Difference between revisions of "User:Grabowski"

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m (Shortens the mechanics part, to make it easier to read)
(Adds in as much of the job descriptions as I could. From here, Ill have to start asking people in Discord to help out.)
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'''Late-joining players cannot join the syndicate side.'''
 
'''Late-joining players cannot join the syndicate side.'''
 
 
= System Control =
 
= System Control =
 
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>
 
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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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.
 
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.
 
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= The SSV Babylon =
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=Meet the (Syndicate) Team!=
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>
 
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==Munitions==
 
[[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==
 
==Captain==
 
{{Infobox jobs
 
{{Infobox jobs
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* Talk with the Marine Sergant on who and when to send aboard the NSV
 
* 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.
 
* Ensure that there are enough technicians to setup and maintain the reactor ''AND'' operate the guns.
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| access2 = N/A
 
| access2 = N/A
 
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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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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><br>
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 +
'''The lighthouse beacon'''<br>
 +
 
 +
[[File:Synd-ai.png|left|100px|noborder|The room of the Lighthouse beacon.]]<br>
 +
This machine - marked with ''Red'' - are the ace up your stylish sleeve. This allows you to send out a beacon which lets an allied Syndicate fleet jump in, and claim it as your own. '''This is the only way you can capture systems and gain points as the syndies.''' Thus it is very important that someone toggles it as often as possible. And that someone is you. Or the Captain, but they will most likely have other problems to worry about. So, whenever your ship jumps into a system, you will have to come down here, and activate the beacon. The beacon does take around 5 minutes to activate, so you will have to survive for at least that time, but if you can manage that, an allied fleet will be here to <s>steal your thunder</s> help you out.<br>
 +
<br>
 +
Of course, timing is very important here. Calling the fleet in AFTER you beat the enemies is good, but it wastes a lot of time. However, calling it in BEFORE you defeat the enemy, or even just as you jump in risks the fleet dying, and you losing 25 points, while the enemy gains 25 points. Calling it in AS YOU ARE LOSING may not save you, because the fleet may be too late. So knowing your strength, and especially the enemy's weakness is very important in this job.<br>
 +
<br>
 +
<br>
 
Tips for coming up with the best strategy:<br>
 
Tips for coming up with the best strategy:<br>
 
* Your allied fleets are a bit stronger then the NT ones, so they can buy you more time. Emphasis on '''can'''<br>
 
* 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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* 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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* The beacon calls in a random syndicate fleet, but not ''any'' syndicate fleet. You cannot spawn in an Armada, or an Earthbuster fleet.<br>
<br>
 
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<br>
 
<br>
 
 
==Requisitions Officer==
 
==Requisitions Officer==
 
{{Infobox jobs
 
{{Infobox jobs
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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>
 
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>
 
Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.<br>
 
Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.<br>
{{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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{{Ambox|type=Notice|issue=This description is a Work in Progress. If you have experience as this role, please notify me}}<br>
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==Marine Sergeant==
 
==Marine Sergeant==
 
{{Infobox jobs
 
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==Syndicate CAG==
 
==Syndicate CAG==
 
{{Infobox jobs
 
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==Syndicate Technician==
 
==Syndicate Technician==
 
{{Infobox jobs
 
{{Infobox jobs
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| access2 = N/A
 
| 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>
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The Syndicate Technicians are the engineers and [[Munitions Technician|Munitions Technicians]] of the ship. It is their responsibility to start [[Stormdrive|the reactor]] 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>
 
 
<br>
 
<br>
 +
===Munitions===
 +
The first part of your job is to load the weaponry. Altough each weapon is different, they are quiet easy once you [[Guide to munitions|learnt them]].
 +
The '''NACs''' are massive cannons, 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>
 +
Altough not a weapon itself, you should also know how to utilise the '''Missle Factory'''. It is the shorter conveyor belt, surrended by the autowrenches and autowelders and such.
 +
* Go to the machines painted red, named "Part Applicator"
 +
* Add in the parts of the ordenance you want to make
 +
** The main difference between Torpedos and Missles is that Torpedos use ''Torpedo'' warhead, while Missles use ''Standard guided munitions'' warheads and that they have different prebuilt frames
 +
** Pay attention to add the parts in in the right order. The fist machine should have the Propulsion systems, then the second the Guidance, then the IFF cards and then the Warheads
 +
** If you mess something up, just use your ID on the machines to empty them
 +
* Once all avaible parts are insterted, place the prebuilt frames on the first conveyor belt, and start the belt using the nearby switch.<br>
 
