Difference between revisions of "User:Grabowski"

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The <b>Prototype Defense Screen Reactor</b> or <B>PDSR</B> is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with [[Byond the impossible|especially trained engineering crews]].<br>
|reason = Though most of the critical information is there, the page still lacks depth and info about certain things
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==Can it run the PDSR?==
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[[File:Comedy torp.png|thumb|This is a placeholder for the PDSR]]
{{Infobox jobs
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So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely
| headerbgcolor = black
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===Power===
| bgcolor = #BB0000
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To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the [[AGCNR]] - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.
| image = SyndicateCaptain.png
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* ''Available Power'' shows how much power is in the wire under the PDSR.
| supervisors = The [[Syndicate]]
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* ''Input Power'' is the number you can change. How much power do you want to input? Well, that depends on
| rank = Missing (<b>???</b>)
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* ''Minimum Safe Power'' shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
| duties = Try to defeat the Nanotrasen crew
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* ''Maximum Safe Power'' shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.<br>
| guides = [[A crash course in FTL-ing]]; this page
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If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.
| headerfontcolor = red
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===Nucleium===
| access = SSV Babylon
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Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the [[Stormdrive]] and the [[AGCNR]] - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.<br>
| caption = SYNDIE MAJOOOOR
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<br>Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the [[Guide_to_the_Stormdrive_Engine#The_numbers.2C_what_do_they_mean.3F|Reaction Rate, the power Generated and the Fuel amount]]. For the AGCNR, it depends on the amount of [[Guide_to_the_Nuclear_Reactor#Fuel_gasses|Fuel gases]] - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.<br>
| difficulty = Hard
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<br>The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.
| name = Syndicate Crew
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==Statistics==
| access2 = More areas of the Babylon, depending on your job
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the UI]]
}}
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If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are
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!
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===Reaction Rate===
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Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.
  
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As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.
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=== Reaction Temperature ===
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Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.
  
Thats right! In this gamemode, you will be facing off against syndie ships crewed by players. Well, one syndie ship. Before we begin, it should be mentioned that this mode '''is in Secret rotation'''. For the gamemode to have a chance of being rolled, there must be at least '''40 players ready roundstart''' and at least '''20 must have their <i>Syndicate crew</i> preference set to yes'''. So, the big thing here is that around half of the players start the round as syndicate crew aboard the SSV <s>Nebuchadenezzer</s> Babylon. They have a ship just like the NT crew, and must race to either kill them or take over the galaxy.
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However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.
= How to join the dark side? =
 
So, if you want to play as the syndicate crew, you have to get on the server before the round begins to have the possibility of being chosen. 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. You will also have to go into ''Game Preferences'' and set '''Syndicate Crew''' to yes. 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.'''
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In case of the temperature getting out of hand, you can ''Cycle Coolant''. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.
  
= System Control =
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'''If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.'''
The race for the galaxy is on. To become the one and only ruler of the stars, you will have to capture Stay Systems. While the basis is the same for both the NT and the Syndie side, there is a small difference.<br>
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=== Polarity===
All Nanotrassen crews have to do is fly into a system, and kill any enemy forces in there. After a system is clear - the "XY fleet has been defeated" message shows up - an allied NT fleet will fly in, and take control of the system.<br>
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This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.
For the syndies, it is a bit different. They have to jump in and kill everything too, but after that is done they won't get an allied fleet immediately. Instead, they will have to activate a special ''Lighthouse Beacon''. That is located in a secure room of their ship, and will send out a signal to other Syndicate fleets. After it has been activated a fleet will arrive in approximately 5 minutes. Than the system will count as taken over.
 
= Okay, but how can we win this war? =
 
You got a taste for blood, employee? Good. Now, let me tell you how we will win this conflict
 
== Destruction Victory ==
 
This is the most straight-forward way to a major victory. All you have to do is destroy the enemy playership. Simple, right?
 
== Point Victory ==
 
The other way to win is to gather more points than the enemy. How do you gain points? In two ways.
 
*One is capturing systems, as detailed above. Every captured system grants you 50 points.<br>
 
*Another way is to defeat enemy fleets. This will give you - the winning side - 25 points, while taking away 25 from the losers.<br>
 
Whichever side can get 1000 points first wins. Interestingly, if the pirates reach 1000 points, the Syndicate will win a minor victory.
 
=== Timeout Victory ===
 
If noone reaches 1000 points by 2 and a half hours,than whoever has the more points will be victorius
 
=== 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!
 
= You are ready! =
 
Congratulations! If you have read this far, you know how this gamemode works. Below is a detailed explanation of Syndicate roles, along with tips and tricks. If you dont have the time right now, worry not, as you now know enough to grasp how this gamemode works. If you wish to play as a syndie, do read on.
 
----
 
= The SSV Babylon =
 
The Babylon is much bigger than it's predecessors, and this may scare someone. However, all areas of the ship are neatly layn out around the main hallway. Here are presented a few of the most important ares. However, the ship itself is much bigger, so you should go around and explore.
 
== The Bridge ==
 
[[File:Synd-bridge.png|right|400px]]
 
The bridge is - of course - the most important area of the ship. The Captain and the Strategist spawn not far from here in their offices, while the Bridge Staff start right here. This place is the nerve center of the ship, being the place from where the ship's movement is controlled. It is also a prime target for NT [[Security Officer|boarders]]. As such, defensive shutters and auto turrets were provided on the outside.<br>
 
For anyone wishing to control the ship, here is a short rundown:
 
*The Helm console:
 
**'''W and S''' control the thrust
 
**'''A and D''' can turn the ship left and right, altough slowly.
 
**'''C''' toggles laser guided movement. If it is on, the ship will follow your mouse cursor. If it is off, the ship will follow an arrow, which is visible on top of the sprite. This arrow can be rotated with Q and E
 
**'''Shift''' gives you a short boost.
 
**'''Alt''' toggles the handbrakes
 
**'''X''' toggles inertia assistance. This slows down the ship, when W is not held down.
 
*The TAC console
 
**'''Space''' switches which weapon you are using
 
**'''Click''' anywhere to fire the currently selected weapon
 
The Bridge also has access to a few more, specialized consoles, for managing the ship, such as a ''Communications'', ''Crew Monitoring'', ''Alert'' and ''FTL'' console. Plus a few modular ones, for anything and everything else.<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
  
==Munitions==
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It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.
[[File:Synd-muni.png|right|500px|noborder|Ignore the ghost, I forgot to edit it out.]]
 
The Weapons bay is one of, if not the most important areas of the ship. It houses all of the different weapons the SSV Babylon uses. This is where the Technicians and the RO should spend their shift.<br>
 
The most noticable element of this place is the massive conveyor belts. The long one goes from the Ammo storage to the Naval Artillery Cannons, while the shortest is used in assembling torpedos and missles, used by the AMS and the Torp tubes.<br>
 
<br>
 
For any aspiring weapons technician, here is a short rundown on the weaponry:<br>
 
The '''NACs''' are on the south end of this room, consisting of a multitile base and a weapon frame, on the upper deck. To fire, they must have some propellant (mostly gunpowder bags) and a round (or cannonshot) inserted. Here is how you can load them:<br>
 
* Insert powder bags to the Powder Loading Gate
 
* Click "Load Powder" on the console.
 
** Note: These steps can be repeated any number of times. The more powder, the faster will be the shot.
 
* Arm the projectile wit a multitool.
 
* Click and drag the projectile into the Payload Gate
 
* Click "Load Shot" and "Chamber Shot" on the console<br>
 
The '''Torpedo Tubes''' are much simpler to load:<br>
 
* Drag a torpedo next to the tube on a Munitions Trolley
 
* Click and drag the torpedo to the Tube
 
* Click "Payload Loaded" and "Payload Chambered" on the nearby Munitions Computer<br>
 
The '''VLS tubes''' can be reloaded simply by:<br>
 
* Put two missles on top of them, which will then fall into the tube
 
* Click "Payload Loaded" and "Payload Chambered" on the nearby Munitions Computer<br>
 
The '''50 cals''' are quiet fast too:<br>
 
* Go to the actual turret, and load a box of 50 cal rounds.<br>
 
<br>
 
Munitions also has an ammo storage room to the north, which contains powder bags and Naval Artillery shots. From here you can send them down with the conveyor belts.<br>
 
Also included is a small room to the right side, where you can build even more guns.
 
