Space: различия между версиями
imported>Thundercoot |
imported>BlueMemesauce Нет описания правки |
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(не показано 12 промежуточных версий 3 участников) | |||
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{{Location | {{Location | ||
|headerbgcolor=black | |||
|headerfontcolor=white | |||
|imagebgcolor=grey | |||
|name=Space | |||
|image=Space.png | |||
|department=Space | |||
|exits=[[Space Station 13]], [[Abandoned Satellite]], [[Derelict]], [[White Ship]], any other ruin | |||
|purpose=Looting and killing | |||
|access= | |||
|contents=Ruins | |||
|clearance=Anyone | |||
|description=The Final Frontier. | |||
|sec_level=None | |||
|style=Void | |||
|balance=-- | |||
|other=-- | |||
}} | |||
Deadly to all, except [[Cyborg]]s and [[Xenos|Aliens]], it houses many mysteries, and many asteroids.<br> | Deadly to all, except [[Cyborg]]s and [[Xenos|Aliens]], it houses many mysteries, and many asteroids.<br> | ||
Any part of the station exposed to space, and not behind an airlock, solid wall or secured window will quickly lose breathable air. | Any part of the station exposed to space, and not behind an airlock, solid wall or secured window will quickly lose breathable air. | ||
Строка 24: | Строка 23: | ||
==Hazards== | ==Hazards== | ||
*It is well known that space is not a safe place. Without a source of breathable air you will quickly pass out before you can accomplish anything. If you see someone passed out in a de-pressurized zone you | *It is well known that space is not a safe place. Without a source of breathable air you will quickly pass out before you can accomplish anything, so [[Starter_guide#Clothing_and_Internals|set up internals]]. If you see someone passed out in a de-pressurized zone you can help by dragging them somewhere safer and giving them some [[Salbutamol]] and epinephrine to treat oxygen deprivation. | ||
*Space is cold. [[Temperature#My_nipples_are_hard_just_thinking_about_it|REALLY FUCKING COLD]]. Your jumpsuit is not enough to safeguard you from this hazard and you will eventually become [[Critical_status|critical]] if you spend too much time outside. While freezing, you move at a snail's pace and you might not be able to get to safety in time. It might be a good idea to announce your situation over the radio and have someone come get you if you're not sure you'll make it. [[Leporazine]] is the drug of choice for keeping you warm, but coffee or tea help somewhat. [[Morphine]] is also an excellent choice for aspiring astronauts as it helps you move in bulky space suits and reduces the slowing effects of the cold. | *Space is cold. [[Temperature#My_nipples_are_hard_just_thinking_about_it|REALLY FUCKING COLD]]. Your jumpsuit is not enough to safeguard you from this hazard and you will eventually become [[Critical_status|critical]] if you spend too much time outside. While freezing, you move at a snail's pace and you might not be able to get to safety in time. It might be a good idea to announce your situation over the radio and have someone come get you if you're not sure you'll make it. [[Leporazine]] is the drug of choice for keeping you warm, but coffee or tea help somewhat. [[Morphine]] is also an excellent choice for aspiring astronauts as it helps you move in bulky space suits and reduces the slowing effects of the cold. | ||
*Low pressure is your first sign that the air is too thin to breathe. The low pressure of space will deal brute damage if your body is exposed to it. | *Low pressure is your first sign that the air is too thin to breathe. The low pressure of space will deal brute damage if your body is exposed to it. | ||
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==Ghetto Space Suit== | ==Ghetto Space Suit== | ||
Located in many maintenance tunnels throughout the station and in other places, gas masks, fire suits and hard hats, extinguishers and oxygen tanks can all be found in fire safety closets. Wearing the fire suit and fire hat will protect you from the low pressure of space, and using internals will protect you from suffocating, but you'll still freeze in the cold temperature of space; using coffee will warm you a little, but leporazine will keep you warm enough to survive. | |||
