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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = #FFDF00
|headerbgcolor = black
|headerfontcolor = black
|headerfontcolor = red
|stafftype = COMMAND
|stafftype = ENEMY
|imagebgcolor = #FFB600
|imagebgcolor = gray
|img = Operationsmanager-nbt.png
|img_generic =Generic_nukesyndie.png
|jobtitle = Operations Manager
|img =Generic_nukesyndie.png
|access = Operations Lobby, Hangar, Secure Storage, Machinist, Engineering, Security, Teleporter, Bridge
|jobtitle = Mercenary
|difficulty = Medium
|access = Anywhere you can get into by hacking, emagging, or exploding
|employers = [[Stellar Corporate Conglomerate | The Stellar Corporate Conglomerate]]
|difficulty = <font style="color:red;">'''VERY HARD'''</font>
|qualifications = At least 30 years of age, 5 years logistics or equivalent experience, current Pilot's License, completion of the SCC's "Introduction to Refueling" program.
|superior = Your Employer
|education = [[Tajaran Educational Institutions#Nal'tor College of Career Excellence|Nal'tor College of Career Excellence]], NanoTrasen Academy, Ceres University.
|duties = Kidnap and murder crew. Sabotage and steal vital equipment. Space yourself while trying to reach the ship.
|superior = [[Captain]]
|guides = This page, [[Uplink]]
|duties = Coordinate operations, supervise Hangar Technicians and Shaft Miners, fill bounties
|guides = [[Hangar Technician]], [[Shaft Miner]], [[Guide to Communication Devices]]
}}
}}
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.
You and your team are ragtag hired guns, bought out by a mysterious employer (or perhaps simply your own whims) to launch an assault on the [[Stellar Corporate Conglomerate]]'s most prized asset; the [[SCCV Horizon]]. Luckily for you, you have a wide variety of tools and tricks at your disposal to accomplish your task.


==Cargo Operation==
==Setting Up==
''If you're new to Operations entirely, you should start out by reading about the [[Hangar Technician]].''
You start out in your base, which possesses a Quickee's Plastic Surgeon you can use to change your appearance, and various equipment and weapons such as thermal glasses, storage pouches, guns (ballistic and laser), and faction-based clothing. Your fellow mercenaries (marked with a big red S next to their sprite) spawn alongside you, and you can converse with them by using <code>AOOC</code>. If the gamemode is combined, other antagonist players will also show up in AOOC.


The main responsibilities of Operations is to ensure that:
When you spawn in, start idea-lobbing with your fellow antag players. Discuss which alien species you possess the whitelists for, and settle on a "gimmick" and plan for the round. As off-ship antagonists, you have a fair amount of leeway in creating new characters to fulfill an antagonistic role, and you don't have to bend a crew character's personality to fit into antagonism. This means your gimmick can be as action-intense or peaceful as you like, so long as it engages the crew of the Horizon. Once you've settled on a plan, use the <code>Set Ambition</code> verb in the IC tab to describe your motive for the round. While not strictly necessary, your ambition shows up at the end of the round and enlightens other players on what your goal was.
# the warehouse is organized, and any equipment that helps out other departments is sent to them in a reasonable amount of time
# the bounties are filled and sent to Central Command
# the shuttles are fuelled and able to be contacted
# 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.
Mercenaries have a private communications channel, which you can access by prefixing your message with <code>:t</code>. You also begin with a radio [[uplink]] in your pocket, which can be used to access exploitable information and purchase any weapons or gear not found in your base.


===== The Vault =====
You also possess an Agent ID, what ''appears'' to be a regular ID card, which can be clicked on while in-hand to customize name, faction, and job title (by default, you're a "Mercenary"). This means that if you'd like to play a member of a Zeng-Hu biohazard cleanup team, it's easy to edit your ID to read "Urist McStation, Biohazard Containment Operative". The most ''important'' quality of this ID, however, is that clicking on another ID with it in hand copies that ID's access, allowing you to copy even a Captain's ID and go wherever you want.


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 [[Traitor|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.
===Your Ship===
Once your team is ready to go, bring yourselves aboard the ship, strap in, and use the console to move to the points around the Horizon. Currently, you cannot move around the overmap in your shuttle, but that doesn't mean your team can't take one of the Horizon's shuttles in a pinch.  


===== Loading the Guns =====
You'll also note a cloaking button on your shuttle console. If this option is disabled, the ship will receive an announcement about an unknown spacecraft entering the perimeter. Depending on your gimmick, this may complement or complicate matters.
[[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.


To load the gunnery:
Your ship spawns with some extra engineering gear of its own, plus a fully-outfitted medbay with all important medications. The shuttle can dock with the Horizon's third deck starboard docking point, but nowhere else.


# 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.
==Roleplaying As An Antag==
# Highlight the clamp by clicking on the square surrounding the icon, not the icon of the clamp itself.
Playing an antagonist does not waive roleplay. While obviously you are perfectly allowed to injure, kill, and steal from other characters, you are expected to do so in an engaging fashion. Consider; if John McClane had been killed by Hans Gruber and his goons in the first ten minutes of ''Die Hard'', would that be an interesting movie to watch? The same applies to you and your roleplay. While you're contemplating your merc gimmick, ask yourself some questions:
# 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==
# '''What is my motive?''' The classic actor question. You have far more freedom to create a more unhinged or uninhibited character, given that they don't have to be employed with the SCC, but giving them even a basic personality or quirks helps to develop them and create for more engaging roleplay. Giving your character a reason to do what they do can bring a number of interesting variables into play.
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!
# '''Who do I engage with?''' Your actions threaten the integrity of the ship and its crew, so naturally the [[Security]] department will be given to interact with you in any round. But who else is going to be involved in your gimmick? Does this gimmick hinge on the merc team's faction? Are you targeting a specific crewmember, or is the Horizon in general a target of your wrath?
# '''How will I complete my objective?''' Whether or not you "win" or "lose", your gimmick will change vastly if you change your methods. Your goal can be to kill Captain Jane Coalition because NanoTrasen has decided she knows too much, but do you kidnap Dr. Muhammad Elyra to convince her to turn herself over? Do you hold the ship ransom with a nuclear bomb? Or do you opt to blackmail Jane Coalition into giving up the information to a higher bidder?


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.
It is good to remember when being an antagonist that ''losing is fun''. You are four people up against a security team that can number up to ten, plus an entire ship of people willing to shout out your location over communications once the jig is up. Dying, being imprisoned, or even being cyborgified can all be part of the fun, so roll with the punches.


== Being an Antagonist ==
==Nuke Ops==
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.
In your base in the dining area, there is a piece of paper with a code written on it. This is the nuclear code, which, along with a nuclear authentication disk, can be used to destroy the ship and end the round. Since this is obviously not a thing that is done lightly, '''activating the nuke requires admin permission''', and significant buildup should be devoted to foreshadowing the nuke's involvement.


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.
But, assuming you've met all of the above criteria and you've decided on the right moment, it's time to get nuclear.


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.
The nuclear authentication disk is, by default, stored in the [[Captain]]'s office. You possess a pinpointer which, when active, will show a little arrow pointing in its direction. Once you've grabbed it, you'll also need your nuclear code.


When you have both the disk and code, find the nuclear bomb located in the compartment at the very aft of the ship. (Keep in mind the code ''only works with this nuke'', and not the ship's scuttling device.)
===SOMEBODY SET US UP THE BOMB===
Once you've found an appealing place for your nuke, you'll need to properly set it up.
# Right click the device to open its control panel.
# Make it deployable.
# Click it with your open hand.
# Place the authentication disk into the slot.
# Punch in the nuke code and hit enter.
# Set the time. Make sure to give yourself sufficient time to get off the ship; or don't.
# Set it to <code>Armed</code>.
# Disengage the anchor.
# Begin the countdown. If you die at this point, the nuke will still go off.
# Place the nuke anywhere you want on the station.
# Anchor it.
# Remove the authentication disk.
# Guard it with your life. <s>Spacing it is cheap.</s>
# Get to your ship and get the hell out of dodge, or die in glorious nuclear hellfire.
==Contracts and Exploitable Information==
[https://byond.aurorastation.org/syndie/contracts Contracts] are player-submitted antagonist prompts from unscrupulous sorts that involve theft, murder, vandalism, and other such crimes. If you are particularly in a bind for ideas, you can use these as a jumping-off point for your gimmick.
Exploitable information is player-written dirty little secrets about crew characters that can be looked up using your uplink. It isn't a hard and fast rule that all of the information is canonical; merely that the information about a character is plausible enough to give you, the antagonist, something to act on.
Keep in mind that this information doesn't always need to be something painting a target on said character's back; you can do a lot with the mere fact that a character can be bribed. Also note that if your plan is to kill a character for their compromising information, ''make sure to roleplay with them first''.
==Tips and Tricks==
* If you think your gimmick could be improved by a smidgen of adminbus, feel free to send an admin help and ask for something to be spawned. Whether or not it's allowed is up to the discretion of the admin in question, so don't lean on it too heavily. Examples include spawning [[Lii'dra]] gear and black k'ois, miscellaneous xenowear, and special faction gear.
* Taking hostages can be a mixed bag, so use them with due caution. Rounds where the entire gimmick is centred around taking a hostage can quickly get tedious for everyone who isn't [[Security]] or the aforementioned hostage, particularly when you make excessive demands such as "I want all of the ship's funds" or "please give me the Captain in exchange for this [[Hangar Technician]]".
* Hostages work best when you're using them for brief periods of time as leverage to get out of a sticky situation. If Cindi Kate grabs Urist McStation and uses him as a human shield while John Sol has a gun pointed at her, Cindi Kate can slowly back out of the room and put some distance between herself and security. The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.
* [[Human Wildlands]] gimmicks and [[Einstein Engines]] gimmicks are very, very common. Consider doing something different.
{{Antagonists}}
{{Guides}}
{{Guides}}
{{Jobs}}
[[Category: Jobs]] [[Category:Antagonists]]
[[Category: Jobs]]
[[Category:Pages]]
[[Category:Operations]]
[[Category:Command]]