==Engineering==
 
[[File:Synd-engine.png|right|400px|Upper engi and the StormdriveReactor]]
 
[[File:Synd-atmos.png|right|400px|Atmospherics]]
 
[[File:Synd-FTL.png|right|400px|Lower engi and the FTL drive]]
 
If CIC is the nerve center of the ship, than Engineering is the beating heart of it. This area houses the [[Stormdrive]], Atmospherics, the FTL drive and the Armour pumps. This is the other workplace of Technicians, as it is their job to manage the engine and such. Boarders often show up here too, as sabotaging the engine is a very viable strategy. Thus all workers are advised to have at least a small sidearm when working here, to at least scare away enemies.<br>
 
Now, let's go through the individual parts of this place.<br>
 
===Engineering proper===
 
This area - shown on the first picture - houses
 
==Bar==
 
==Hangar==
 
==Cargo==
 
=Meet the (Syndicate) Crew!=
 
==Captain==
 
{{Infobox jobs
 
| headerbgcolor = black
 
| bgcolor = #BB0000
 
| image = SyndicateCaptain.png
 
| supervisors = [[The Syndicate]]
 
| rank = Captain (<b>CPT</b>)
 
| duties = Command the Syndicate ship, order the Bridge Officers to fly into a black hole.
 
| guides = [[A crash course in FTL-ing]]; this page
 
| headerfontcolor = red
 
| access = Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
 
| caption = "<i>Bring us closer, I want to hit them with my sword!</i>"
 
| difficulty = Hard
 
| name = Syndicate Captain
 
| access2 = N/A
 
}}
 
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>
 
What to do:
 
* Call in on the radio and <s>establish your authority</s> 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.
 
<br>
 
<br>
 
<br><br>
 
<br>
 
<br>
 
<br>
 
  
==Strategist==
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Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.
{{Infobox jobs
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== The Screen==
| headerbgcolor = black
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the Screen Console UI]]
| bgcolor = #BB0000
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If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a <s>Shield</s> Defense Screen, that blocks incoming shots.
| image = SyndicateStrategist.png
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===Screen Statistics===
| supervisors = [[The Syndicate]]
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These are the main numbers and values that influence your Screen.
| rank =  
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==== Hardening and Regeneration====
| guides = [[A crash course in FTL-ing]]
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These two values are the ones you can change to adapt to a combat situation:
| duties = Assist and advise the Captain, tell everyone you're the captain's superior.
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*''Hardening'' is how high your Screen's Strength can go.
| headerfontcolor = red
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*''Regeneration'' is how fast your Screen's Strength regenerates.
| access = Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
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These two are eachother's counterparts - if you raise one, the other will go down.
| caption = "<i>I'll tell the Admiralty about this!!</i>"
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====Integrity and Strength====
| difficulty = Very Hard
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''Integrity'' and ''Strength'' show how much damage can your Screen take. ''Strength'' shows the current amount of "health", while ''Integrity'' shows what percentage it is of the maximum amount of "health".
| name = Syndicate Strategist
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====Screen Capacity====
| access2 = N/A
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''Screen Capacity'' is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much ''Strength'' the Screen regenerates each time. It depends on the ''Reaction Rate'', meaning that this is your main way of strenghtening your Screen in a pinch.
}}
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====Stability====
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>
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When you first activate the Reactor, ''Stability'' will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If ''Stability'' reaches 0, your Screen will fall. However, when not taking hits, ''Stability'' quickly regenrates.
Tips for coming up with the best strategy:<br>
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=== Screen Relays===
* Your allied fleets are a bit stronger then the NT ones, so they can buy you more time. Emphasis on '''can'''<br>
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Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 [[Scanning Module|scanning modules]], 20 [[Capacitor|capacitors]] and 12 [[Micro-Laser|micro lasers]] - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.  
* 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.<br>
 
* The Lighthouse beacon has a cooldown and takes time to call in a fleet.<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>
 
<br><br>
 
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<br>
 
<br>
 
  
==Requisitions Officer==
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When an emission occurs, three Relays will Overload. This causes two things:
{{Infobox jobs
+
 
| headerbgcolor = black
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* First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.  
| bgcolor = #BB0000
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* Second, the Relays will break down, preventing them from functioning.  
| image = SyndicateReqOfficer.png
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| supervisors = Captain, Strategist, [[The Syndicate]]
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If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables. [[File:Comedy torp.png|thumb|This is a placeholder for the Relays]]
| rank =
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==Emission==
| guides = [[Guide to Cargo]]
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An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.
| duties = Manage the requisitions department, waste all of the telecrystals on cigarettes.
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| headerfontcolor = red
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When an emission is about to occur, you will notice a few things:
| access = Syndicate, Syndicate Requisitions, Syndicate Heads
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| caption = "<i>Who stole the budget card!?</i>"
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* A stream of particles will erupt from the Reactor with a blinding flash.
| difficulty = Hard
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* A warning klaxxon will be heard across the room.
| name = Syndicate Requisitions Officer
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* And the Reactor will announce in big bold letters that an emission is about to occur.
| access2 = N/A
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}}
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If you notice these happening, it is already too late, and you should leave the room to avoid damage.
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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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 <s>purchase</s> steal supplies from central command.<br>
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When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.
Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.<br>
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{{Ambox|type=Notice|issue=This description is a Work in Progress. If you have experience as this role, please notify me}}
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===How to prevent them===
==Marine Sergeant==
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===How to prevent other from preventing them===
{{Infobox jobs
 
| headerbgcolor = black
 
| bgcolor = #BB0000
 
| image = SyndicateMarineSergeant.png
 
| supervisors = Captain, Strategist, [[The Syndicate]]
 
| rank =
 
| guides = [[Syndicate Drop Trooper]]
 
| duties = Manage the distribution of guns among the crew, organize boarding parties, get yelled at for not boarding every ship you find.
 
| headerfontcolor = red
 
| access = Syndicate, Syndicate Armoury, Syndicate Heads
 
| caption = "<i>The makarov's are NOT reshaped glocks! How many times do I have to tell you this!?</i>"
 
| difficulty = Medium
 
| name = Syndicate Marine Sergeant
 
| access2 = N/A
 
}}
 
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>
 
* 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 <s>bread</s> bombs onto the NSV
 
* Tap into your [[Nuclear Operative|Nukie]] memories, and use some dirty tricks from there.<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
==Syndicate CAG==
 
{{Infobox jobs
 
| headerbgcolor = black
 
| bgcolor = #BB0000
 
| image = SyndicateCAG.png
 
| supervisors = Captain, Strategist, [[The Syndicate]]
 
| rank =
 
| guides = [[Guide to Fighters]]
 
| duties = Command the fighter pilots, steal a fighter and do a one-man boarding mission.
 
| headerfontcolor = red
 
| access = Syndicate, Syndicate Heads
 
| caption = "<i>Stop doing test flights during combat!</i>"
 
| difficulty = Medium
 
| name = Syndicate CAG
 
| access2 = N/A
 
}}
 
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>
 
<br>
 
<br>
 
==Syndicate Technician==
 
{{Infobox jobs
 
| headerbgcolor = black
 
| bgcolor = #BB0000
 
| image = SyndicateTechnician.png
 
| supervisors = Captain, Strategist, [[The Syndicate]]
 
| rank =
 
| guides = [[Guide to the Supermatter]];[[Guide to the Nuclear Reactor]];[[Guide to Munitions]]
 
| duties = Keep the reactor running, cause chernobyl 52, tell the Captain yelling "It just works" won't repair the hull.
 
| headerfontcolor = red
 
| access = Syndicate, Syndicate Engineering
 
| caption = "<i>Don't touch that dial!!</i>"
 
| difficulty = Medium
 
| name = Syndicate Technician
 
| access2 = N/A
 
}}
 
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>
 
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<br>
 
<br>
 
==Bridge Staff==
 
{{Infobox jobs
 
| headerbgcolor = black
 
| bgcolor = #BB0000
 
| image = SyndicateBridgeOfficer.png
 
| supervisors = Captain, Strategist, [[The Syndicate]]
 
| rank =
 
| guides = [[A crash course in FTL-ing]];[[Guide to munitons]]
 
| duties = Pilot the main ship, ask the cook to make more cake.
 
