Difference between revisions of "User:Benbot16/Sandbox"

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{{JobPageHeader
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<tabs>
|headerbgcolor = #6d3a38
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<tab name="BoxStation">
|headerfontcolor = white
+
{{Template:Location
|stafftype = MUNITIONS & COMMAND
+
|headerbgcolor=#334e6d
|imagebgcolor = #d3706c
+
|headerfontcolor=white
|img_generic = Generic_maa.png
+
|imagebgcolor=lightblue
|img = maa.png
+
|department = Command
|jobtitle = Master At Arms
+
|name=Bridge
|access = [[Hangar Bay]], [[Flight Deck]], [[Munitions Bay]], [[Air Traffic Control]]
+
|image=Bridge small.png
|additional = Maintenance
+
|big_image=[[Bridge small.png]]
|difficulty = Hard
+
|exits=West and East to Central Primary Hallway, south to [[AI Upload]], south west to [[Conference Room]] south east to [[Captain's Office]]
|superior = [[Captain]]
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|purpose=The station's command centre.
|duties = Get the [[Munitions Technician]]s to supply munitions, harass [[Cargo Technician]]s to supply munitions parts, and keep your [[Flight Leader]] and [[Air Traffic Controller]]s happy.
+
|access=Bridge
|guides = [[Guide to Fighters]], [[Guide to Munitions]]
+
|contents=Communications console, ID console, crew monitoring console
|quote = "Fuck it, load the nukes!"
+
|clearance=[[Captain]], [[Head of Personnel]], [[Research Director]], [[Chief Medical Officer]], [[Chief Engineer]], [[Head of Security]]
}}
+
|description=The station's command centre. Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
 +
|sec_level=High
 +
|style=Bridge
 +
|balance=
 +
|other=
 +
}}
 +
The Bridge is the nerve center of the station. The [[Head of Personnel]] and [[Captain]] start the shift in their [[Captain's Quarters|respective]] [[Head of Personnel's Office|offices]], both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway. The AI upload chamber can be relatively safely accessed through the reinforced walls below.
  
You are the Master at Arms, also known as the guy who bosses around the MTs and pilots. You work with [[Air Traffic Controller|ATC]] to coordinate the fighters, make sure the MTs load and maintain the guns, and coordinate expansion to the ship's firepower. To be a good MAA it is crucial that you know the ins and outs of the munitions and fighter systems, as you will typically be manning the guns alongside your techs.  
+
The Bridge and the communications console obviously require Bridge access to enter and use.
  
'''Bare minimum requirements:''' Supervise the reloading and maintenance of the ship's primary armaments and fighters. Make sure the MTs and pilots are doing their jobs. Know how to maintain the ship's weapons and fighters. Help coordinate fighters.
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The bridge is full of computers. From left to right:
 +
* [[Computers#Prisoner Management Console|Prisoner Management Console]]
 +
* [[Computers#Security Cameras|Security Cameras]]
 +
* [[Computers#Security Records Console|Security Records Console]]
  
'''Basic Skills:''' Construction and Maintenance of the ship's weapons and fighters. Coordinating fighters to deal with internal threats ass well as external ones.
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* [[Computers#Atmospheric Alert Console|Atmospheric Alert Console]]
 +
* [[Computers#Station Alert Console|Station Alert Console]]
 +
* [[Computers#Power Monitoring Console|Power Monitoring Console]]
  
== Your Office ==
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* [[Computers#Communications Console|Communications Console]]
As the Master At Arms, you are given an office inside of Munitions. Your office contains the Fighter Control Console, your locker (Containing the Munitions Budget card, a Bomb Disposal Suit, and some spare clothing), and Antonio, your lovable pet NXT-IV Thermonuclear Warhead.
 
  
===The Fighter Control Console===
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* [[Computers#Identification Console|Identification Console]]
Your figher control console can do two things to every fighter: Toggle the weapons safeties, and eject the pilot. The former allows a fighter to fire its weapons on the ship Z-Level, which can be useful when [[Boarders|unwelcome]] [[Traitor|guests]] come aboard. The latter allows you to kick any unruly pilots out of their jets, similar to if you had swiped an ID on their jet. Note, however, that [[Emag|Emagged ships]] will not show up on the console, and can not be remotely controlled.
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* [[Computers#Crew Monitoring Console|Crew Monitoring Console]]
 +
* [[Computers#Medical Records Console|Medical Records Console]]
  
