Guide to Away Missions: различия между версиями

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>Lonefly
м (Special Guides is deprecated.)
>WickedCybs
(big overhaul to the guide to away missions)
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=Overview=
=Overview=
This is a general-purpose guide to utilizing the station’s research shuttle, a small ship on the surface level which is linked to an away site far from the station within the NDV Icarus’ defense perimeter. While the doors leading to it require bridge access, the shuttle itself can be accessed by anybody once on board, making it useful for leaving the station for whatever reason - as an antagonist, or otherwise. Often times, away-sites are very dangerous and require a lot of preparation and balls to take on. To save your own time, it’s suggested to do these missions with plenty of time to spare and a plentiful manifest, else you’ll leave the station unmanned and vulnerable in an emergency!
This is a general-purpose guide to conducting expeditions for the crew of the Horizon. Expeditions can be very fun but also very annoying or even dangerous depending on how you go about it. The first order of business is typically, who is going to fly these things? This isn't a task that just ''anyone'' can do. Some roles have some expectations of being able to pilot, and they will be listed here.


In away missions, authority over each mission is placed on the shoulders of the station’s [[Research Director|research director]], with the standard chain of command (with the captain directly above and all heads of staff remaining equal) still intact. It is very common to see research directors leading expeditions when they occur. It’s important to understand that away missions are always secondary to station operations - if they hinder them in any way without sufficient payoff, the whole mission may as well be a failure in the eyes of the company.
'''The Horizon:'''


'''Before you leave:'''
The biggest ship you will see in-game. This is the hardest vessel to pilot and it requires formal training and experience to move. Those who would be able to pilot it are the Bridge Crew, XO and Captain. The rest of Command might be able to, depending on the background but It's not a hard requirement for them. It must be kept in mind, if the Bridge Crew are present they should always be the ones flying it.


- Away sites are presently tentatively canon and all interaction with them is to be treated as such. Ghost role interaction is to be treated like antagonist interaction.
Before moving an announcement should be made warning that it will occur, and that EVA should not be conducted lest those who try it are lost to the void.


- Away sites sometimes spawn special ghost roles, specifics can be found on the ghost roles page [[Guide to Ghost Roles|here]].'''  
'''The Intrepid:'''


==The research shuttle==
A shuttle-craft on the larger-end of things. This a middling shuttle in terms of how much it will challenge a pilot and it requires formal training and experience to move. Anyone who can pilot the Horizon can pilot the Intrepid, additionally you can expect Xenoarchaeologists, the Research Director and some Scientists to be able to competently fly it. The pilot will always have the highest authority on their shuttle, but if they aren't going out with the Expedition you may want to pick a leader to organize everyone. The Bridge crew should ideally be flying and leading expeditions but this is a role anyone capable of flying the shuttle can take if needed.
The shuttle itself consists of four rooms. The cockpit, the main compartment, the medical compartment, and the cargo hold.  


In the cockpit, you can find an Icarus reading report that contains essential information regarding the away site. These usually aren’t very descriptive but can have important info like “massive biomass signals” hinting at exactly what you’d expect. In the center, you can see the helm control console - on it, the big fat “launch” button that will initiate the shuttle’s liftoff! Also there is an energy weapon recharger, one essential for prolonged missions when all you’ve got is laser weaponry.
Given one of the objectives of the Horizon is to explore its surroundings, an organized expedition shouldn't be denied by Horizon Command or impeded. They do not need to do any paperwork or "clearance". They ''should'' give a heads up to the Bridge about what they're planning and who is going. The Intrepid can only be grounded with a ''very good'' reason. It should be remembered, the Intrepid is a long-range shuttle. It is more than capable of independently going to where it needs to be without the Horizon moving at all.


In the main compartment, there’s a bunch of chairs, a suit storage unit, and ten spare oxygen tanks. These are handy as spares in case someone’s suit gets punctured while at an away site.
'''The Mining Pod:'''


In the medical compartment, there are basic medical supplies for the obvious, and a sleeper to stabilize people in transit or remove toxic substances from their bloodstream.
A small shuttle. It's fast, nimble and easy to use to the point where the untrained could get a grasp on it given a few hours. Miners will have already gone through this as part of their limited training. Anyone who can fly the Horizon or Intrepid can also use the mining pod.


In the cargo hold, there are flares, an oxygen tank to top off your air, as well as tools and xenoarchaeology supplies. A second suit cycler and oxygen tank dispenser is here as well, as well as a portable air pump, rations, and a synthetic recharger. These are all essential in any prolonged mission. The portable air pump is handy for establishing forward bases as well to provide pressurized environments away from the shuttle, often for situations calling for on-site surgery immediately or removal of suits.
In the interest of self-sufficiency and profit miners are expected to be autonomous and operate with little oversight. They do not need to do any paperwork or "clearance". They ''should'' give a heads up to the Operations Manager or the Bridge if they aren't present so that someone is aware they're leaving. The Mining Pod can only be grounded with a ''very good'' reason. It should be remembered, the Mining Pod is more than capable of moving to where it needs to be without the Horizon moving at all.


The airlock is noteworthy in that it is very slow. It is important to not force it unless it’s at a low pressure inside, or else you’re needlessly wasting precious air that the shuttle has a dwindling supply of. If you vent all the shuttle’s air, only the portable air pump or the oxygen tank is able to refill what you’ve lost!
'''Minor Stuff:'''
 
- During expeditions, authority over each mission is typically placed on the Bridge Crew, although a member of the Research department (such as the Xenoarchaeologist) is also a suitable pick in their absence.
 
- Long range holo-pads and teleporters currently work as long as you are no more than four overmap squares away from the Horizon. You don't need to phone home 24/7 but if you will be out a while, consider coming back into comms range eventually to re-assure them you're still alive. Make sure they know where you are going too, if It's far. They might want to link up on their own.
 
- For teleporters in particular, keep in mind these can be a way for people who joined mid-round to still take part in an expedition. It's not just an emergency tool.
 
- Expeditions are tentatively canon. You haven't seen the same Solarian military outpost in every sector as an example.


==Preparation==
==Preparation==
Preparation before away missions on the shuttle varies massively depending on what you can expect from the Icarus scan found in the Research Director’s office or the research shuttle itself. As far as what to prepare, everyone involved should do their part in gathering essentials, sometimes including the following :  
Preparation before away missions on the shuttle varies depending on what you plan to do or where you're going. As far as what to prepare, everyone involved should do their part in gathering essentials, sometimes including the following :  


- Survival supplies, such as tools and efficient light sources.
- Survival supplies, such as tools and efficient light sources.


- Medical supplies, especially emergency surgical tools.
- Medical supplies can come in handy.


- Engineering supplies, such as materials.
- Engineering supplies, such as tools.


- Food and water.
- Food and water.
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- GPS’, and other tracking safety equipment.
- GPS’, and other tracking safety equipment.


- Radios.
- Handheld Radios.
 
Preparation often includes much more than this, with some research directors holding a “better safe than sorry” mindset and overpreparing massively. This isn’t necessarily a bad thing, and considering the danger of away sites, it is not too outrageous to bring armored vehicles and many weapons along for safety. Weaponry can be considered essential, but make sure to be as independent as possible - taking weapons directly from the armory could harm security efforts in the event of an emergency on station while you’re gone, for example. This gives research and robotics - and their notably powerful selection of manufactured killing implements - something to do in preparation as well, besides getting tools such as mecha-RCDs and drills ready.
 
Don’t linger on weapons, though, because there are plenty of clever ways to assist the mission with spare tools and manufactured assets from the station. From pocket flood-lights to advanced medical gear, anything is possible.


As for who precisely gets to go on the away mission, the director can choose from… basically anybody with an excuse, should their head of staff be okay with it or the Captain.. Get creative!
- Mission essential items (drills for the xenoarchs, as an example)


==Departure==
Preparation often includes much more than this, with some holding a “better safe than sorry” mindset and overpreparing massively. This isn’t necessarily a bad thing, but don't think It's a hard requirement. There are plenty of clever ways to assist the mission with spare tools and manufactured assets from the station. From pocket flood-lights to advanced medical gear, anything is possible.
So you’ve arrived at your spooky away site. The most important thing to do is understand that, due to the inherent dangers of the mission, you must not split up without good reason. This word is not law, but knowingly venturing into the unknown, alone, was never a good idea anyway. Ways this could backfire are: getting eaten by giant space monsters, shot by some inhabitants of the designated away site, or tripping and dying on a pebble because your suit punctured. '''This isn’t the safety of home base anymore, and is more dangerous than that of the miner’s daily jobs - anything could be out here.'''


After understanding that, your first order of business is coordinating a team first and foremost. Everyone should be able to play their role - if you take one of every department, they’ll always get something to do in the majority of away sites, as is mechanically incentivized. With that said, don’t be afraid to shove security first, medical in the back, and have scientists survey everything the team passes by in-between - or, the complete contrary, depending on what you expect. The noteworthy part here is that there must be some cohesion, some degree of teamwork, or the whole expedition might just fall apart.
As for who precisely gets to go on the away mission, a team can choose from… basically anybody working who wants to go, should their head of staff be okay with it or the Captain. You don't need "The Sec guy" "The Medic guy" "The Engineering guy" or anything like that, It's not a hard requirement. Just have a willing team who can exercise a bit of common sense.


