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(Updated the side bar and set up. Likely loads of spelling and grammer mistakes I will need ot fix when it's not half 2 in the morning)
(refined set up a little added a weapons guide)
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1 Leader- you will be hearding cats, people on saying a giant spider do one of three things: flight, fight, or ssd. The Leader should be the person who focuses on the long term misson and keeping everyone geared towards the same goal. Even if that goal is simply running away. Tools to help with this include (idealy you have gotten a feild promotion to pathfinder, the binos to see things fare away. And some spare equipment for when people "forget" to bring theres. Boxes of flares, power cells, snacks.  A bad leader will run off to be super explorer and do everything themselves, while a good one will take the heavy duffle, webby, and a fanny pack to carry all the spare equipment and snacks. The other explorers really like to foget that last one.  
Leader- you will be hearding cats, people on seeing a giant spider do one of three things: flight, fight, or ssd. The Leader should be the person who focuses on the long term misson and keeping everyone geared towards the same goal.  




2 Medic- Ideally the feild medicl, less ideally real medical staff. Or an intern with the medkits in a pincth. (This isn't a good idea but it works often enougth) This is the best role for pacifist charaters. the medics main concern should be keeping everyone alive. This is the best way to help people fight giant spiders without fighting yoursef. At least amount of things they should bring is a red medical kit, a health scanner, and a statis bag. The idea being that the red kit can heal people after friendly fire and hostile animals, as well as splint fractured bones.  By asking the injured "where and how do your injured hurt?" you can get a good idea of what first aid is needed. Bruised needs a bruise pack. Burnt needs a burnt pack, and hurts when touched needs a splint. The statis bag lets you high tail it home if they have IB or something else. While you may find a place to do surgery to fix the problem 9 times out of 10 it's a dusty old crashed ship filled with people you've just killed. Not the best place to cut someone open. (And viewed as a rule break) It's muched better to return to the station to fix major wounds correctly.
2 Medic- Ideally the feild medicl, less ideally real medical staff. Or an intern with real medkits if left with no choice. Sometimes you will find surgery tables you can use to do feild surgery. Don't, just because they are can doesn't mean it's a good idea.




3 Guard. Preferably another explorer, idealy with the phaser carbine and a sheild. Guy with a gun. Should take most of the hits and most of the shots. The phaser is the best weapon you will ever find. Laser rifles with void cells are a close second. Followed by the froniter phaser. As soon as you click on the screen a beam of light will go and harm what ever tries to stop it. Sometimes the spiders don't stop it. Sometimes people jump in the way. Once the beam leaves your gun there's no such thing as a friendly laser. Sometimes you will find weapons worth using. Balaistics are somewhat useful against spiders. However they are not so useful against robotic foes and VERY VERY effective at friendly fire. They will break bones, they will get stuck, and they will curve towards your teamates. The sheild only works when faceing the attack. Use alt+arrow key to striaf in that dirrection.
3 Guard. Preferably another explorer, idealy with the phaser carbine and a sheild.




4 Engineer. Preferable a real engineer. A good one should be able to change the way you can defend and attack yourself. A bad one will only open doors.  
4 Engineer. Preferable a real engineer. A good one should be able to change the way you can defend and attack yourself. A bad one will only open doors. It's considered poor form to open your own locked doors and set up powernets, only do this if no station side engineers want to come.  




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FM head set. Are you sick of haveing a handeld radio or an ear set that won't work away from the station. NT has the product for you. The only down side is if you loose your com-link the next message you send will be static. Remeber to ping them now and again.
FM head set. A spawn item that works as a longwave radio that goes in an ear slot. Sometimes it makes static, repeat your message if this happens.




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liquiad (protien) ration packs. Food that can be eatten with a voidsuit and gas mask on
liquid (protien) ration packs. Food that can be eatten with a voidsuit and gas mask on. Very useful to restore lost blood.




Frontier phaser/phaser carbine. A small pistol with 8 lethal shots (3 more than the normal e-pistol) useless on station. Unless you have warden access, oh you can crank it to recharge it on the feild. It also fits in most weapon cell rechargeing points. make all other weapons useless.
Frontier phaser/phaser carbine. A small pistol with 8 lethal shots (3 more than the normal e-pistol) useless on station. Unless you have warden access, oh you can crank it to recharge it on the feild. It also fits in most weapon cell rechargeing points. make all other weapons useless.  




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Explorer jumpsuit. Has sensors so it's better than tacticool turtlesnecks. But not better than tactical jumpsuits, that are amour....or maybe secs that also have amour. Maybe we're not ment to be fighting constantly come to think of it. Even up amoured one attack can break a bone and cause IB
Explorer jumpsuit. Another spawn item




Catalouger. The one way to get IC information from things. Sometimes they even stay still long enough for you to scan them. Spiders however will try to eat you while scanning. Points can be redemed for somewhat cool tech in the vender.
Catalouger. The one way to get IC information from things. Sometimes they even stay still long enough for you to scan them. Spiders however will try to eat you while scanning. Points can be redemed for somewhat cool tech in the vender. Use this if you can, but remeber this is a HRP setting. Don't trade your life for a few points




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==Exploring==
==Exploring==
The explorer's main job function is to explore, locate any devices or artifacts of interest, make contact with any indigenous life, and generally make new discoveries in the interest of science and advancing knowledge. Most commonaly the indigenous life is a big spider that wants you dead. Lucky for you
The explorer's main job function is to explore, locate any devices or artifacts of interest, make contact with any indigenous life, and generally make new discoveries in the interest of science and advancing knowledge. Most commonaly the indigenous life is a big spider that wants you dead. Lucky for you


'''WIP exploration guide.'''
'''WIP exploration guide.'''
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==Weaponry and You==
==Weaponry and You==
you are permitted to carry weapons to further your job as necessary, but '''only to and from the shuttle or gateway''' <s>legally, anyway</s>. For legal purposes, you should leave your weapons in your weapons or personal locker when going off-duty. Any explorer weapons recovered by a [[Search and Rescue]] crew member for example, should be turn over to another expedition member or Security for safe keeping.
you are permitted to carry weapons to further your job as necessary, but '''only to and from the shuttle or gateway'''.  Security is within their legal right to arrest you for carrying a holstered weapon randomly about the station. But not if you are going outside or transporting them to your department.
 
 
Always rember as soon as you pull the trigger there's no such thing as friendly bullet/torpeado/laser. They will hurt the first thing that stops it. Sometimes it will go past your target and keep going until it hits a wall. beams and bullets will keep going until they are stopped. Always becareful for hurting a teammate, lasers don't have a projectile speed as are the least likely to hurt allies. However in tight enviroments if a person can jump infront of your shot they WILL jump infront of it. Normally trying to shoot the target themselves.
 
 
Department weapons
 
 
Phasers- Theese make almost ever weapon useless unless you find a void cell.  This recharges a shot much faster than the Advanced Engergy Gun, with the "downside" of needing both hands to recharge. It's the size of a pistol but unlike e-pistols has 8 shots instead of 5.  Has a high and low power shot mode
 
 
Holdout phasers- a smaller phaser. 3 lethal shots but it's also the size a soda can and fits in webbing. It also has a low power mode and taser mode.
 
 
Common weapons
 
 
7.62mm bolt actions- hunting, bolt, and lever rifles. A very common find. Practicly useless they need ammo to carry you can't easily get. (sciecne and cargo if they want to give you it) a low rate of fire and poor damage per shot. They are however very good against players, not mercs. The bullets has a projectile speed so time can mean players get in the way.
 
 
Shotguns- Come in three flavours, zip, double barrel, and combat. With mag sizes of 1, 2, and 8. It can take about 12 shot rounds to kill a spider. But they are very effective at ruining your friends day when you miss and hit them
 
 
pistols- some of theese are worth useing. 9mm pistols are low damage per shot and mean to be uses effectively need to mag dump and reload multiple times. .38 revolves have a similer problem. Still very effective against players, who you don't fight. .45 pistols and 9mm machine pistols are useable against spiders. the .357 I am told is also very good with high damage per shot.
 
 
e-pistols. This is basicly your phaser with 3 less shots and can't recharge itself. The alien pistol has a voidcell that is self chargeing.
 
 
e-rifle- 10 shots bigger than your phaser. Is 2 extra shots worth the trade of in size and no rechargeing
 
 
burst laser- often found when you save the talon crew, sometimes a rare spawn. 12 lethal rounds. A little less damage per shot but can fire 3 at once. A voidcell can makes this comparatable with your phaser.
 
 
Advanced Engery Gun (AEG)- twice the size of your phaser, 3 less shots, and a much longer recharge rate. Asking for this upsets science, it's also a down grade in everyway.
 
 
stun revolver- supriceingly an effective weapon. 6 shots (non-lethal) uses a weapon cell. Sec prefers tasers and are only useful if you want to pretend to be a cowboy.
 
 
taser- a free weapon cells. Useful for sec who get loads in their vender, not so useful agiants wildlife.
 
 
xenotaser- sometimes they have a weapon cell inside. 100% useless to you. 75% useless to the xenobiologist who can print as many as they like.  
 
 


Security is within their rights to charge you with possessing contraband, should you be searched for some other offense while not on duty. If you assault someone in the bar and while being processed security discovers your x-ray laser, you ''may'' be charged with possessing major contraband.
<br />


{{Jobs}}
{{Jobs}}

Revision as of 09:02, 1 September 2020


Explorers' primary mission takes place far away from the station. In general, explorers are dispatched to investigate distant regions and planets, or even travel to other places in space-time via the gateway. They will typically be required to encounter danger and face extraterrestrial threats in the course of their job.

Setup

Decide where you want to go. Normally the pathfinder will take this trouble off your hands, however if one doesn't turn up this task will fall to you.

The first thing you will need are people. Most teams should find success with a set up close to this. Smaller teams


Leader- you will be hearding cats, people on seeing a giant spider do one of three things: flight, fight, or ssd. The Leader should be the person who focuses on the long term misson and keeping everyone geared towards the same goal.


2 Medic- Ideally the feild medicl, less ideally real medical staff. Or an intern with real medkits if left with no choice. Sometimes you will find surgery tables you can use to do feild surgery. Don't, just because they are can doesn't mean it's a good idea.


3 Guard. Preferably another explorer, idealy with the phaser carbine and a sheild.


4 Engineer. Preferable a real engineer. A good one should be able to change the way you can defend and attack yourself. A bad one will only open doors. It's considered poor form to open your own locked doors and set up powernets, only do this if no station side engineers want to come.


5 tourist. A player not used to what happens in exploration, while not needed someone who hasn't seen everything pokeing around is fun to wacth.


Equipment

Explorer suit. A geen stalker like suit with no slower down. It has a hood and give decent protection against anything you'll find. Expect space. You'll need a void suit for that.


Explorer void suit. The Explorer's suit space proof big brother. Slower but more amoured. However not too well amoured. And breaks if it takes enought damage. Oh did we mention you can't put bandages on while wearing this. At least it offers weilding protection for your eyes


Explorer gas mask. It's a gas mask. A bit more old fassioned than the normal glass faced ones.


FM head set. A spawn item that works as a longwave radio that goes in an ear slot. Sometimes it makes static, repeat your message if this happens.


GPS. Tells you where you are and where your team mates are. Practily needs to find people


Explorer belt. Lets you store your gun, your knife, your catalouger, and other tools. 5 slots it may be worth brining a real tool belt if you need a full set of tools.


Flare box. Gives light via fire, can be thrown after being lit to brigthen lighter area. Keep out of airlocks to avoid burning the planet down.


liquid (protien) ration packs. Food that can be eatten with a voidsuit and gas mask on. Very useful to restore lost blood.


Frontier phaser/phaser carbine. A small pistol with 8 lethal shots (3 more than the normal e-pistol) useless on station. Unless you have warden access, oh you can crank it to recharge it on the feild. It also fits in most weapon cell rechargeing points. make all other weapons useless.


Plasteel machette. A big knife with it's own holster. Useful to hurt hostiles and not hurt team mates.


Explorer jumpsuit. Another spawn item


Catalouger. The one way to get IC information from things. Sometimes they even stay still long enough for you to scan them. Spiders however will try to eat you while scanning. Points can be redemed for somewhat cool tech in the vender. Use this if you can, but remeber this is a HRP setting. Don't trade your life for a few points


Plasteel knife. A weaker machette that fits in your boots.


Exploring

The explorer's main job function is to explore, locate any devices or artifacts of interest, make contact with any indigenous life, and generally make new discoveries in the interest of science and advancing knowledge. Most commonaly the indigenous life is a big spider that wants you dead. Lucky for you


WIP exploration guide.

You should be familiar with Standard Operating Procedure with regards to away missions, and make sure you follow the directions of the Pathfinder

Weaponry and You

you are permitted to carry weapons to further your job as necessary, but only to and from the shuttle or gateway. Security is within their legal right to arrest you for carrying a holstered weapon randomly about the station. But not if you are going outside or transporting them to your department.


Always rember as soon as you pull the trigger there's no such thing as friendly bullet/torpeado/laser. They will hurt the first thing that stops it. Sometimes it will go past your target and keep going until it hits a wall. beams and bullets will keep going until they are stopped. Always becareful for hurting a teammate, lasers don't have a projectile speed as are the least likely to hurt allies. However in tight enviroments if a person can jump infront of your shot they WILL jump infront of it. Normally trying to shoot the target themselves.


Department weapons


Phasers- Theese make almost ever weapon useless unless you find a void cell. This recharges a shot much faster than the Advanced Engergy Gun, with the "downside" of needing both hands to recharge. It's the size of a pistol but unlike e-pistols has 8 shots instead of 5. Has a high and low power shot mode


Holdout phasers- a smaller phaser. 3 lethal shots but it's also the size a soda can and fits in webbing. It also has a low power mode and taser mode.


Common weapons


7.62mm bolt actions- hunting, bolt, and lever rifles. A very common find. Practicly useless they need ammo to carry you can't easily get. (sciecne and cargo if they want to give you it) a low rate of fire and poor damage per shot. They are however very good against players, not mercs. The bullets has a projectile speed so time can mean players get in the way.


Shotguns- Come in three flavours, zip, double barrel, and combat. With mag sizes of 1, 2, and 8. It can take about 12 shot rounds to kill a spider. But they are very effective at ruining your friends day when you miss and hit them


pistols- some of theese are worth useing. 9mm pistols are low damage per shot and mean to be uses effectively need to mag dump and reload multiple times. .38 revolves have a similer problem. Still very effective against players, who you don't fight. .45 pistols and 9mm machine pistols are useable against spiders. the .357 I am told is also very good with high damage per shot.


e-pistols. This is basicly your phaser with 3 less shots and can't recharge itself. The alien pistol has a voidcell that is self chargeing.


e-rifle- 10 shots bigger than your phaser. Is 2 extra shots worth the trade of in size and no rechargeing


burst laser- often found when you save the talon crew, sometimes a rare spawn. 12 lethal rounds. A little less damage per shot but can fire 3 at once. A voidcell can makes this comparatable with your phaser.


Advanced Engery Gun (AEG)- twice the size of your phaser, 3 less shots, and a much longer recharge rate. Asking for this upsets science, it's also a down grade in everyway.


stun revolver- supriceingly an effective weapon. 6 shots (non-lethal) uses a weapon cell. Sec prefers tasers and are only useful if you want to pretend to be a cowboy.


taser- a free weapon cells. Useful for sec who get loads in their vender, not so useful agiants wildlife.


xenotaser- sometimes they have a weapon cell inside. 100% useless to you. 75% useless to the xenobiologist who can print as many as they like.



Jobs on Vorestation

IconJobs.png

Command Site Manager, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Engineer, Atmospheric Technician
Cargo Quartermaster, Cargo Technician, Shaft Miner
Medical Chief Medical Officer, Medical Doctor, Paramedic, Psychologist, Chemist,
Science Research Director, Scientist, Roboticist, Xenobiologist
Service & Civilian Intern/Visitor, Bartender, Botanist, Chef, Chaplain, Command Secretary, Janitor, Librarian, Pilot
Station-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
ITV Talon Talon Captain, Talon Pilot, Talon Guard, Talon Doctor, Talon Engineer