===The Munitions Budget===
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* [[Computers#Mining Shuttle Console|Mining Shuttle Console]]
If you order anything from Cargo, when possible you should be using the Munitions Budget to pay for it. This will allow you to buy more ammunition than using the cargo budget, and will also keep Cargo from immediately running out of money <s>and murdering you</s>.
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* [[Computers#Order Request Console|Supply Ordering Console]]
 +
* [[Computers#Outpost Cameras|Outpost Cameras]]
  
==Keeping Munitions Supplied==
+
There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.
You start the round with a decent amount of ammunition, however you will be dependant on Cargo to order/fabricate more for you. PDC/Flak ammo crates and Railgun slugs need to be ordered, however with the right research Cargo can fabricate torpedo components using their lathe, including nuclear warheads.
 
  
Ideally, you and your MTs should be resupplying Munitions outside of combat, to limit downtime during engagements.
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The bridge is one of the locations that has its own [[Teleporter]] tracking beacon.
  
== Battery Control ==
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Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the [[Conference Room]] instead. It's not all negative, though - any [[traitor|improper behaviour]] is in full view of passers-by, so your corpse won't stay undiscovered for long!
Arguably your most important job as the MAA is to keep the weapons operational. There are 6 different weapon systems on the ship, all of which operate in different ways. These are: Flak, PDCs, Torpedos, Railguns, the MAC, and the Gauss Guns. Detailed information on these weapons systems can be found in the [[Guide to Munitions]].
 
  
===Maintaining the Guns===
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===Ordering an Evacuation===
Whenever the ship isn't in combat, you and your MTs should be making sure the guns are in tip-top condition, lest you have to rip open a gun mid-battle. You will need Oil to lubricate the parts. Securing a steady supply from the [[Chemist|Chemists]] is crucial to make sure your weapons remain operational, and having them build an oil factory in Munitions is even better.  
+
Using the Communcations Console, the [[Escape Shuttle]] can be called by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, 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 since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the [[Captain]]'s authorization.
  
===Point Defense===
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Some [[game modes]] affect when the shuttle can leave, or if it can leave at all.
One of the simplest weapons systems to maintain, the PDCs and Flak guns both fire from ammunition boxes. These can be held in one hand, and simply loaded into the loading rack by clicking. These are also some of the most crucial weapons to keep topped up, as they have the unique capability to easily intercept incoming missiles and rounds. The PDC is also often used against strike fighters targeting the ship.  
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</tab>
 +
<tab name="MetaStation">
 +
{{Template:Location
 +
|headerbgcolor=#334e6d
 +
|headerfontcolor=white
 +
|imagebgcolor=lightblue
 +
|department = Command
 +
|name=Bridge
 +
|image=bridgeMETA.png
 +
|exits=South to [[Conference Room]], south west to [[Head of Personnel's Office]], south east to [[Captain's Office]], south down the corridors to Central Primary Hallway
 +
|purpose=The station's command centre.
 +
|access=Bridge
 +
|contents=Communications console, ID console, crew monitoring console
 +
|clearance=[[Captain]], [[Head of Personnel]], [[Research Director]], [[Chief Medical Officer]], [[Chief Engineer]], [[Head of Security]]
 +
|description=The station's command centre. Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
 +
|sec_level=High
 +
|style=Bridge
 +
|balance=
 +
|other=
 +
}}
 +
The Bridge is the nerve center of the station. The [[Head of Personnel]] and [[Captain]] start the shift in their [[Captain's Quarters|respective]] [[Head of Personnel's Office|offices]], both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway.
  
Their ammunition can be ordered from Cargo, and you should be making sure you always have a few boxes lying around.  
+
The Bridge and the communications console obviously require Bridge access to enter and use.
  
===The Big Guns===
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The bridge is full of computers. From left to right:
Some of the most destructive weapons on the ship, the Railguns and the Magnet Accelerator Cannon (MAC) are the ship's primary armament during engagnements with large enemy ships. The Railgun is capable of holding 4 shots per weapon assembly, while the MAC can hold one. They are also some of the most maintenance intensive weapons, and will require frequent and quick reloading to keep the ship combat-effective. Ideally you should have at least 1 or 2 MTs manning this station at all times, since the [[Bridge Staff]] will quickly deplete the ammunitions supply once in combat. These weapons will also need frequent maintenance, and you would be wise to keep an eye on their condition.
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* [[Computers#Identification Console|Identification Console]]
 +
* [[Computers#Medical Records Console|Medical Records Console]]
 +
* [[Computers#Crew Monitoring Console|Crew Monitoring Console]]
  