| headerfontcolor = red
 
| access = Syndicate, Syndicate Heads
 
| caption = "<i>Spool the FTL!</i>"
 
| difficulty = Medium
 
| name = Syndicate Bridge Staff
 
| access2 = N/A
 
}}
 
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>
 
* 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.<sup>(Unless they removed it when updating to Newnitions)</sup>
 
* 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==
 
{{Infobox jobs
 
| headerbgcolor = black
 
| bgcolor = #BB0000
 
| image = Syndiclown.png
 
| supervisors = Captain, Strategist, Marine Sergeant, [[The Syndicate]]
 
| rank =
 
| guides =
 
| duties = <s>Laugh at the crew</s> Make the crew laugh, be the ultimate boarder.
 
| headerfontcolor = red
 
| access = Syndicate
 
| caption = "<i>You're all stupid. See they're gonna be looking for army guys.</i>"
 
| difficulty = Easy
 
| name = Syndicate Clown
 
| access2 = N/A
 
}}
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
===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>
 
- The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!
 
=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.
 

Latest revision as of 11:39, 15 June 2021

The Prototype Defense Screen Reactor or PDSR is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with especially trained engineering crews.

Can it run the PDSR?[edit | edit source]

This is a placeholder for the PDSR

So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely

Power[edit | edit source]

To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the AGCNR - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.

  • Available Power shows how much power is in the wire under the PDSR.
  • Input Power is the number you can change. How much power do you want to input? Well, that depends on
  • Minimum Safe Power shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
  • Maximum Safe Power shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.

If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.

Nucleium[edit | edit source]

Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the Stormdrive and the AGCNR - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.

Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the Reaction Rate, the power Generated and the Fuel amount. For the AGCNR, it depends on the amount of Fuel gases - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.

The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.

Statistics[edit | edit source]

This is a placeholder for a screencap of the UI

If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are

Reaction Rate[edit | edit source]

Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.

As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.

Reaction Temperature[edit | edit source]

Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.

However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.

In case of the temperature getting out of hand, you can Cycle Coolant. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.

If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.

Polarity[edit | edit source]

This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.

It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.

Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.

The Screen[edit | edit source]

This is a placeholder for a screencap of the Screen Console UI

If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a Shield Defense Screen, that blocks incoming shots.

Screen Statistics[edit | edit source]

These are the main numbers and values that influence your Screen.

Hardening and Regeneration[edit | edit source]

These two values are the ones you can change to adapt to a combat situation:

  • Hardening is how high your Screen's Strength can go.
  • Regeneration is how fast your Screen's Strength regenerates.

These two are eachother's counterparts - if you raise one, the other will go down.

Integrity and Strength[edit | edit source]

Integrity and Strength show how much damage can your Screen take. Strength shows the current amount of "health", while Integrity shows what percentage it is of the maximum amount of "health".

Screen Capacity[edit | edit source]

Screen Capacity is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much Strength the Screen regenerates each time. It depends on the Reaction Rate, meaning that this is your main way of strenghtening your Screen in a pinch.

Stability[edit | edit source]

When you first activate the Reactor, Stability will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If Stability reaches 0, your Screen will fall. However, when not taking hits, Stability quickly regenrates.

Screen Relays[edit | edit source]

Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 scanning modules, 20 capacitors and 12 micro lasers - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.

When an emission occurs, three Relays will Overload. This causes two things:

  • First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.
  • Second, the Relays will break down, preventing them from functioning.

If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables.

This is a placeholder for the Relays

Emission[edit | edit source]

An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.

When an emission is about to occur, you will notice a few things:

  • A stream of particles will erupt from the Reactor with a blinding flash.
  • A warning klaxxon will be heard across the room.
  • And the Reactor will announce in big bold letters that an emission is about to occur.

If you notice these happening, it is already too late, and you should leave the room to avoid damage.

When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.

How to prevent them[edit | edit source]

How to prevent other from preventing them[edit | edit source]