Версия от 13:08, 30 июня 2023

ENEMY
Должность
не определена


Mercenary

Руководители: Your Employer
Сложность: VERY HARD
Обязанности: Kidnap and murder crew. Sabotage and steal vital equipment. Space yourself while trying to reach the ship.
Руководства: This page, Uplink
Доступ: Anywhere you can get into by hacking, emagging, or exploding
Альтернативные названия: Отсутствуют

Файл:F19.png

You and your team are ragtag hired guns, bought out by a mysterious employer (or perhaps simply your own whims) to launch an assault on the Stellar Corporate Conglomerate's most prized asset; the SCCV Horizon. Luckily for you, you have a wide variety of tools and tricks at your disposal to accomplish your task.

Setting Up

You start out in your base, which possesses a Quickee's Plastic Surgeon you can use to change your appearance, and various equipment and weapons such as thermal glasses, storage pouches, guns (ballistic and laser), and faction-based clothing. Your fellow mercenaries (marked with a big red S next to their sprite) spawn alongside you, and you can converse with them by using AOOC. If the gamemode is combined, other antagonist players will also show up in AOOC.

When you spawn in, start idea-lobbing with your fellow antag players. Discuss which alien species you possess the whitelists for, and settle on a "gimmick" and plan for the round. As off-ship antagonists, you have a fair amount of leeway in creating new characters to fulfill an antagonistic role, and you don't have to bend a crew character's personality to fit into antagonism. This means your gimmick can be as action-intense or peaceful as you like, so long as it engages the crew of the Horizon. Once you've settled on a plan, use the Set Ambition verb in the IC tab to describe your motive for the round. While not strictly necessary, your ambition shows up at the end of the round and enlightens other players on what your goal was.

Mercenaries have a private communications channel, which you can access by prefixing your message with :t. You also begin with a radio uplink in your pocket, which can be used to access exploitable information and purchase any weapons or gear not found in your base.

You also possess an Agent ID, what appears to be a regular ID card, which can be clicked on while in-hand to customize name, faction, and job title (by default, you're a "Mercenary"). This means that if you'd like to play a member of a Zeng-Hu biohazard cleanup team, it's easy to edit your ID to read "Urist McStation, Biohazard Containment Operative". The most important quality of this ID, however, is that clicking on another ID with it in hand copies that ID's access, allowing you to copy even a Captain's ID and go wherever you want.

Your Ship

Once your team is ready to go, bring yourselves aboard the ship, strap in, and use the console to move to the points around the Horizon. Currently, you cannot move around the overmap in your shuttle, but that doesn't mean your team can't take one of the Horizon's shuttles in a pinch.

You'll also note a cloaking button on your shuttle console. If this option is disabled, the ship will receive an announcement about an unknown spacecraft entering the perimeter. Depending on your gimmick, this may complement or complicate matters.

Your ship spawns with some extra engineering gear of its own, plus a fully-outfitted medbay with all important medications. The shuttle can dock with the Horizon's third deck starboard docking point, but nowhere else.

