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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) |
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| jobname = Explorer | | jobname = Explorer | ||
| img_file = explorer.png | | img_file = explorer.png | ||
| tagline = | | tagline = Split up, get lost, never find the bodies | ||
| department = Expedition | |||
| department = | | access = Explorer, EVA | ||
| access = | | duties = Exploring intriguing locations accessible via the gateway. shuttle travel, or the airlock | ||
| duties = Exploring | | supervisors = Pathfinder | ||
| supervisors = | |||
| difficulty = Medium | | difficulty = Medium | ||
}} | }} | ||
Explorers | 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 == | ==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 | |||
== 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. | 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. | ||
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. | |||
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. | |||
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. | |||
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. 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. | |||
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. | |||
liquiad (protien) ration packs. Food that can be eatten with a voidsuit and gas mask on | |||
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. 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 | |||
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. | |||
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.''' | '''WIP exploration guide.''' | ||
You should be familiar with [[Standard Operating Procedure#Scientific Expeditions|Standard Operating Procedure]] with regards to away missions, and make sure you follow the directions of the [[Pathfinder]] | You should be familiar with [[Standard Operating Procedure#Scientific Expeditions|Standard Operating Procedure]] with regards to away missions, and make sure you follow the directions of the [[Pathfinder]] | ||
== 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. | |||
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. | 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. | ||
{{Jobs}} | {{Jobs}} |
Revision as of 20:25, 31 August 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
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.
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.
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.
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.
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. 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.
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.
liquiad (protien) ration packs. Food that can be eatten with a voidsuit and gas mask on
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. 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
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.
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 legally, anyway. 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.
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.
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 |