Escape Shuttle: различия между версиями

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The shuttle can be called from a Communications Console by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, or anyone with [[Bridge]] access. The same people, except the AI and its cyborgs, can recall the shuttle in normal conditions so long as it is not past half its journey (Red Alert allows for recall until 2:00 ETA). During [[Game Mode#Revolution|Revolution]] and [[Game Mode#Blob|Blob]] game modes, the shuttle can be called and will arrive, but it will not depart from the station.
The shuttle can be called from a Communications Console by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, or anyone with [[Bridge]] access. The same people, except the AI and its cyborgs, can recall the shuttle in normal conditions so long as it is not past half its journey (Red Alert allows for recall until 2:00 ETA). During [[Game Mode#Revolution|Revolution]] and [[Game Mode#Blob|Blob]] game modes, the shuttle can be called and will arrive, but it will not depart from the station.


Once called, the shuttle takes twenty minutes total to outfit and travel to the station. A station on blue alert will gain some priority over shuttle traffic, cutting down the overall time required to ten minutes. Going to red alert will maximize priority on shuttle prep and transit from Central Command, further cutting down the overall time to just 5 minutes. Once the shuttle arrives on station, it will stay docked for 3 minutes. If the circumstances are dire, the heads are able to forcefully start the ignition of the engines to launch the shuttle, a process which takes 10 seconds flat. A [[traitor]] with an [[Syndicate_Items#Cryptographic_Sequencer|emag]] can also launch the shuttle prematurely. Transit to centcomm takes two minutes.
Once called, the shuttle takes twenty minutes total to outfit and travel to the station. A station on blue alert will gain some priority over shuttle traffic, cutting down the overall time required to ten minutes. Going to red alert will maximize priority on shuttle prep and transit from Central Command, further cutting down the overall time to just 5 minutes. Once the shuttle arrives on station, it will stay docked for 3 minutes. If the circumstances are dire, the heads are able to forcefully start the ignition of the engines to launch the shuttle, a process which takes 10 seconds flat. A [[traitor]] with an [[Syndicate_Items#Cryptographic_Sequencer|emag]] can also launch the shuttle prematurely. Transit to centcomm takes two minutes. Remember to sit down or you will be thrown around!


An alternative to the shuttle is to escape on an [[Escape Pods|escape pod]].
An alternative to the shuttle is to escape on an [[Escape Pods|escape pod]].

Версия от 22:18, 24 января 2018

On one hand, it is with this that many players are allowed to supposedly continue life after departing Space Station 13. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. (The correct answer is, if anyone is working in toxins, you should call the shuttle, just to be safe).

Let's not muck around here. You may have avoided death by asphyxiation thanks to some greyshit smashing windows for the hell of it. You may have dodged a bomb ripping the Medbay to pieces. You might not have breathed in the horrible, horrible virus that was "accidentally" released into the air system. But none of that my good friend, compares to the hell that awaits.

Any form of restraint that was previously displayed has a mysterious habit of vanishing in the last few minutes of a station's life. Friends turn on friends. Clowns become murdering psychopaths (more than usual). Security starts stunning everyone and anyone, and someone always drops a flashbang or two.

Welcome to the Escape Shuttle.

Calling the Shuttle

The shuttle can be called from a Communications Console by any Heads of Staff, the AI and its Cyborgs, or anyone with Bridge access. The same people, except the AI and its cyborgs, can recall the shuttle in normal conditions so long as it is not past half its journey (Red Alert allows for recall until 2:00 ETA). During Revolution and Blob game modes, the shuttle can be called and will arrive, but it will not depart from the station.

Once called, the shuttle takes twenty minutes total to outfit and travel to the station. A station on blue alert will gain some priority over shuttle traffic, cutting down the overall time required to ten minutes. Going to red alert will maximize priority on shuttle prep and transit from Central Command, further cutting down the overall time to just 5 minutes. Once the shuttle arrives on station, it will stay docked for 3 minutes. If the circumstances are dire, the heads are able to forcefully start the ignition of the engines to launch the shuttle, a process which takes 10 seconds flat. A traitor with an emag can also launch the shuttle prematurely. Transit to centcomm takes two minutes. Remember to sit down or you will be thrown around!

An alternative to the shuttle is to escape on an escape pod.

Shuttle Bridge

The shuttle bridge requires Bridge/Headquarters access and is reserved for the Heads of Staff, although the general crew gets a boner for occupying restricted areas and will try and slip in.

The bridge contains an intercom and many consoles, the most important one being the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a traitor emags it), the waiting time for the shuttle gets shortened to 10 seconds. Doing so as a non-antag and without a genuine, immediate emergency (rampaging singularity, nuke ops, mass murder, etc.) is a good way to make everyone, including the admins, hate you.

Shuttle Brig

The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at Centcom will fail their escape objective. Requires Security access to enter.

Due to the fact that this, in effect, is Security's only haven on an otherwise chaotic shuttle, you can generally take it as read that walking through those airlock doors into the Shuttle Brig without being Security will get you robusted to fuck, or just outright murdered. Security are understandably incredibly twitchy on the Shuttle, so probably best just to leave them in peace as they beat their prisoners into submission for the Centcom bods.

Shuttle Medbay

A small medical area, containing sleepers and basic medical supplies. Nanomeds stocked with medical supplies can generally be found around the shuttle.

Shuttle Cargo

A small holding area with a few lockers and crates. Why does this exist? Nobody knows. Usually houses one or two people attempting to hide from the carnage outside.

The Shipyard

An enterprising station might find itself with some extra change in the vault. A captain can use this wealth to buy a variety of shuttles, though only 1 transaction is allowed by Nanotrasen.
Choose carefully.

Shuttle Name Cost Description
Standard Shuttles
NES Port 500 Sits about 30 in the central section.
Minimal facilities.
Smells like cheetos and sugary drinks.
Birdboat Shuttle 1000 Sits about 20 in the central section.
Minimal facilities.
Standard shuttle of Birdboat Station.
Ministation Shuttle Sits about 30 in the central section.
Standard facilities.
Standard shuttle of Ministation.
Pubbystation Shuttle Sits about 30 in the central section.
Standard facilities, comes with poker table.
Standard shuttle of Pubbystation.
Boxstation Shuttle 2000 Sits about 30 in the central section.
Standard facilities.
Standard shuttle of Boxstation.
Metastation Shuttle 4000 Sits about 40 in the central section.
Comes with EVA section.
Standard shuttle of Metastation.
Deltastation Shuttle 7500 Sits about 50 in the central section.
Comes with EVA section.
Standard shuttle of Deltastation.
Fancy Shuttles
Bar Shuttle 5000 A travelling bar, serviced by a xenomorph maid and a drone.
Sit down, relax. Bathroom's in the back.
Luxury Shuttle 10000 A luxurious golden ship, has a long banquet table and indoor pool.
Access to the main section requires payment (500 credits).
Poor people should use the rear section.
NT Lepton Violet 15000 A research vessel refurbished after the team misteriously vanished.
It was found with the helm section boarded up and the aftermath of what appeared to be a rodent outbreak turned sour.
Shuttle Name Cost Description
Engineering Shuttles
Scrapheap Challenge -1000 A second hand shuttle, recommisioned from a scrapper.
pretty cramped.
Build Your Own Shuttle -7500 For DIY fanatics.
Trades the standard for a BYO kit and the value difference.
Meteor -5000 For when you need cash but are too inept for the BYO kit.
A big rock, with engines and an atmosphere. BIG rock.
Hyperfractal Gigashuttle 100000 A state-of-the-art shuttle powered by supermatter.
Is a bit cramped, luckily it comes with radiation suits.
Other
Oh, hi Daniel. -5000 How was space work today?
Oh, pretty good. We got a new space station and the company will make a lot of money.
What space station?
I cannot tell you; it's space confidential.
Mother Russia Bleeds 5000 Da, is gud shootleh. Big room, many chairs.
Comes with a bear pit.
Snappop! 8000 Who let the clown pick the shuttle?!
STV 5 NaN Sometimes, you are really annoying.
You need evac? Fine.
*hey, it's me. You around the scrap pile?
*great, I need you to go over.
*no they wont touch your stuff
THE ARENA 10000 Only avaible if you defeat a lavaland demonlord.
No shuttle, but portals leading to a demonic arena.
Only half of those that enter will get out alive.
To the victors, lavaland loot and transport.
RIP AND TEAR


Now departing: TG Station.
Never going back to that place again!