<br>
 
<br>
 +
===Engineering===
 +
The second part of your job is managing the power on the ship.  This is - of course - not an easy job, but most of the time you will have a more experienced engineer to look up to. This job also includes spooling the FTL drive, and magaing the Armor pumps.<br>
 
<br>
 
<br>
 +
'''Setting up the reactor'''<br>
 +
[[File:StormdriveOn.gif|64px]]This here is the [[Stormdrive]]. It is an advanced nuclear reactor, utilising plasma and magnetic constriction. You need to pump in gases which are then used to generate power. The reactor then pushes Nucleium out on the other side. Now - just like any other engine - it is a bit more complicated. Complicated enough that I don't have enough space to describe it here. However, [[Stormdrive|there is a guide for it]]<br>
 
<br>
 
<br>
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'''Setting the [[Guide to Ship Superstructure and Armor|Armor Pumps]]'''<br>
 +
[[File:Armourpump.png]]<br>
 +
These are the Armor Plating Nano-repair Pumps, one for each quadrant of the ship armor. They are linked to a Well in the middle, which manages the resources and power used to repair the ship. They require a lot of power, around 1 MW, and even more resources, so you better get the Miners ready.<br>
 +
Setting them up goes like this:
 +
* Insert as many resources as possible into the Well
 +
* Set which material you want to use for repairing.
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** Their quality improves logically, so Ferrotitanium is worse than Duranium for example
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** You cant change this after starting the Well without shutting them down, so be careful
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* Set the power intake to as high as you can.
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** The Armor pumps at maximum can eat 1 MW, which - if all goes well - shouldn't be hard for a Stormdrive to achive. So you can just max the bar and be done with it.
 +
* If all is ready, press ''RR processing'' so it turns green.
 +
* Now go to the Armour pumps, and configure them so that they repair the armor and hull
 +
** The Well only has 100% of capacity, which is shared across all the Pumps. So if you would set all the Pumps to 25% hull and 25% armor, they would require 200% capacity from the Well. This is sustainable for a short amount of time, but not for long.
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** From the above point, if you dont want to micro-manage the pumps during battle, just set them to a good balanced percentage, like 18% armor and 7% hull.<br>
 
<br>
 
<br>
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'''Spooling the FTL'''<br>
 +
[[File:FTL drive.png|left]]<br>
 +
Do I really have to tell you this? Oh well. Do not worry, it is veeery easy. Just go to the FTL drive, click on the little dial in the middle and put in a number greater than 0. Then just leave it be. Do this as fast as possible after every jump, and the Bridge Staff will like you.<br>
 
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==Bridge Staff==
 
==Bridge Staff==
 
{{Infobox jobs
 
{{Infobox jobs
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| image = SyndicateBridgeOfficer.png
 
| image = SyndicateBridgeOfficer.png
 
| supervisors = Captain, Strategist, [[The Syndicate]]
 
| supervisors = Captain, Strategist, [[The Syndicate]]
| rank =  
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| rank = Missing (<b>???</b>)
| guides = [[A crash course in FTL-ing]];[[Guide to munitons]]
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| guides = [[A crash course in FTL-ing]];[[Guide to munitons]];[[Guide to piloting the ship]]
 
| duties = Pilot the main ship, ask the cook to make more cake.
 
| duties = Pilot the main ship, ask the cook to make more cake.
 
| headerfontcolor = red
 
| headerfontcolor = red
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| access2 = N/A
 
| 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>
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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:<br>
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 +
For anyone wishing to control the ship, take a look [[Bridge Staff|here]], or take a glance at this 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
 +
*Your weapons include
 +
**'''Naval Artillery''' cannons, which can fire devastating projectiles, but their ammo are costly and hard to properly handle
 +
**'''Torpedo''' tubes fire projectiles that track after enemies, but can be easily shot down
 +
Tips:<br>
 
* Your ship is faster and smaller than the NSV. Use this to your advantage
 
* 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>
 
* 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>

Revision as of 05:19, 3 March 2021



Syndicate Crew
SyndicateCaptain.png
SYNDIE MAJOOOOR
Information
AccessSSV Babylon
Additional AccessMore areas of the Babylon, 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 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 Syndicate crew 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 Nebuchadenezzer Babylon. 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, 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 scum crew.

Late-joining players cannot join the syndicate side.

System Control

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.
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.
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.
  • Another way is to defeat enemy fleets. This will give you - the winning side - 25 points, while taking away 25 from the losers.

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.


Meet the (Syndicate) Team!

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.

The lighthouse beacon

The room of the Lighthouse beacon.