To propel yourself, just aim the fire extinguisher in the opposite direction you want to go in and voila! You are a true, blue, bona fide motherfucking rocket man. Extinguishers last surprisingly long when used this way and don't cut into your air supply like a jetpack does, but the downside is that it's far slower and much less maneuverable. Still, it should be good for simple work around the station. Guns and sprayers can also be used to maneuver in space. | |||
==Being Adrift In The Void== | ==Being Adrift In The Void== | ||
Alright, calm down. The situation may not be as hopeless as it seems. Too many newbies have died when they could have been saved but gave in to despair. If you have any of the aforementioned items your chances of survival are greatly increased. Cyborgs may have it a lot easier because they are innately immune to cold and vacuum. Standard and engineering models even have a built in fire extinguisher for propellant, | Alright, calm down. The situation may not be as hopeless as it seems. Too many newbies have died when they could have been saved but gave in to despair. If you have any of the aforementioned items your chances of survival are greatly increased. Cyborgs may have it a lot easier because they are innately immune to cold and vacuum. Standard and engineering models even have a built in fire extinguisher for propellant. However, since cyborgs cannot throw things they can have a harder time maneuvering their way back to the station. | ||
Your first priority is to activate internals if they weren't already. If you know where the station is and have a fire extinguisher, use it. If you don't, try throwing some items to propel yourself back to safety. If you were thrown out an airlock by a [[traitor]], now's the time to let people know of your situation and where it happened. Generally they will have stripped you of all your protective gear so your time will be limited, but if they left you ANYTHING to throw you may at least have your body discovered. It might be a pain in the ass to retrieve it, but security will probably want you | Your first priority is to activate internals if they weren't already. If you know where the station is and have a fire extinguisher, use it. If you don't, try throwing some items to propel yourself back to safety. If you were thrown out an airlock by a [[traitor]], now's the time to let people know of your situation and where it happened. Generally they will have stripped you of all your protective gear so your time will be limited, but if they left you ANYTHING to throw you may at least have your body discovered. It might be a pain in the ass to retrieve it, but security will probably want you revived to interview you. Maximizing your [[suit sensors]] increases this possibility dramatically. Even if you don't survive, you may be avenged by blowing their cover over the radio, but this doesn't always work. Remember you can cling to the hull of the station and walk around. | ||
If you | If you have any metal rods, you can place them on a space tile to create a lattice, which you will automatically grip, stopping you from drifting in space. | ||
If you don't have any compunctions with metagaming, note that space in SS13 is random. You won't generally be in space forever -- if you die your body will probably hit something eventually. Paranoid traitors may try to give you some spin when they space you for this reason since you're more likely to hit an asteroid or ruin instead. If the space is just right, your corpse may loop around and land on the other side of the station, or it might hit something and bounce off, slowly returning to the station. | |||
Sometimes you just don't have any idea where the main station is. This tends to happen after blinking or walking into a portal set as a trap. If you have the equipment necessary to survive in space for an extended period of time, rejoice! Just set yourself on a diagonal vector and you'll encounter some form of civilization eventually. Besides the main station, there are some randomized ruins and places in space that might contain a teleporter or a bunch of deadly critters. If you're not seeing any stations and you're getting impatient, you may try changing direction. If and when you make it back, it'll make a fine story to tell everyone at the bar, assuming the whole place hasn't gone down the [[Singularity|shitter]] while you were away. | |||
Remember, space is heavily randomized, meaning ruins that appear in one round may not appear at all, or they will appear in different places. Unless you specifically know where you're going, chances are where you end up can be almost anywhere. Just don't stray too far from the station and this should not be a problem. | |||