Roleplaying As An Antag

Playing an antagonist does not waive roleplay. While obviously you are perfectly allowed to injure, kill, and steal from other characters, you are expected to do so in an engaging fashion. Consider; if John McClane had been killed by Hans Gruber and his goons in the first ten minutes of Die Hard, would that be an interesting movie to watch? The same applies to you and your roleplay. While you're contemplating your merc gimmick, ask yourself some questions:

  1. What is my motive? The classic actor question. You have far more freedom to create a more unhinged or uninhibited character, given that they don't have to be employed with the SCC, but giving them even a basic personality or quirks helps to develop them and create for more engaging roleplay. Giving your character a reason to do what they do can bring a number of interesting variables into play.
  2. Who do I engage with? Your actions threaten the integrity of the ship and its crew, so naturally the Security department will be given to interact with you in any round. But who else is going to be involved in your gimmick? Does this gimmick hinge on the merc team's faction? Are you targeting a specific crewmember, or is the Horizon in general a target of your wrath?
  3. How will I complete my objective? Whether or not you "win" or "lose", your gimmick will change vastly if you change your methods. Your goal can be to kill Captain Jane Coalition because NanoTrasen has decided she knows too much, but do you kidnap Dr. Muhammad Elyra to convince her to turn herself over? Do you hold the ship ransom with a nuclear bomb? Or do you opt to blackmail Jane Coalition into giving up the information to a higher bidder?

It is good to remember when being an antagonist that losing is fun. You are four people up against a security team that can number up to ten, plus an entire ship of people willing to shout out your location over communications once the jig is up. Dying, being imprisoned, or even being cyborgified can all be part of the fun, so roll with the punches.

Nuke Ops

In your base in the dining area, there is a piece of paper with a code written on it. This is the nuclear code, which, along with a nuclear authentication disk, can be used to destroy the ship and end the round. Since this is obviously not a thing that is done lightly, activating the nuke requires admin permission, and significant buildup should be devoted to foreshadowing the nuke's involvement.

But, assuming you've met all of the above criteria and you've decided on the right moment, it's time to get nuclear.

The nuclear authentication disk is, by default, stored in the Captain's office. You possess a pinpointer which, when active, will show a little arrow pointing in its direction. Once you've grabbed it, you'll also need your nuclear code.

When you have both the disk and code, find the nuclear bomb located in the compartment at the very aft of the ship. (Keep in mind the code only works with this nuke, and not the ship's scuttling device.)

SOMEBODY SET US UP THE BOMB

Once you've found an appealing place for your nuke, you'll need to properly set it up.

  1. Right click the device to open its control panel.
  2. Make it deployable.
  3. Click it with your open hand.
  4. Place the authentication disk into the slot.
  5. Punch in the nuke code and hit enter.
  6. Set the time. Make sure to give yourself sufficient time to get off the ship; or don't.
  7. Set it to Armed.
  8. Disengage the anchor.
  9. Begin the countdown. If you die at this point, the nuke will still go off.
  10. Place the nuke anywhere you want on the station.
  11. Anchor it.
  12. Remove the authentication disk.
  13. Guard it with your life. Spacing it is cheap.
  14. Get to your ship and get the hell out of dodge, or die in glorious nuclear hellfire.

Contracts and Exploitable Information

Contracts are player-submitted antagonist prompts from unscrupulous sorts that involve theft, murder, vandalism, and other such crimes. If you are particularly in a bind for ideas, you can use these as a jumping-off point for your gimmick.

Exploitable information is player-written dirty little secrets about crew characters that can be looked up using your uplink. It isn't a hard and fast rule that all of the information is canonical; merely that the information about a character is plausible enough to give you, the antagonist, something to act on.

Keep in mind that this information doesn't always need to be something painting a target on said character's back; you can do a lot with the mere fact that a character can be bribed. Also note that if your plan is to kill a character for their compromising information, make sure to roleplay with them first.

Tips and Tricks

  • If you think your gimmick could be improved by a smidgen of adminbus, feel free to send an admin help and ask for something to be spawned. Whether or not it's allowed is up to the discretion of the admin in question, so don't lean on it too heavily. Examples include spawning Lii'dra gear and black k'ois, miscellaneous xenowear, and special faction gear.
  • Taking hostages can be a mixed bag, so use them with due caution. Rounds where the entire gimmick is centred around taking a hostage can quickly get tedious for everyone who isn't Security or the aforementioned hostage, particularly when you make excessive demands such as "I want all of the ship's funds" or "please give me the Captain in exchange for this Hangar Technician".
  • Hostages work best when you're using them for brief periods of time as leverage to get out of a sticky situation. If Cindi Kate grabs Urist McStation and uses him as a human shield while John Sol has a gun pointed at her, Cindi Kate can slowly back out of the room and put some distance between herself and security. The longer you stay in a position bogged down with a hostage, the further the scales tip out of your favor.
  • Human Wildlands gimmicks and Einstein Engines gimmicks are very, very common. Consider doing something different.
Antagonist roles
Antagonists Traitor - Mercenary - Ninja - Changeling - Vampire - Revolutionary - Raider - Cultist - Cortical Borer - Loner - Technomancer
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