Sandbox:Sneakyranger: различия между версиями

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>Sneakyranger
(A workspace that's not my user page so that I don't have to delete my Gadpathur edits.)
 
>La Villa Strangiato
мНет описания правки
 
(не показано 13 промежуточных версий 2 участников)
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{{WIP}}
 
{{JobPageHeader
Welcome to the page for the Horizon's fusion reactor, the INDRA!
|headerbgcolor = black
It replaced the old Tesla reactor for a variety of reasons, and comes with some neat features.
|headerfontcolor = red
Many engineers have been reprimanded for violent debate over what INDRA stands for. Some say it itself stands for INDRA, others say it stands for INDependent Reactor, Aneutronic, and others have their own name.
|stafftype = ENEMY
If you're familiar with the Baystation implementation of the RUST, much if not all of the INDRA should be immediately familiar to you.
|imagebgcolor = gray
Feel free to jump ahead to the [[Guide_To_The_Indra|startup procedure section.]]
|img_generic = File:Generic_captain.png
 
|img = Generic-techno.png
== Component Parts ==  
|jobtitle = Technomancer
The INDRA has 3 different types of machine making up the actual reactor part of the reactor equipment. Those are as follows:
|access = Wherever your core can take you.
* The fusion core itself. This should be pretty hard to miss, as it's the giant tower in the middle that spits out a colored magnetic field when it's online.
|qualifications = None.
* The gyrotron. This both increases the temperature of the fusion core (to a degree) and stabilizes it once a reaction gets going.
|employers = Whoever you come up with, or none at all.
* The fuel injectors. There are six of these on either side of the fusion core. They are loaded with "fuel" rods and when activated launch particles of the inserted fuel rod in to the magnetic field of the fusion core.
|difficulty = Hard
 
|superior = None.
Now, you can't just go flipping a switch on all of these things to get them going. The control room comes with three different terminals that all control one of the above machines (or set of machines, in the case of the injectors).
|duties = Come up with a gimmick, steal random things, be the technological equivalent of the old Wizard gamemode.
* The fusion core control terminal controls the magnetic field strength (aka the size), allows you to turn the reactor on or off, and lists the fuel particles inside the magnetic field.  
|guides = This is the guide.
* The gyrotron control terminal lets you turn the gyrotron on or off or adjust the firing speed and strength of the beam.
}}
* The fuel injector control terminal allows you to turn on or off specific injectors, turn on or off all injectors, and adjust how much fuel is inserted by an injector per shot in percentage form."
A technomancer is an antagonist whose abilities come from the core on their back and the wide variety of tools they can order before they on arrive the station. Technomancer is one of the more open-ended antagonists as far as gimmicks go, given the wide variety of playstyles at their disposal.
 
== Technomancer Abilities ==
Finally, the room should start with two crates, one full of deuterium and one full of tritium for some fuel rods suitable for day-to-day operations.
 
== Reactions ==
There are a few different reactions known.
 
 
 
 
 
 
 
 
 
 
 
 
{{Engineering}}
{{Guides}}
[[Category:Engineering]]
[[Category:Guides]]
[[Category:Pages]]

Текущая версия от 11:27, 15 октября 2023

Welcome to the page for the Horizon's fusion reactor, the INDRA! It replaced the old Tesla reactor for a variety of reasons, and comes with some neat features. Many engineers have been reprimanded for violent debate over what INDRA stands for. Some say it itself stands for INDRA, others say it stands for INDependent Reactor, Aneutronic, and others have their own name. If you're familiar with the Baystation implementation of the RUST, much if not all of the INDRA should be immediately familiar to you. Feel free to jump ahead to the startup procedure section.

Component Parts

The INDRA has 3 different types of machine making up the actual reactor part of the reactor equipment. Those are as follows:

  • The fusion core itself. This should be pretty hard to miss, as it's the giant tower in the middle that spits out a colored magnetic field when it's online.
  • The gyrotron. This both increases the temperature of the fusion core (to a degree) and stabilizes it once a reaction gets going.
  • The fuel injectors. There are six of these on either side of the fusion core. They are loaded with "fuel" rods and when activated launch particles of the inserted fuel rod in to the magnetic field of the fusion core.

Now, you can't just go flipping a switch on all of these things to get them going. The control room comes with three different terminals that all control one of the above machines (or set of machines, in the case of the injectors).

  • The fusion core control terminal controls the magnetic field strength (aka the size), allows you to turn the reactor on or off, and lists the fuel particles inside the magnetic field.
  • The gyrotron control terminal lets you turn the gyrotron on or off or adjust the firing speed and strength of the beam.
  • The fuel injector control terminal allows you to turn on or off specific injectors, turn on or off all injectors, and adjust how much fuel is inserted by an injector per shot in percentage form."

Finally, the room should start with two crates, one full of deuterium and one full of tritium for some fuel rods suitable for day-to-day operations.

Reactions

There are a few different reactions known.







Engineering Department
Head of Department Chief Engineer
Personnel Engineer - Atmospheric Technician
Useful Guides Guide to Atmospherics - Supermatter Engine - Guide to the INDRA - Guide to Thrusters - Telecommunications - Integrated Electronics
Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink