Difference between revisions of "User:Grabowski"

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(With this edit, I think the squad page is done)
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#Run around Munitions and find ammo for that gun
 
#Run around Munitions and find ammo for that gun
 
#Pick up the ammo and click on the gun with it
 
#Pick up the ammo and click on the gun with it
#Then go to the gun's computer, hit the Payload Loaded, then the Payload Chambered button[[File:Muni-comp.png|left|noborder|These are the munitions computers]]
+
#Then go to the gun's computer, hit the Payload Loaded, then the Payload Chambered button[[File:Muni-comp.png|right|thumb|These are the munitions computers]]
 
#Turn off the Safetys, for God's sake
 
#Turn off the Safetys, for God's sake
  
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Yours truly,<br>
 
Yours truly,<br>
 
 <br>
 
 <br>
[[File:Ian.PNG|left|noborder]]
 
 
Acting Executive Officer Ian <br>
 
Acting Executive Officer Ian <br>
 
+
 [[File:Ian.PNG|left|noborder]]
 
<br>
 
<br>
  

Revision as of 06:19, 5 October 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 even 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
    Your pager
  • Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.
Your lanyard, displaying your squad membership



Squad Types

These are the inflatable walls, held together by prayer and flex seal

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 under fire. In their box, 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 don't ask questions, and drop off a can at the engineers doorstep.

 

Click here to view the contents of their box:
File:DamCom box.png
Smart metal foam grenades, used to quickly patch a hole. Prime and throw!
Smart metal foam grenades, used to quickly patch a hole. Prime and throw!
Inflatable walls, used to keep the vacuum out and people in
Inflatable walls, used to keep the vacuum out and people in
Flexi seal(tm), used to fix inflatable walls and reactors alike
Flexi seal(tm), used to fix inflatable walls and reactors alike
A crowbar, used to get into areas once the power runs out
A crowbar, used to get into areas once the power runs out

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.

Click here to view the contents of their box:
File:Pramedic box.png
Medical HUD Sunglasses, displaying the health of patients when worn on the eyes
Medical HUD Sunglasses, displaying the health of patients when worn on the eyes
Gauze, used to stop bleedings
Gauze, used to stop bleedings
Bruise packs, used to heal small owies
Bruise packs, used to heal small owies
Ointment, used to heal small burns
Ointment, used to heal small burns
Epinephrien medipen, used to stop people in crit from dying
Epinephrien medipen, used to stop people in crit from dying
Dexalin medipen, used quickly heal oxygen damage
Dexalin medipen, used quickly heal oxygen damage
A roller bed, used to quickly transport people
A roller bed, used to quickly transport people

Air Patrol

This is how cool you will look like

Oww man, the flyboys are here. Called upon when there are too few pilots, Air Patrol squad memebers are tasked with getting in a fighter, flying off to space and shooting down the syndies.

Now, flying a fighter is a daunting task, so ignore your task and stay alive look at the Guide to Fighters or more specifically, here

Don't worry, there is always a helpful Pilot or MT ready to help out

Click here to view the contents of their box:
File:Flyboy box.png
A double oxygen tank, giving you air in-flight.
A double oxygen tank, giving you air in-flight.
A pilot hardsuit, protects you if you need to eject from your fighter.
A pilot hardsuit, protects you if you need to eject from your fighter.

Security Fireteam

Oh no, a syndie!

The cool kids on the block. The one squad the XO is afraid to call. The bois in red. The Security Fireteam Members get a glock and armor. Given the obvious security risk, this squad is usually on called when there is a substatnital threat, such as Xenos or Boarders.

This is your weapon

You get a Glock, which in itself might not be a very powerful weapon, but they are good enough to scare your enemies away. You get three mags for it, so get blastin'! ( Do note that the mag that starts in your Glock is rubber, while the other two are lethal)Your armor may be a bit weak, but hey, it lets you spacewalk.

Click here to view the contents of their box:
File:Fireteam box.png
A piece of armor, not the strongest, but more than nothing.
A piece of armor, not the strongest, but more than nothing.
A helmet, ruining your hair since 2020.
A helmet, ruining your hair since 2020.
A glock, the thin line between you and the syndie.
A glock, the thin line between you and the syndie.
A magazine of ammo, filled with lethal bullets.
A magazine of ammo, filled with lethal bullets.
A club for beating people's face in.
A club for beating people's face in.

Munitions Support

The BOOM boyz. You will be tasked with going over to Munitions and helping them load guns, make torp or fire the Guass cannon. This may sound hard, but in all truth, it isn't.

Very important: when in or near munitions, always wear your special munitions helmet, as it defends your ears from the Booms.

The different types of guns are detailed on the Guide to Munitions, but here is a general rundown:

  1. Look at what type of gun you want to reload, eg. MAC, Railgun, PDC
  2. Run around Munitions and find ammo for that gun
  3. Pick up the ammo and click on the gun with it
  4. Then go to the gun's computer, hit the Payload Loaded, then the Payload Chambered button
    These are the munitions computers
  5. Turn off the Safetys, for God's sake
Click here to view the contents of their box:
File:MuniSupp box.png
A hazard vest, making you blend in with the Munitions boys.
A hazard vest, making you blend in with the Munitions boys.
A munitions helmet, protecting your ears from the loud BOOMs of the weapons.
A munitions helmet, protecting your ears from the loud BOOMs of the weapons.

CIC ops

The squad with the important job. Your task is to go to the Bridge, and either drive the ship, or manage the guns. This process is detailed here. But, ill provide a brief rundown here:

  • To fly the ship, press space until it starts following your mouse, then move around with WASD.
    • You can boost with pressing Shift, or pull the handbreak with Alt.
    • You can toggle drifting with X.
  • To shoot the big guns, switch around with Ctrl, and click towards the enemy.
    • The PDC goes BRRRT, and is the main way of keeping torpedoes and fighters away.
    • The MAC or the Phasers are the big booms that can tear ships in half, but they take an awful lot of time to reload and aim.
    • The Torps can trace after enemies, you only need to fire them towards the any does.
Click here to view the contents of their box:
That's right, you dont get any fancy items, instead you get:
Acess to the bridge, with all the advanteges of that.
Acess to the bridge, with all the advanteges of that.

 

 

Tips

  • The Executive Officer can edit who is in which squad, and which squad does what. Ask him if you want to be reassigned.
    • This is done at the squad console, in his office. This machine can also repaint pagers and lanyards
  • The XO has a General Pager, a pager that can listen in to any squad radio.
  • If you find a lanyard dropped on the ground, you can use it to vend that squad's equipment box.
  • CiC ops can use their IDs on the Escape Shuttle console to speed up its departure.
  • Security fears the fireteam, they are just afraid to accept their weakness

That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.
 
Yours truly,
 
Acting Executive Officer Ian

 

noborder


TEMPERATURE PAGE

From the up-and-coming atmos tech to the assistant just trying to survive, themperature is an important aspect of life on the station. If all goes well in Atmosia, the tempreture of the ship sould remain normal. But all never goes well. Because of this, it is useful to know how the ship can heat up or cool down.

When you begin to heat up or freeze over, a lttle indicator will pop up on your hud. If its only a small temperature difference - such as from drinking a hot drink -, you will be fine. But if it is substantial amount of heating or cooling, you are in danger. First of all, take off any insulating clothing, like space suits or emergency fire suits. Then head to an area with normal temperature. You can also use special drinks to cool you down, or take medicine to heal yourself from burns

Heat

Temperatures usually rise when there is a fire, or if some weird gas mix leaks from atmos into the vents. You can overheat yourself as well, if you become too fat or if you drink too much hot drinks. It can also be caused by certain viruses.
 
Heat is more dangerous than cold, and here is why:

  • Altough walls, windows and airlocks hold back fires, they can only for so long.
    • All of the above can be damaged by heat. Walls break down, windows shatter and airlocks get opened by a shitter.
    • Of course, stronger walls/windows hold up longer. Reinforced walls don't break, and plasma-glass windows don't shatter.
  • Heat can kill extremely fast, in part because it creates overpreassure as well.


As such, if you get the warning signs of over-heating, get put of there fast. An emergency firesuit with a hard hat protects from all but the hottest of fires.

One big danger of heat is your body overheating. This occurs when you are standing in a hot room without protection. Of this happens, simply putting on a hard suit won't help, as your body will remain heated, even if the room cools down. In this case, head to a cooler room, wait until your body is cold then put on the protective gear and go back.

Fire


Fire comes in two variations aboard the ship. Either they are in the atmosphere, or, in a much less dangerous manner, they are on an item or person.

Burns burns burns...

The first type occurs when plasma or tritium is mixed in the air. They can ignite when a flame is introduced, be it a sparkling light tube or a lit welder. These are more dangerous, and can damage everything in their path. If you see one, run away, and call out on radio. If you are feeling heroic, put on a firesuit and grab an extinguisher. If you are lucky, you may just save one person. The danger of such a fire is that it is a deliberate plasmaflooding, and it is being refilled. In that case it could be a Malf AI or a traitor Atmostech. These fires have one weakness: burning through floors. That way, they are opened up to space and quickly empty out.

...the ring of fire

The other type is personal fire. It is a fire that is on a person. This is caused by a wide spectrum of things, from an assistant welderbombing himself, or a virus igniteing you from the inside, to a God being angry at you. If you are set on fire, there is one thing you can always do: press the Resist button to drop and roll on the floor. THis puts fire out on you, altough you can reignite. You could also grab a fire extinguisher and spray on yourself. These small fires cause brun damage to you, which can be cured by ointment or burn patches at medbay. They can also set your clothes aflame, which can burn down, forcing you to get a set of new ones.

Cold

In space, no-one can hear your teeth chatter. The most usual source of cold is the void of space, so breaches. Cold is a