Bridge

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Revision as of 13:32, 1 December 2019 by Kettle (talk | contribs) (updated for all maps except minsky)
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Bridge
link=File:Bridge small.png}}
The station's command center.
Purpose: Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
Key items: Communications console, ID console, crew monitoring console
Workers: None
Access: Captain, Head of Personnel, Research Director, Chief Medical Officer, Chief Engineer, Head of Security
Exits: East and west to Central Primary Hallway, south-east to Captain's Quarters, south-west to Conference Room
Command

The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crew members with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, and break-in attempts can be hard to hide from others wandering the central hallway. The AI upload chamber can be relatively safely accessed through the reinforced walls below.

The Bridge and the communications console require Bridge access to enter and use.

The bridge is full of computers, separated into sections. From left to right:
Red

Yellow

Blue

Green

Brown

There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe, some flashes and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the Conference Room instead. It's not all negative, though - any improper behaviour is in full view of passers-by, so your corpse won't stay undiscovered for long!

Ordering an Evacuation

Using the Communications Console, the Escape Shuttle can be called 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 so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.

Bridge
link=File:Bridge_Delta.png}}
The station's command center.
Purpose: Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
Key items: Communications console, ID console, crew monitoring console
Workers: None
Access: Captain, Head of Personnel, Research Director, Chief Medical Officer, Chief Engineer, Head of Security
Exits: East and west to Central Primary Hallway, south-east to Captain's Quarters, south to Telecommunications, south-west to the Council Chamber
Command

The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crew members with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, as well as one side being exposed to space, and break-in attempts can be hard to hide from others wandering the central hallway.

The Bridge and the communications console require Bridge access to enter and use.

The bridge is full of computers, separated into sections. From left to right:
Purple/Yellow

Blue

Red

Yellow

Purple

  • Commandconsole.pngCommand Console
  • Commandconsole.pngEngineering Console

There are several other restricted or rare items, including an Intellicard, a Fire Axe and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and some vending machines for those code-red emergency snacks.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the Council Chambers instead. It's not all negative, though - any improper behaviour is in full view of passers-by, so your corpse won't stay undiscovered for long!

Ordering an Evacuation

Located in the center of the bridge is a small area sectioned off by windows. Using the Communications Console (located inside here), the Escape Shuttle can be called 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 so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.

Bridge
link=File:Bridge_Meta.png}}
The station's command center.
Purpose: Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
Key items: Communications console, ID console, crew monitoring console
Workers: None
Access: Captain, Head of Personnel, Research Director, Chief Medical Officer, Chief Engineer, Head of Security
Exits: East to Captain's Quarters, south-east and south-west to Command Hallway, south to the Council Chamber, west to Head of Personnel's Office
Command

The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crew members with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, as well as one side being exposed to space, and break-in attempts can be hard to hide from others wandering the central hallway.

The Bridge and the communications console require Bridge access to enter and use.

The bridge is full of computers, separated into sections. From left to right:
Blue

  • Commandconsole.pngCommand Console
  • Commandconsole.pngEngineering Console

Green

Brown

Red

Blue

There are several other restricted or rare items, including an Intellicard, a Fire Axe, handcuffs and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided a medkit and a box of donuts for those code-red emergency snacks.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, too. It's usually best to use the Council Chambers instead. It's not all negative, though - any improper behaviour is in full view of passers-by, so your corpse won't stay undiscovered for long!

Ordering an Evacuation

Located in the center of the bridge is a small area sectioned off by windows. Using the Communications Console (located inside here), the Escape Shuttle can be called 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 so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.

Bridge
link=File:Bridge_Omega.png}}
The station's command center.
Purpose: Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
Key items: Communications console, ID console, crew monitoring console
Workers: None
Access: Captain, Head of Personnel
Exits: North-east to AI Satellite, east to Head of Personnel's Office, south to Fore Primary Hallway, west to Captain's Quarters
Command

The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crew members with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, as well as one side being exposed to space, and break-in attempts can be hard to hide from others wandering the hallway.

The Bridge and the communications console require Bridge access to enter and use.

The bridge is full of computers, separated into sections:
Red

Blue

Grey

Yellow

Purple

There are several other restricted or rare items, including an Intellicard, handcuffs, a Fire Axe, a flash and a secure briefcase locked with a 5-digit code. Nanotrasen have also thoughtfully provided medkits and vending machines for those code-red emergency snacks.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Ordering an Evacuation

Using the Communications Console, the Escape Shuttle can be called 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 so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all. These gamemodes are not preset on this map unless forced by an admin.

Bridge
The station's command center.
Purpose: Where bored heads go to call the shuttle and bored Assistants run into to tempt fate.
Key items: Communications console, ID console, crew monitoring console
Workers: None
Access: Captain, Head of Personnel, Research Director, Chief Medical Officer, Chief Engineer, Head of Security
Exits: North-east to Space, south-east to Head of Personnel's Office, south to Central Primary Hallway, south-west to Captain's Quarters, north-west to AI Satellite
Command

The Bridge is the nerve center of the station. The Head of Personnel and Captain start the shift in their respective offices, both of which have easy access to the bridge. Situated in the center of the station, it provides great visibility of the central hallway and fast access for the few crew members with enough clearance. Security and defense can be difficult but the blast doors waiting behind every external door and window can improve that a little, as well as one side being exposed to space, and break-in attempts can be hard to hide from others wandering the central hallway.

The Bridge and the communications console require Bridge access to enter and use.

The bridge is full of computers, separated into sections. From left to right:
Purple

Green

Blue

Red

Yellow

Grey

  • Rd console.pngRD Console

There are several other restricted or rare items, including an Intellicard, boxes of spare PDAs and IDs, a Fire Axe and a flash. Nanotrasen have also thoughtfully provided a medkit.

The bridge is one of the locations that has its own Teleporter tracking beacon.

Due to the enormous window the bridge is a pretty bad place for high-clearance conversations. The peasants tend to get antsy if the blast doors stay shut for no obvious reason, too. It's not all negative, though - any improper behaviour is in full view of passers-by, so your corpse won't stay undiscovered for long!

Ordering an Evacuation

Using the Communications Console, the Escape Shuttle can be called 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 so long as 5 minutes have not passed since it was called (on red alert, it cannot be recalled). Typically, the shuttle should not be called without the Captain's authorization.

Some game modes affect when the shuttle can leave, or if it can leave at all.

Jobstemp.png Locations on Yogstation
General Recreational Medical Supply Science Engineering Security Command Upkeep Outside