Escape Shuttle: Difference between revisions

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[[File:escapeshuttle.png]]
{{Location
|headerbgcolor=green
|headerfontcolor = white
|name=Escape Shuttle
|image=Leshuttle.png
|department=General
|exits=West to the [[Escape Shuttle Hallway]]
|purpose=Transporting the station crew back to [[CentCom]]
|access=Public access to the main seating and medical areas, security access to the shuttle brig, command access to the shuttle bridge
|contents=Two [[Sleeper|sleepers]], emergency and medical supplies
|clearance=Everyone
|description= The escape shuttle: the savior and bane of many players.
|sec_level=Medium
|style=Shuttle
}}


After a nice, productive shift most crew members will be able to return to CentCom aboard the Escape Shuttle.  
<strike>On one hand, it is with this that many players are allowed to [[Backstory#Central Command|supposedly]] continue life after departing Space Station 13. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. (The correct answer is, if anyone is working in toxins, you should call the shuttle, just to be safe).</strike>


==How To Call It==
Lets not muck around here. You may have avoided death by asphyxiation thanks to some Greyshit smashing windows for the hell of it. You may have dodged a bomb ripping the Medbay to pieces. You might not have breathed in the horrible, horrible virus that was 'accidentally' released into the air system, but none of that my good friend, compares to the hell that is the Escape Shuttle.


It's pretty simple really; a Head must go to the [[Communications Console]] in the Bridge and call it. Simple as that. It normally takes 10 minutes to arrive. It can be recalled but after 5 minutes then the shuttle will arrive regardless.  
Any form of restraint that was previously displayed has a mysterious habit of vanishing in the last few minutes of a stations life. Friends turn on friends, Clowns become murdering psychopaths (Again), Security start stunning everyone and anyone and someone '''always''' drops a flashbang or two.


==The Layout==
Welcome, to the Escape Shuttle.
===The Bridge===
Like the Station, there is a Bridge. Only Command Staff have access to this room. There are a number of consoles in there but the most important is the Shuttle console. If three head ID's get swiped on it then the launch timer will be lowered to 10 seconds. Only use this in emergencies as there could still be people trying to get to the shuttle. Also, try to close the door behind you as the general crew have a tendency to barge into the bridge.


===The Brig===
===Calling the Shuttle===
This room is located right next to the bridge. This room is to be used to hold any criminal the station has. All prisoners must be housed in here. That includes the permabrig prisoners. You will likely end up adding more crew members into this little brig for the duration of the flight home as people tend to get a bit rowdy.  
The shuttle can be called from a Communcations Console by any [[Heads of Staff]], the [[AI]] and its [[Cyborg]]s, 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 (3 in Red Alert) since it was called. During [[Game Mode#Revolution|Revolution]], [[Game Mode#AI Malfunction|Malfunction]] and [[Game Mode#Blob|Blob]] game modes, the shuttle can be called but it will never arrive.
Also note; any antags that are in the brig when the shuttle arrives will automatically fail their objectives. So be careful!


===Cargo===
Once called, the shuttle takes ten minutes for Central Command to power, program, and supply before arriving at the station, waiting for three minutes (if the Heads or a [[traitor]] with an [[Syndicate_Items#Cryptographic_Sequencer|emag]] don't get too jumpy first), and then leaves the station, taking two minutes to travel in hyperspace. Presumably the supplies are in case in the shuttle ''really fouls up this hyperspace process.''
This room is located at the south west of the escape shuttle. It's a handy little room which you can use to house any items you have collected and wish to keep and take home with you. It's also a pretty cool hiding spot if you feel you are being hunted down.


===Medbay===
===Shuttle Bridge===
Located on south east part of the shuttle. It contains two sleepers and basic medical supplies. A very useful room and will more than likely be used a lot during the journey home.
 
The shuttle bridge at the fore section requires Bridge/Headquarters access and is reserved for the [[Chain of Command|Heads of Staff]], although the general crew gets a boner for occupying restricted areas and will try and slip in.
 
The bridge contains many consoles, the most important one being the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a [[traitor]] emags it), the waiting time for the shuttle gets shortened to 10 seconds.
 
===Shuttle Brig===
 
The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at centcom will fail their escape objective. Requires Security access to enter.
 
Due to the fact that this, in effect, Security's only haven on an otherwise chaotic shuttle, you can generally take it as read that walking through those airlock doors into the Shuttle Brig without being Security will see you get robusted to fuck, or just outright murdered. Security are understandably incredibly twitchy on the Shuttle, so probably best just to leave them in peace as they beat their prisoners into submission for the Centcomm bods.
 
An alternative is to escape on an [[Escape Pods|escape pod]].
 
[[category:Locations]]
 
 
 
 
 
{{Locations}}

Revision as of 08:11, 16 July 2014

Undefined Location
link=File:Leshuttle.png}}
The escape shuttle: the savior and bane of many players.
Purpose: Transporting the station crew back to CentCom
Key items: None
Workers: None
Access: Public access to the main seating and medical areas, security access to the shuttle brig, command access to the shuttle bridge
Exits: West to the Escape Shuttle Hallway
General


On one hand, it is with this that many players are allowed to supposedly continue life after departing Space Station 13. On the other, many players may die waiting for the shuttle to leave, due to either a shuttle brawl or a traitor who happens to want no company with him on his return voyage. The escape shuttle is also the cause of many arguments as to whether or not the situation on the station warrants an evacuation. (The correct answer is, if anyone is working in toxins, you should call the shuttle, just to be safe).

Lets not muck around here. You may have avoided death by asphyxiation thanks to some Greyshit smashing windows for the hell of it. You may have dodged a bomb ripping the Medbay to pieces. You might not have breathed in the horrible, horrible virus that was 'accidentally' released into the air system, but none of that my good friend, compares to the hell that is the Escape Shuttle.

Any form of restraint that was previously displayed has a mysterious habit of vanishing in the last few minutes of a stations life. Friends turn on friends, Clowns become murdering psychopaths (Again), Security start stunning everyone and anyone and someone always drops a flashbang or two.

Welcome, to the Escape Shuttle.

Calling the Shuttle

The shuttle can be called from a Communcations Console 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 (3 in Red Alert) since it was called. During Revolution, Malfunction and Blob game modes, the shuttle can be called but it will never arrive.

Once called, the shuttle takes ten minutes for Central Command to power, program, and supply before arriving at the station, waiting for three minutes (if the Heads or a traitor with an emag don't get too jumpy first), and then leaves the station, taking two minutes to travel in hyperspace. Presumably the supplies are in case in the shuttle really fouls up this hyperspace process.

Shuttle Bridge

The shuttle bridge at the fore section requires Bridge/Headquarters access and is reserved for the Heads of Staff, although the general crew gets a boner for occupying restricted areas and will try and slip in.

The bridge contains many consoles, the most important one being the Shuttle Console. If at least three Heads of Staff swipe their IDs on it (or if a traitor emags it), the waiting time for the shuttle gets shortened to 10 seconds.

Shuttle Brig

The shuttle brig (marked with red flooring) should be used to house criminals long enough to be transferred over to Centcom security for further investigation and possible incarceration. Traitors within the brig when the shuttle arrives at centcom will fail their escape objective. Requires Security access to enter.

Due to the fact that this, in effect, Security's only haven on an otherwise chaotic shuttle, you can generally take it as read that walking through those airlock doors into the Shuttle Brig without being Security will see you get robusted to fuck, or just outright murdered. Security are understandably incredibly twitchy on the Shuttle, so probably best just to leave them in peace as they beat their prisoners into submission for the Centcomm bods.

An alternative is to escape on an escape pod.



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