Sandbox:Lavillastrangiato: различия между версиями

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===== Loading the Guns =====
===== Loading the Guns =====
[[File:Secure ammunition storage.png|thumb|Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.]]
You and the rest of Operations have access to Secure Ammunition Storage, which sits right next to your office. In case one of the guns need to be loaded, you'll need to use the power loader inside the Grauwolf's room (itself adjacent to secure ammunition storage) to lift the ammo and chamber it. Keep in mind that the bolts and shutters being lifted will cause an automated alert in the Command channel, so you should probably let everyone else on command know what you're doing.


You and the rest of Operations have access to Secure Ammunition Storage. If you're ever asked to have the Grauwolf or the Longbow loaded, you need to use a power loader to lift the ammunition and move it into the loading port.
To load the gunnery:
 
# Hop inside a power loader. There should be a new button on the left side of your screen, <code>POWER</code>. Press it, and hit <code>HATCH</code> to close your roll cage.
# Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.
# Click on the ammunition you want to load. A few seconds later, you'll have loaded the ammunition!
# Move over to the ship gun, and click on its ammunition loader. Do this until your clamp is empty of ammunition.


==Mining Operations==
==Mining Operations==

Версия от 03:10, 26 апреля 2023

COMMAND
Должность
не определена


Operations Manager

Руководители: Captain
Сложность: Medium
Обязанности: Coordinate operations, supervise Hangar Technicians and Shaft Miners, fill bounties
Руководства: Hangar Technician, Shaft Miner, Guide to Communication Devices
Доступ: Operations Lobby, Hangar, Secure Storage, Machinist, Engineering, Security, Teleporter, Bridge
Альтернативные названия: Отсутствуют

Файл:F19.png

As an Operations Manager, your primary job is to coordinate and manage your department, which consists of the supply area and the flight deck. What this means is that it is your responsibility to ensure orders are processed smoothly, the warehouse is sorted, and that shuttles are properly loaded and fuelled by your Hangar Technicians.

Cargo Operation

If you're new to Operations entirely, you should start out by reading about the Hangar Technician.

The main responsibilities of Operations is to ensure that:

  1. the warehouse is organized, and any equipment that helps out other departments is sent to them in a reasonable amount of time
  2. the bounties are filled and sent to Central Command
  3. the shuttles are fuelled and able to be contacted
  4. the ship weapons are loaded and ready to fire

Assuming that you have a full team of hangar technicians and shaft miners, none of this should be directly your responsibility. Instead, you should delegate these responsibilities to your hangar technicians, and help them out where you can. Make sure one person is organizing the warehouse and preparing packages for the other departments, another person is looking for bounties from the crew, and someone else is manning the desk or helping out the others.

In the meantime, you can also set up the EFTPOS scanner by inputting its access code and connecting it to the Operations account. This allows other crew to pay for personal orders without your technicians having to finangle with IDs and their tablet.

The Vault

As Operations Manager, you have providence over the secure storage vault sitting in operations, which holds many rare and valuable items. If you want to access it (be they for reasons noble or not), you're going to need to turn off the turrets inside the vault first, otherwise you'll probably meet a swift and unpleasant end.

Loading the Guns
Secure ammunition storage. To access it, the shutters need to be raised, and the bolts on the doors need to be dropped.

You and the rest of Operations have access to Secure Ammunition Storage, which sits right next to your office. In case one of the guns need to be loaded, you'll need to use the power loader inside the Grauwolf's room (itself adjacent to secure ammunition storage) to lift the ammo and chamber it. Keep in mind that the bolts and shutters being lifted will cause an automated alert in the Command channel, so you should probably let everyone else on command know what you're doing.

To load the gunnery:

  1. Hop inside a power loader. There should be a new button on the left side of your screen, POWER. Press it, and hit HATCH to close your roll cage.
  2. Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.
  3. Click on the ammunition you want to load. A few seconds later, you'll have loaded the ammunition!
  4. Move over to the ship gun, and click on its ammunition loader. Do this until your clamp is empty of ammunition.

Mining Operations

Shaft miners will work mostly independently of you, and therefore do not need to be ordered as much. However, it is still best to remind them to use their suit sensors, to take their GPS, and to check in with them occasionally to ensure that they are all healthy and unharmed. Make sure to connect your PDA to the holopad so you can be notified if the Spark calls you!

If you want to be nice, you can fax them the sensor readings so they can get to a planet faster, and also help set up the ore redemption consoles while they're away.

Being an Antagonist

You can order almost anything you'd like and then delete the evidence that you did order something from the records. Also, you can use mining equipment (such as thermal drills) to break open any locked crate.

Since you have access to maintenance, maneuverability becomes very easy. As well, you can hack the autolathe (assuming you have insulated gloves) to print out anything from an RCD to lethal ammunition.

A rare but extremely effective tool is to order a proto-human (or a proto-whatever your species is), mutilate its face to the point of unrecognizability, then give it your ID to fake your death.

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
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles