Mercenary: Difference between revisions
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===Other Stuff On The Typhon=== | ===Other Stuff On The Typhon=== | ||
Other important locations to note are the Medbay, Recreation, the Brig/Interrogation, the Radiator Arrays, the Teleporter, and the Captain's Quarters. | Other important locations to note are the Medbay, Recreation, the Brig/Interrogation, the Radiator Arrays, the Mech Bay, the Teleporter, and the Captain's Quarters. | ||
'''Medbay:''' | '''Medbay:''' | ||
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'''Brig/Interrogation:''' | '''Brig/Interrogation:''' | ||
Located 'starboard' (east) of the barracks, this area has four cells for captives and a central room with various tools and a chair for interrogations. You can either shutter the cells for privacy, or leave them open so other captives have to listen and watch you work on prisoners. Just make sure you clean it up and don't kill prisoners by accident! | Located 'starboard' (east) of the barracks, this area has four cells for captives and a central room with various tools and a chair for interrogations. You can either shutter the cells for privacy, or leave them open so other captives have to listen and watch you work on prisoners. Just make sure you clean it up and don't kill prisoners by accident! | ||
'''Mech Bay:''' | |||
Located on the far port (west) side of the ship, behind sealed blast doors, is the Mech Bay. This room contains a single ''Dark Gygax'' assault mech along with various bits of equipment for it. It is an exceptionally powerful and deadly piece of machinery, but its use may be authorized in very special circumstances. Located just across the hall and around the corner is the so-called ''War Armory'', which also contains extra gear. | |||
Do not attempt to break into the Mech Bay or War Armory unless you want to get in ''big'' trouble. | |||
'''Radiator Arrays:''' | '''Radiator Arrays:''' |
Revision as of 05:22, 10 October 2020
EVENT STAFF | |
Mercenary |
Access: Everywhere, provided you have a brick of C4 or an Emag handy Difficulty: Very Hard Supervisors: Your Employer Duties: Whatever you are paid to do. Guides: N/A |
You're a ragtag hired gun, probably hired by a corporation to deal with one of their most influential and well funded corporate opponents: NanoTrasen. Together with your team you're going to help your hirer's company return to the top of the stock market and make sure NanoTrasen falls to the bottom. You're being sent to the NSB Adephagia to ensure share holders re-consider their views on the almighty NanoTrasen. Luckily the mercenaries have access to a wide range of tools to assist them on their mission. From a simple revolver to the advanced energy crossbow, you have the tools to get the job done.
Then again, maybe your mission has nothing to do with NanoTrasen at all, and the station's crew just happens to stumble into your way. The specifics of how you accomplish your goal don't actually matter, as long as your client is happy with the results. On this server mercenaries are usually an antagonist role, but not always. You should have access to the AOOC or Antagonist OOC channel, which is visible only to antagonists, admins, and ghosts; admins will likely use this to communicate things to you during the setup time to make sure everyone is on the same page.
Mission Preparation
Congratulations, you've been chosen to fill this event role. Now the first thing you should do before launching your inevitable attack on the station or whatever else you're doing is to sit down with your fellow gunmen: under normal circumstances there may be up to eight of you, though if an admin's involved there might be more. Discuss and create a plan for your team to follow. There's no set leader of your team but you may find someone quickly take control of the situation which is perfectly okay, provided they're sensible about it.
Suiting Up
To start, you'll spawn in the barracks/dorms of the Typhon, a ship that is nominally under the employ of Stealth Assault & Recovery Enterprises, or SAARE. Here, you'll find lockers full of basic equipment, some spare IDs, food, and a set of equipment that will allow some of your team to disguise themselves as SAARE personnel should you want to try a stealthier approach (or are, in fact, actually playing SAARE personnel). Grab your basic gear and some snacks, then head over to the opposite side of the ship, through the hangar bay and into the Armory.
The Armory is where you'll find all the super fun toys you'll need for your mission: energy guns, suppressed pistols, assault rifles, space suits, jetpacks, knives, emags, grenades, belts, tools, you name it. A little further west behind some blast doors are special Heavy Ordnance bays which - if you're very, very lucky - might be opened by an admin. You should also find a radio uplink for more special items.
If you're one of those folk who typically tend to lose things it might be a good idea to just move the armory contents onto the shuttle should you need a spare as you typically won't be coming back until the mission is done.
Selecting Your Gear
The Typhon's Armory has a wide selection of gear by default, but not enough to allow a very coherent equipment setup; you'll probably be quite versatile and able to tackle almost any threat, but each teammember will probably be fairly specialized. You'll find energy guns, laser rifles, stun guns, net guns, ion guns, suppressed pistols, stun batons, and C20R submachine guns up for grabs here.
There's also the Uplink, and whatever else the admins/event runners choose to gift you with. You might also find yourself dealing with imposed restrictions (e.g. no lethal weapons!) so be ready to equip yourselves accordingly.
The suit cyclers you're provided with can also repaint your trusty red voidsuits to look like almost any other model, for disguise purposes.
Radio Uplink
The radio uplink is a remote item teleportation device which you'll find it on the armory floor. It can be used to summon various items out in the field which will aid you in your plan. However they run off tele-crystals and you have a finite amount of crystals to work with.
Recommended purchases:
- Electromagnetic Card (Emag) - Allows access to all restricted areas and multiple ID locked terminals. It also breaks and tampers with many other kinds of electronics, ranging from arcade machines to the AI.
- Plastic Explosive (C4) - Very useful for gaining access to anywhere when subtlety is not needed.
- Agent ID - Allows you to set your character's name and job title to anything. Useful for impersonating officials. It can also copy access from other IDs.
Traveling
So, you're all geared up, have a plan, and are raring to go? Great! Now you'll need to head to the Bridge and figure out where you are in relation to Virgo 3B. Someone will have to go and start up the engines and fuel + power up the reactors, which are towards the rear of the ship. Once that's done, you can get flying.
The Typhon has a fairly extensive network of point defense and integrated shields (remember to power them up first, and read the sheet of paper next to them for recommended settings) so you can probably risk flying through some asteroid fields if you have to, but don't push it. Your employer won't be happy if you smash up their big expensive ship.
Once you're at or near the station, head into the forward hangar bay with the smaller landing craft and deploy. Like the Typhon, this smaller craft can fly around on the overmap independently! It can be docked to either of the Tether's wide docking arms. Make sure the engines are powered up, that all the hatches are closed using the appropriate buttons, that everyone has buckled in, and head out. You also have a pair of preset sleeper beds in the rear of the landing craft that can be used to 'freeze' captives or stabilize wounded teammates for returning to base.
Communicating
Your headsets have an additional channel added to communicate with your fellow teammates. You can access it by using ':t' or ':h' in your message. This channel is private to your team only, thus confidential. Just make sure nobody loses a headset or else the station crew might find it and be able to listen in!
Other Stuff On The Typhon
Other important locations to note are the Medbay, Recreation, the Brig/Interrogation, the Radiator Arrays, the Mech Bay, the Teleporter, and the Captain's Quarters.
Medbay: Located 'fore' (north) of the barracks, this has everything you need to patch up wounded teammates or stop hostages from bleeding to death or dying of infections. If you have a designated 'team medic' or two, they should grab supplies from here before heading out. You can mix up all kinds of useful drugs and have access to enhanced medical supplies too!
Recreation: Located port and aft (south-west) of the Armory, the Recreation area includes a small kitchen and a pile of extra supplies that didn't fit into the Armory itself, including additional tools, headsets, clothing, and so on. If you can't find it in the Armory, check here!
Brig/Interrogation: Located 'starboard' (east) of the barracks, this area has four cells for captives and a central room with various tools and a chair for interrogations. You can either shutter the cells for privacy, or leave them open so other captives have to listen and watch you work on prisoners. Just make sure you clean it up and don't kill prisoners by accident!
Mech Bay: Located on the far port (west) side of the ship, behind sealed blast doors, is the Mech Bay. This room contains a single Dark Gygax assault mech along with various bits of equipment for it. It is an exceptionally powerful and deadly piece of machinery, but its use may be authorized in very special circumstances. Located just across the hall and around the corner is the so-called War Armory, which also contains extra gear.
Do not attempt to break into the Mech Bay or War Armory unless you want to get in big trouble.
Radiator Arrays: Located either side of Engineering, these rooms currently host a pair of fancy radiator arrays that help keep the ship cool. They don't actually do anything particularly useful except use up space, but might someday be replaced with something more interesting like drop pod launchers. They are also a quiet location you could drag a captive to for... some reason.
Teleporter: Just off the port (west) side of the bridge is the teleporter room. This can be very useful for gaining access to the station, but it's a one way trip without the boarding shuttle. Use this to discreetly deliver an infiltrator somewhere on the station ahead of the rest of the team's arrival.
Captain's Quarters: Opposite the Teleporter is the Mercenary Captain's room. Generally you shouldn't go in here without permission! The Mercenary Captain may be selected ahead of time by an admin/the event runner or played by an admin/event runner. You'll also find the ship's "pet", a synthetic vulpine. Almost like some kind of evil robo-Renard. Spooky, huh?
Useful information
All fellow mercenaries have a large S next to their player in-game, so try and avoid shooting them by mistake, especially while in disguise.
Tips
- Try and subvert the AI, as it can easily give you away early game, making your life a hell of a lot harder.
- Try and take hostages, as security and command will be more willing to listen to your demands when you have leverage.
- Don't be afraid to intimidate the crew a little, just don't wordlessly murder crew without any roleplay as it's considered very bad form and may even lead to a ban.
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 |