{{Research}}
{{Research}}
{{Gameplay_Guides}}
{{Gameplay_Guides}}
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Версия от 06:43, 10 сентября 2022

Шаблон:WIP

Overview

This is a general-purpose guide to conducting expeditions for the crew of the Horizon. Expeditions can be very fun but also very annoying or even dangerous depending on how you go about it. The first order of business is typically, who is going to fly these things? This isn't a task that just anyone can do. Some roles have some expectations of being able to pilot, and they will be listed here.

The Horizon:

The biggest ship you will see in-game. This is the hardest vessel to pilot and it requires formal training and experience to move. Those who would be able to pilot it are the Bridge Crew, XO and Captain. The rest of Command might be able to, depending on the background but It's not a hard requirement for them. It must be kept in mind, if the Bridge Crew are present they should always be the ones flying it.

Before moving an announcement should be made warning that it will occur, and that EVA should not be conducted lest those who try it are lost to the void.

The Intrepid:

A shuttle-craft on the larger-end of things. This a middling shuttle in terms of how much it will challenge a pilot and it requires formal training and experience to move. Anyone who can pilot the Horizon can pilot the Intrepid, additionally you can expect Xenoarchaeologists, the Research Director and some Scientists to be able to competently fly it. The pilot will always have the highest authority on their shuttle, but if they aren't going out with the Expedition you may want to pick a leader to organize everyone. The Bridge crew should ideally be flying and leading expeditions but this is a role anyone capable of flying the shuttle can take if needed.

Given one of the objectives of the Horizon is to explore its surroundings, an organized expedition shouldn't be denied by Horizon Command or impeded. They do not need to do any paperwork or "clearance". They should give a heads up to the Bridge about what they're planning and who is going. The Intrepid can only be grounded with a very good reason. It should be remembered, the Intrepid is a long-range shuttle. It is more than capable of independently going to where it needs to be without the Horizon moving at all.

The Mining Pod:

A small shuttle. It's fast, nimble and easy to use to the point where the untrained could get a grasp on it given a few hours. Miners will have already gone through this as part of their limited training. Anyone who can fly the Horizon or Intrepid can also use the mining pod.

In the interest of self-sufficiency and profit miners are expected to be autonomous and operate with little oversight. They do not need to do any paperwork or "clearance". They should give a heads up to the Operations Manager or the Bridge if they aren't present so that someone is aware they're leaving. The Mining Pod can only be grounded with a very good reason. It should be remembered, the Mining Pod is more than capable of moving to where it needs to be without the Horizon moving at all.

Minor Stuff:

- During expeditions, authority over each mission is typically placed on the Bridge Crew, although a member of the Research department (such as the Xenoarchaeologist) is also a suitable pick in their absence.

- Long range holo-pads and teleporters currently work as long as you are no more than four overmap squares away from the Horizon. You don't need to phone home 24/7 but if you will be out a while, consider coming back into comms range eventually to re-assure them you're still alive. Make sure they know where you are going too, if It's far. They might want to link up on their own.

- For teleporters in particular, keep in mind these can be a way for people who joined mid-round to still take part in an expedition. It's not just an emergency tool.

- Expeditions are tentatively canon. You haven't seen the same Solarian military outpost in every sector as an example.

Preparation

Preparation before away missions on the shuttle varies depending on what you plan to do or where you're going. As far as what to prepare, everyone involved should do their part in gathering essentials, sometimes including the following :

- Survival supplies, such as tools and efficient light sources.

- Medical supplies can come in handy.

- Engineering supplies, such as tools.

- Food and water.

- GPS’, and other tracking safety equipment.

- Handheld Radios.

- Mission essential items (drills for the xenoarchs, as an example)

Preparation often includes much more than this, with some holding a “better safe than sorry” mindset and overpreparing massively. This isn’t necessarily a bad thing, but don't think It's a hard requirement. There are plenty of clever ways to assist the mission with spare tools and manufactured assets from the station. From pocket flood-lights to advanced medical gear, anything is possible.

As for who precisely gets to go on the away mission, a team can choose from… basically anybody working who wants to go, should their head of staff be okay with it or the Captain. You don't need "The Sec guy" "The Medic guy" "The Engineering guy" or anything like that, It's not a hard requirement. Just have a willing team who can exercise a bit of common sense.

Research Department
Head of department Research Director
Personnel Scientist - Xenobiologist - Xenoarcheologist - Roboticist
Useful guides Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Integrated Electronics - Guide to Telescience - Guide to Modular Weaponry

Шаблон:Gameplay Guides