SANDBOX FOR PAGE TEMPLES: Difference between revisions
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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 | 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. | 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. | 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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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. | 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''' | 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. | |||
<br /> | |||
{{Jobs}} | {{Jobs}} |
Revision as of 09:02, 1 September 2020
One of many Jobs |
Explorer |
---|
Split up, get lost, never find the bodies |
Department |
Expedition |
Access |
Explorer, EVA |
Duties |
Exploring intriguing locations accessible via the gateway. shuttle travel, or the airlock |
Supervisors |
Pathfinder |
Difficulty |
Medium |
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 | |
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 |