Difference between revisions of "User:Grabowski"

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*Squad pager: Allows you to speak on the squad comms with '':f''. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! <s> Yet noone uses it </s>
 
*Squad pager: Allows you to speak on the squad comms with '':f''. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! <s> Yet noone uses it </s>
*Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.
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*Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.<br>
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<br>
 +
<br>
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==Squad Types==
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=== Damage Control ===
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<br>
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The squad tasked with doing what the engineers <s> never </s> do: fix holes. This makes them just about the most useful squad on a ship full of holes. In their boxes, they get inflatable walls and Flexi Seal(tm). These walls may not be the strongest, but they can keep air in, and the vacuum out. So put on a skinsuit - or ask the AI to open EVA -, turn on internals and start fixin.<br>
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 <br>
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The Flexi Seal(tm) is useful for two reasons. One being that they can fix up damaged inflatable walls. This is rarely used, as inflatables pop very easily. The more useful thing is fixing the Nuclear Reactor. Yes, here in the future we fix reactors with flex seal. So dont ask questions, and drop off a can at the engineers doorstep.<br>
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<br>
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===Paramedic===
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<br>
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The paramedic squad members are the unsung heroes of the ship. Their box has all the equipment needed to stabilize and save a patient. They may not be able to heal everything on the spot, but they can drag you back to medbay.<br>
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<br>
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Although their equipment is nothing to laugh at, it can always be improved. If an ''actual'' doctor would be on their squad, they could lend them a few first-aid kits. But even if you don't have a squad mate in medbay, you could always just ask. The chemist most likely has a synthflesh factory up, and the CMO wont mind if you take a roller bed or two.
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Revision as of 05:37, 30 September 2020

SQUAD PAGE

Basics of squaddery

  Welcome aboard valued employee! We deeply thank you for signing up as a Doctor/Engineer/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?
 
That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.
 
Non-essential personnel means non-combat generally. So everyone NOT in the munitions department. Doctors, scientists, engineers, bartenders and such.
 
When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still useful, just not combat. Combat usually doesn't begin until one hour has passed, or vene more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..

General Quarters

Oh uh. The alarms are ringing the ship has entered combat or CC is just annoying you. You now have to make your way to a squad vendor. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your equipment box and start your duty.

General squad equipment

These are the things every squad member gets, when they step on board.

  • Squad pager: Allows you to speak on the squad comms with :f. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! Yet noone uses it
  • Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.



Squad Types

Damage Control


The squad tasked with doing what the engineers never do: fix holes. This makes them just about the most useful squad on a ship full of holes. In their boxes, they get inflatable walls and Flexi Seal(tm). These walls may not be the strongest, but they can keep air in, and the vacuum out. So put on a skinsuit - or ask the AI to open EVA -, turn on internals and start fixin.
 
The Flexi Seal(tm) is useful for two reasons. One being that they can fix up damaged inflatable walls. This is rarely used, as inflatables pop very easily. The more useful thing is fixing the Nuclear Reactor. Yes, here in the future we fix reactors with flex seal. So dont ask questions, and drop off a can at the engineers doorstep.

Paramedic


The paramedic squad members are the unsung heroes of the ship. Their box has all the equipment needed to stabilize and save a patient. They may not be able to heal everything on the spot, but they can drag you back to medbay.

Although their equipment is nothing to laugh at, it can always be improved. If an actual doctor would be on their squad, they could lend them a few first-aid kits. But even if you don't have a squad mate in medbay, you could always just ask. The chemist most likely has a synthflesh factory up, and the CMO wont mind if you take a roller bed or two.