Both of these weapons take Railgun slugs, which can be ordered from Cargo. You will want a lot of ammo for these on standby.
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* [[Computers#Station Alert Console|Station Alert Console]]
 +
* [[Computers#Power Monitoring Console|Power Monitoring Console]]
 +
* [[Computers#Atmospheric Alert Console|Atmospheric Alert Console]]
  
===The Gauss Guns===
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* [[Computers#Security Cameras|Security Cameras]]
On Multi-Z ships, there are often Gauss Guns. These weapons fire smaller slugs than the Railgun and MAC, however they fire in bursts and have higher ammo capacity. Often, there will be shutters to allow the general ship population to access the Gauss Guns, allowing crewmembers to help fight other ships. Since there are typically 3 or 4 Gauss Guns on a ship, this frees up several MTs to maintain the fighters and other weapons systems. You'll need to make sure that the crew operating the guns have hearing protection, however, else they'll go deaf from firing the guns.
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* [[Computers#Security Records Console|Security Records Console]]
 +
* [[Computers#Prisoner Management Console|Prisoner Management Console]]
  
Gauss Guns typically have Gauss Ammunition Dispensers nearby, which can dispense an infinite ammount of Gauss ammunition given enough time, thus the crew manning the guns can typically handle the reloading by themselves.
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* [[Computers#Outpost Cameras|Outpost Cameras]]
 +
* [[Computers#Order Request Console|Supply Ordering Console]]
  
===Load Torp===
+
And in the center:
Munitions also has access to the Torpedo Tubes, which are used to launch powerful, slow-moving projectiles capable of dealing massive damage on hit. These weapons will require semi-frequent maintenance, and can fire various specialized types of ordnance. Your MTs will be typically loading these with either standard or AP torpedos, and the [[Scientist|Scientists]] will occasionally want to probe wormholes using probe torpedos. There are also freight torpedos available for remote cargo transportation, and thermonuclear torpedos for wiping entire ships off of the map. Naturally, it falls to you to coordinate loading these different ammo types, Make sure to communicate with CIC about what torps are loaded, lest you accidentally nuke that wormhole you were trying to probe.  
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* [[Computers#Communications Console|Communications Console]] (as well as some snack machines for the captain, and captain only).
  
Torpedo frames can be constructed from Metal Sheets, and the rest of the components can either be built at Cargo's Protolathe, or ordered from Cargo.
+
There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.
  
== Ground Crew ==
+
The bridge is one of the locations that has its own [[Teleporter]] tracking beacon.
''"No, you can't load 4 nukes onto your fighter."''
 
  
As MAA, you will also have to make sure your fighter pilots and MTs keep the fighters maintained and topped up. You'll need Tyrosene to fuel the fighters (Which comes from Chemistry, although there's a lot in the starting Tyrosene tanks), and Missiles and Torpedos to rearm them. You'll also need spare components to build and upgrade your fighters, which your MTs can get from Engineering (Weapons), Cargo (Structural Parts/Engines), and Science (Sensors and Avionics).
+
Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The [[crew|peasants]] tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the [[Conference Room]] instead. It's not all negative, though - any [[traitor|improper behaviour]] is in full view of passers-by, so your corpse won't stay undiscovered for long!
  
===Upgrading/Repairing Jets===
+
===Ordering an Evacuation===
Occasionally, a fighter pilot may ask you or an MT for better components. These can be printed from their respective lathe/imprinter after they are researched, and your MTs can install them onto fighters after removing the old components.
+
Using the Communcations Console, the [[Escape Shuttle]] can be called by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, 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 since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the [[Captain]]'s authorization.
  
===New Jets===
+
Some [[game modes]] affect when the shuttle can leave, or if it can leave at all.  
Eventually, due to <s>someone dragging a jet across the hangar</s> battle damage, a fighter will be lost. When this happens, the pilot's gonna need a new fighter. The [[Guide to Fighters]] has the instructions for making a new one, however you will need research
+
</tab>
before the components can be fabricated.
+
</tabs>
  
===Close-In Defense===
+
[[Category:Locations]]
Usually, the [[Air Traffic Controller]] will be controlling the fighters as they engage the enemy. However, should there be threats on or near the ship, you can choose to disable the fighter safeties, allowing them to engage those threats. Fighter weapons are quite effective against threats on and about the ship, however torpedos are also quite effective at destroying the ship itself. Fighters also can't fly inside the ship, limiting them to providing fire support from the edges of the vessel.
+
{{Locations}}
 
 
== More Gun! ==
 
''"Munitions, why are there 4 railguns and a BSA in the Briefing room?"''
 
 
 
After [[Science]] researches it, Munitions will have the capability to make more Railguns, PDC mounts, and Torpedo Tubes. PDC mounts can be made from Iron, while Railgun frames and Torpedo Tube frames will need Plasteel to build. Every additional weapon built adds more ammunition capacity to the ship's weapons, allowing the CIC to <s>waste half the railgun ammunition in one volley</s> engage multiple ships before the weapons need to be reloaded.
 
 
 
==Tips==
 
* Your starting sunglasses offer welding protection.
 
* All munitions helmets offer both welding and hearing protection. You can wear one, but you'd have to sacrifice your hat.
 
* The Hazard Vest can store items in it.
 
* Antonio is a fully functional nuclear missile, in addition to your pet.
 
* Science often starts with warheads for Probe Torpedos. If you ask them for these, they might remember wormholes exist.
 
* A variety of things can be loaded into Cargo torpedos. This includes Cyborgs, Mechs, <s>and the clown</s>.
 
* Although ECM torpedos might seem useful at first glance, loading one first in a volley of torps can often distract enemy PDCs for long enough for another, bigger torp to slip through.
 
* New ship weapons can often be crammed into small spaces, as long as you can fit a console in as well. You still have to be able to get next to the sprite to reload it, though.
 
* Should the Munitions budget run low, most of the other departments often don't use theirs. If people complain about their salaries, tell them they're being paid in not getting nuked.
 
 
 
===Ship fighter, Ship fighter, where will he bomb?===
 
So you're an MAA that has become [[Traitor|less than loyal]]...
 
 
 
Although you might not have much access to start with, people are usually used to MAAs going around to get parts for torps and fighters. You also have access to fighters right off the bat. One visit to the Control Console later, and you've got heavy weapons at your fingertips. [[Emag|Emagging]] a Fighter can also be done to disable it's IFF. Combine that with your friend Antonio, and you can force a shuttle call in a hurry. Just make sure you have a way to get back from all the nuclear hellfire you just caused. Alternatively, you can sabotauge the point defense guns during combat, allowing the Syndicates to fire on the ship and possibly cause damage, espescially if there's a boarding vessel or nuclear frigate about.
 
 
 
 
 
{{Jobs}}
 

Latest revision as of 22:31, 3 August 2020

Command Area
Bridge small.png
Bridge
The station's command centre. Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
Obvious exits West and East to Central Primary Hallway, south to AI Upload, south west to Conference Room south east to Captain's Office
Purpose The station's command centre.
Access level Bridge
Noteworthy contents Communications console, ID console, crew monitoring console
Clearance Captain, Head of Personnel, Research Director, Chief Medical Officer, Chief Engineer, Head of Security
Security level High
Style Bridge
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway. The AI upload chamber can be relatively safely accessed through the reinforced walls below.

The Bridge and the communications console obviously require Bridge access to enter and use.

The bridge is full of computers. From left to right:

There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the Conference Room instead. It's not all negative, though - any improper behaviour is in full view of passers-by, so your corpse won't stay undiscovered for long!

Ordering an Evacuation[edit | edit source]

Using the Communcations Console, the Escape Shuttle can be called 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 since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.

Command Area
BridgeMETA.png
Bridge
The station's command centre. Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
Obvious exits South to Conference Room, south west to Head of Personnel's Office, south east to Captain's Office, south down the corridors to Central Primary Hallway
Purpose The station's command centre.
Access level Bridge
Noteworthy contents Communications console, ID console, crew monitoring console
Clearance Captain, Head of Personnel, Research Director, Chief Medical Officer, Chief Engineer, Head of Security
Security level High
Style Bridge
Balance Requirements
Other Notes
NSVBanner299.png Locations on NSV13


The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crewmembers with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway.

The Bridge and the communications console obviously require Bridge access to enter and use.

The bridge is full of computers. From left to right:

And in the center:

There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the Conference Room instead. It's not all negative, though - any improper behaviour is in full view of passers-by, so your corpse won't stay undiscovered for long!

Ordering an Evacuation[edit | edit source]

Using the Communcations Console, the Escape Shuttle can be called 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 since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.

NSVBanner299.png Locations on Hammerhead
General Service Medical Cargo Science Engineering Security Munitions Command Outside