Captain's Quarters

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CaptainsQuarters.png

This is the Captain's roomy private office, for when the pressures of command get too great. It is located in the command sector, with the Bridge to the north (so the Captain can stride manfully onto the Bridge in a crisis) and to Teleporter Control to the south (for when he needs to run away like a little girl). It is only right that the Captain himself spawns here. Naturally, Captain-level access is required to use this room.

The locker contains various useful bits, notably an energy gun, some spare armor and a spare captains jumpsuit. This room also contains the Nuclear Authentication Disk (so the Syndicate can blow up the station), a jetpack (so the Captain can disappear to space)), the Captain's Spare ID (so the clown can gain all-access and spread his joy through the station), a hand tele (so the Captain can run away when the station has gone to hell).

The Captain's private quarters is attached to the office just behind his desk. Not only is this where the Captain sleeps, but it's also where the Captain keeps his prized antique laser gun. Of course, the Captain is not expected to use the same filthy facilities as the rest of the commoners, so a personal restroom is provided for his exclusive use.

In the office is an ID computer and a communications console, which is vital for calling the shuttle once the Bridge and AI have exploded. This panoply of equipment, coupled with the fact that the Captain's Quarters are a back door onto the Bridge, means that traitors will be constantly trying to get in. Breaking in or trespassing here will usually land you a life sentence.

Fortunately, your desk actually makes pretty good cover against invaders. The consoles will block most projectiles, and you can move your locker around for some more versatile protection.