This machine - marked with Red - are the ace up your stylish sleeve. This allows you to send out a beacon which lets an allied Syndicate fleet jump in, and claim it as your own. This is the only way you can capture systems and gain points as the syndies. Thus it is very important that someone toggles it as often as possible. And that someone is you. Or the Captain, but they will most likely have other problems to worry about. So, whenever your ship jumps into a system, you will have to come down here, and activate the beacon. The beacon does take around 5 minutes to activate, so you will have to survive for at least that time, but if you can manage that, an allied fleet will be here to steal your thunder help you out.

Of course, timing is very important here. Calling the fleet in AFTER you beat the enemies is good, but it wastes a lot of time. However, calling it in BEFORE you defeat the enemy, or even just as you jump in risks the fleet dying, and you losing 25 points, while the enemy gains 25 points. Calling it in AS YOU ARE LOSING may not save you, because the fleet may be too late. So knowing your strength, and especially the enemy's weakness is very important in this job.


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.
  • The beacon calls in a random syndicate fleet, but not any syndicate fleet. You cannot spawn in an Armada, or an Earthbuster fleet.


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 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.

Munitions

The first part of your job is to load the weaponry. Altough each weapon is different, they are quiet easy once you learnt them. The NACs are massive cannons, 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:

  • 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

The Torpedo Tubes are much simpler to load:

  • 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

The VLS tubes can be reloaded simply by:

  • 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

The 50 cals are quiet fast too:

  • Go to the actual turret, and load a box of 50 cal rounds.

Altough not a weapon itself, you should also know how to utilise the Missle Factory. It is the shorter conveyor belt, surrended by the autowrenches and autowelders and such.

  • Go to the machines painted red, named "Part Applicator"
  • Add in the parts of the ordenance you want to make
    • The main difference between Torpedos and Missles is that Torpedos use Torpedo warhead, while Missles use Standard guided munitions warheads and that they have different prebuilt frames
    • Pay attention to add the parts in in the right order. The fist machine should have the Propulsion systems, then the second the Guidance, then the IFF cards and then the Warheads
    • If you mess something up, just use your ID on the machines to empty them
  • Once all avaible parts are insterted, place the prebuilt frames on the first conveyor belt, and start the belt using the nearby switch.


Engineering

The second part of your job is managing the power on the ship. This is - of course - not an easy job, but most of the time you will have a more experienced engineer to look up to. This job also includes spooling the FTL drive, and magaing the Armor pumps.

Setting up the reactor
StormdriveOn.gifThis here is the Stormdrive. It is an advanced nuclear reactor, utilising plasma and magnetic constriction. You need to pump in gases which are then used to generate power. The reactor then pushes Nucleium out on the other side. Now - just like any other engine - it is a bit more complicated. Complicated enough that I don't have enough space to describe it here. However, there is a guide for it

Setting the Armor Pumps
Armourpump.png
These are the Armor Plating Nano-repair Pumps, one for each quadrant of the ship armor. They are linked to a Well in the middle, which manages the resources and power used to repair the ship. They require a lot of power, around 1 MW, and even more resources, so you better get the Miners ready.
Setting them up goes like this:

  • Insert as many resources as possible into the Well
  • Set which material you want to use for repairing.
    • Their quality improves logically, so Ferrotitanium is worse than Duranium for example
    • You cant change this after starting the Well without shutting them down, so be careful
  • Set the power intake to as high as you can.
    • The Armor pumps at maximum can eat 1 MW, which - if all goes well - shouldn't be hard for a Stormdrive to achive. So you can just max the bar and be done with it.
  • If all is ready, press RR processing so it turns green.
  • Now go to the Armour pumps, and configure them so that they repair the armor and hull
    • The Well only has 100% of capacity, which is shared across all the Pumps. So if you would set all the Pumps to 25% hull and 25% armor, they would require 200% capacity from the Well. This is sustainable for a short amount of time, but not for long.
    • From the above point, if you dont want to micro-manage the pumps during battle, just set them to a good balanced percentage, like 18% armor and 7% hull.


Spooling the FTL

FTL drive.png


Do I really have to tell you this? Oh well. Do not worry, it is veeery easy. Just go to the FTL drive, click on the little dial in the middle and put in a number greater than 0. Then just leave it be. Do this as fast as possible after every jump, and the Bridge Staff will like you.



Bridge Staff

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

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.

For anyone wishing to control the ship, take a look here, or take a glance at this 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
  • Your weapons include
    • Naval Artillery cannons, which can fire devastating projectiles, but their ammo are costly and hard to properly handle
    • Torpedo tubes fire projectiles that track after enemies, but can be easily shot down

Tips:

  • 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!

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.