasen crew and Whiterapids has given your ship the all-clear to wipe out the syndicate. This means your ship will be assisted by Nanotrasen fleets during the game as you will be the agressors of the conflict this time (in contrary to the normal gamemode where the Syndicate are attacking Nanotrasen).

Command

When playing as the Commanding Officer (Captain, Executive Officer or other heads of Staff) of the NSV you will have to command the ship to the best of your ability, as one could expect. Though some measures may need to be taken to ensure the ship is ready for combat as soon as possible. As stated before you are now in control of the attacking faction and because of this it is recommended to take more aggressive actions, such as leaving for combat early and promoting non-essential personnel to more supportive jobs.

Conquer

Of course you can't just fly into a star system and claim it as your own! Oh wait, you can. Or rather, your Nanotrasen friends can. If you want to capture a system, simply make sure it's clear of Syndicate scum and let a Nanotrasen fleet fly in! When a system is captured you will gain 50 control points. Alternatively you can also gain points by defeating enemy fleets, which will also reduce the amount of points they have. Destroying a fleet will give you 25 points and take 25 away from the enemy you've defeated.