== Exploring the Void for Fun and Profit == | |||
[[Category:locations]] | [[Category:locations]] | ||
Space exploration can be a viable option for how to spend your round, given the available loot, such as a retro laser gun or a Syndicate toolbox. Just follow these general tips: ALWAYS bring a canister, GPS, jetpack, and large O2 tank. The one in your pocket will only last a few minutes at best.Generally, a good tactic is to hop between distant signals until you get what you want. The following list covers common space loot: | |||
Syndicate Toolbox (Loaded): KC13, One Half | |||
Retro Laser Gun: Old Shuttle, Meta-Class Whiteship, Delta-Class Whiteship, Kilo-Class Whiteship, Trade Route | |||
Energy Cutlass: Trade Route | |||
Random Tool Spawner: Abandoned Satellite, Deep Storage, Tram-Class Whiteship | |||
Red Speed Tools: Trade Route | |||
Red SWAT helm (Spaceproof): Trade Route, KC13 | |||
Police Baton: Trade Route, KC13 | |||
Guerilla Gloves: Trade Route | |||
Agent ID: Trade Route | |||
White Ship: Deep Space (White Ship spawner dock) | |||
Clear PDA: Tradepost | |||
M1911 Handgun: Tradepost | |||
BODA: One Half, KC13 | |||
There is also a lot more material loot in space, i.e metal and shit that you can find scattered throughout ruins. | |||
Good luck. | |||
Do note, there is another guide to space exploration [[Guide to Space Exploration|here, although it's outdated.]] | |||
Текущая версия от 07:26, 17 сентября 2023
Space Area | |
Space | |
The Final Frontier. | |
Obvious exits | Space Station 13, Abandoned Satellite, Derelict, White Ship, any other ruin |
Purpose | Looting and killing |
Access level | |
Noteworthy contents | Ruins |
Clearance | Anyone |
Security level | None |
Style | Void |
Balance Requirements | |
Other Notes | |
Locations on /tg/station |
Deadly to all, except Cyborgs and Aliens, it houses many mysteries, and many asteroids.
Any part of the station exposed to space, and not behind an airlock, solid wall or secured window will quickly lose breathable air.
Generally, unless you are in a proper space suit with functioning internals, you will freeze to death in the airless, bone chilling void, unless you happen to be hit by a stray meteor, or Space Dust.
Hazards[править | править код]
- It is well known that space is not a safe place. Without a source of breathable air you will quickly pass out before you can accomplish anything, so set up internals. If you see someone passed out in a de-pressurized zone you can help by dragging them somewhere safer and giving them some Salbutamol and epinephrine to treat oxygen deprivation.
- Space is cold. REALLY FUCKING COLD. Your jumpsuit is not enough to safeguard you from this hazard and you will eventually become critical if you spend too much time outside. While freezing, you move at a snail's pace and you might not be able to get to safety in time. It might be a good idea to announce your situation over the radio and have someone come get you if you're not sure you'll make it. Leporazine is the drug of choice for keeping you warm, but coffee or tea help somewhat. Morphine is also an excellent choice for aspiring astronauts as it helps you move in bulky space suits and reduces the slowing effects of the cold.
- Low pressure is your first sign that the air is too thin to breathe. The low pressure of space will deal brute damage if your body is exposed to it.
- Syndie scum and other sorts of traitors have a close relationship with space. They can often be found hovering around outside the station in stolen space suits. They will shoot you if they catch you out there. While the station engineers do their best to keep the horror that is The Great Outdoors separate from the rest of the station, traitors will seek to acquaint you with this region in a variety of ways. Don't let them.
Ghetto Space Suit[править | править код]
Located in many maintenance tunnels throughout the station and in other places, gas masks, fire suits and hard hats, extinguishers and oxygen tanks can all be found in fire safety closets. Wearing the fire suit and fire hat will protect you from the low pressure of space, and using internals will protect you from suffocating, but you'll still freeze in the cold temperature of space; using coffee will warm you a little, but leporazine will keep you warm enough to survive.
To propel yourself, just aim the fire extinguisher in the opposite direction you want to go in and voila! You are a true, blue, bona fide motherfucking rocket man. Extinguishers last surprisingly long when used this way and don't cut into your air supply like a jetpack does, but the downside is that it's far slower and much less maneuverable. Still, it should be good for simple work around the station. Guns and sprayers can also be used to maneuver in space.
Being Adrift In The Void[править | править код]
Alright, calm down. The situation may not be as hopeless as it seems. Too many newbies have died when they could have been saved but gave in to despair. If you have any of the aforementioned items your chances of survival are greatly increased. Cyborgs may have it a lot easier because they are innately immune to cold and vacuum. Standard and engineering models even have a built in fire extinguisher for propellant. However, since cyborgs cannot throw things they can have a harder time maneuvering their way back to the station.
Your first priority is to activate internals if they weren't already. If you know where the station is and have a fire extinguisher, use it. If you don't, try throwing some items to propel yourself back to safety. If you were thrown out an airlock by a traitor, now's the time to let people know of your situation and where it happened. Generally they will have stripped you of all your protective gear so your time will be limited, but if they left you ANYTHING to throw you may at least have your body discovered. It might be a pain in the ass to retrieve it, but security will probably want you revived to interview you. Maximizing your suit sensors increases this possibility dramatically. Even if you don't survive, you may be avenged by blowing their cover over the radio, but this doesn't always work. Remember you can cling to the hull of the station and walk around.
If you have any metal rods, you can place them on a space tile to create a lattice, which you will automatically grip, stopping you from drifting in space.
If you don't have any compunctions with metagaming, note that space in SS13 is random. You won't generally be in space forever -- if you die your body will probably hit something eventually. Paranoid traitors may try to give you some spin when they space you for this reason since you're more likely to hit an asteroid or ruin instead. If the space is just right, your corpse may loop around and land on the other side of the station, or it might hit something and bounce off, slowly returning to the station.
Sometimes you just don't have any idea where the main station is. This tends to happen after blinking or walking into a portal set as a trap. If you have the equipment necessary to survive in space for an extended period of time, rejoice! Just set yourself on a diagonal vector and you'll encounter some form of civilization eventually. Besides the main station, there are some randomized ruins and places in space that might contain a teleporter or a bunch of deadly critters. If you're not seeing any stations and you're getting impatient, you may try changing direction. If and when you make it back, it'll make a fine story to tell everyone at the bar, assuming the whole place hasn't gone down the shitter while you were away.
Remember, space is heavily randomized, meaning ruins that appear in one round may not appear at all, or they will appear in different places. Unless you specifically know where you're going, chances are where you end up can be almost anywhere. Just don't stray too far from the station and this should not be a problem.
Exploring the Void for Fun and Profit[править | править код]
Space exploration can be a viable option for how to spend your round, given the available loot, such as a retro laser gun or a Syndicate toolbox. Just follow these general tips: ALWAYS bring a canister, GPS, jetpack, and large O2 tank. The one in your pocket will only last a few minutes at best.Generally, a good tactic is to hop between distant signals until you get what you want. The following list covers common space loot:
Syndicate Toolbox (Loaded): KC13, One Half
Retro Laser Gun: Old Shuttle, Meta-Class Whiteship, Delta-Class Whiteship, Kilo-Class Whiteship, Trade Route
Energy Cutlass: Trade Route
Random Tool Spawner: Abandoned Satellite, Deep Storage, Tram-Class Whiteship
Red Speed Tools: Trade Route
Red SWAT helm (Spaceproof): Trade Route, KC13
Police Baton: Trade Route, KC13
Guerilla Gloves: Trade Route
Agent ID: Trade Route
White Ship: Deep Space (White Ship spawner dock)
Clear PDA: Tradepost
M1911 Handgun: Tradepost
BODA: One Half, KC13
There is also a lot more material loot in space, i.e metal and shit that you can find scattered throughout ruins.
Good luck.
Do note, there is another guide to space exploration here, although it's outdated.
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